Version 3.6.0 changes and notes ===========================================================
Version 3.6.0 is a minor feature release that improves the image stability of TAA. The improvement is provided by a technique called "Jitter" which applies subtle camera movement to each frame.
Two additional settings have been added to control this feature. One to simply toggle jitter on/off and the other to the select the "Jitter Pattern". I recommend using JitterPattern = 0 if you expect your game on average to run below 45 fps and JitterPattern = 1 if you expect to run above 45 fps. In addition, this release fixes some interior rendering issues where certain meshes would be transparent.
NOTE: It seems that Nexus Mods is now imposing a limit on the length of these comments. I've removed the release notes from previous versions and will re-upload them to another location. See the full list of changes in the Changelogs on this page.
Hey mcstfuerson, yeah it's me again, I'm becoming a bit annoying, but you should expect that from Julius Caesar himself.
Anyway, for context, in Skyrim, there is this wonderful mod called "Community Shaders", it's similar to Oblivion Reloaded in that it adds new amazing shaders to use, as well as optimize them and the old engine's old shaders and the like.
And from it, there is one feature I REALLY enjoy, it's the "Toggle Effects" button, set to the asterisk (*) by default. And I was wondering, can ORE3 have such a feature?
It would be great, for debugging, comparisons and to momentarily disable it for some performance boost. I understand some things may not be able to be toggled off, or a restart is needed to toggle it off, but still, if a lot of effects can be toggled, it's worth it, right?
For example, let's say I'm in Better Cities' Bravil, I have almost all effects on including the shadows, but my framerate is extremely low, I can just press ORE3's "Toggle Effect" button and it disables most if not all options, including the very demanding shadows.
Having an issue with the grass shader. When I set it = 1, I get shadows on grass but two specific grass types (cattails and dead bushes in Oblivion gates) have a strange deep blue or black shader which flickers on and off depending on the angle I view them in. If I set the grass shader to 0, then I get no shadows on grass at all.
Any idea if there is something I could change to have shadows on grass and avoid the strange shader issue with specific grass types?
Sounds like a missing shader on the OR side which is typically a pretty simple fix. Do you mind providing a screenshot so I know how to recreate the issue?
I’ll be providing a new release soon to fix a few bugs so I’ll try to fix this as well. Thanks.
Okay so, I found out something weird. If I turn off and then turn on tree shadow canopy on the settings (game settings, not OR settings) in game, the blue color disappears, but the grass that used to be blue instead picks up light from torches/spells even when im far away. And then when the weather/day/night lighting changes, the grass that was blue just slowly disappear. I hope that helps!
Let this one slip, sorry about that my fault. I took a look and it appears OR is missing a grass shader. I can replicate this issue but on my end it presents itself much more subtly. So, I probably never noticed because I don't see the obnoxious blue color.
Would you be available to test the fix if I send you the shader? If all is good, I will include it with the next release. Thanks!
I have tested it for a little bit and it seems to be working. Will be testing this by playing some more and check in if there are issues. Thank you for your amazing work! <3 Very appreciated!
Okay i tested it in cheydinhal since there are so many problem grass there, the blue tinted grass issue is gone, but the disappearing grass still remains. Ill try to record the video and show it here.
Thanks for taking the time to test it out and for following up. That disappearing grass issue seems to occur in vanilla also so will certainly have to dig a little deeper to fix that one.
EDIT: Alright, just realized something important, talking to NPCs will move the torch light away, in which case, afterwards...The shadows work perfectly fine! The whole "In inventory or using hotkeys" is irrelevant, too. I thought it was the animation, but after using "Combat Additions" bash, it didn't fix it, so it has to be the FOV Zoom when you talk to a character. This "fix" is possible with the Light spell too, but doesn't seem to be too reliable, could be because of the fact it's 50ft instead of the Torch's 24ft or so.
Hey mcstfuerson, I am very sure that there is some kind of issue going on with the "Shadow Casting", be it the Torch or the Light spell.
So, I have the Grand Ring of Light, when I use it in the menu, it works fine and it emits a light as well as a shadow. However, it seems that sometimes but also a bit rarely, it does not cast shadows. But if I use the ring with the hotkeys (7 in my case), it will emit a light with a high chance of not emitting any shadows whatsoever.
The Torch is even strange, some of us already talked about how it might be due to Enhanced Camera, which might be, but also... One time, I got my torch up by using the inventory, it was casting the lights just fine, even with EC! But then, I do it again and it has that "big block of shadow" problem that EC might be causing.
Just like that Ring of Light, it also has the same issue with the inventory and the hotkeys.
It's so strange, I'm not sure why it acts like that, maybe there's some kind of script delay needed, but when you use it with the hotkeys it didn't delay enough?
Hi mcstfuerson, I'm using 3.6.0 with Volumetric Lights, the one before the hotfix you've just released and I've noticed that the Specular is there, as well as the Terrain having its own specular parameters.
However, they're set to 0? Is that normal? Do you have any recommended settings, or it's a texture-by-texture basis?
In that regard, I've just set it all to 1 and...InsanitySorrow's Ebony Sword replacer is so beautiful! Imgur Link Makes me want to get back to texturing for Oblivion.
EDIT: Nevermind, found a way in my files on how to play Oblivion with ORE3 off, the flame texture is sadly a problem on my part.
Hey mcstfuerson, could you check something in the game for me? Here's a link to a forum post I've made: CLICK HERE
So in short, I have a missing Flame Texture and I think that it could actually be caused by ORE3. I have tried to see it on Vanilla only, with ORE3 still on and I still have the bug.
And I can't play without ORE3 anymore, it crashes my game, I am not sure why.
Just go to Fort Dirich, then there will be a place at the very south-end (more specifically, it is left-bottom since the map is diagonal), see if you also have purple flames like I do. I have a suspicion it might be ORE3, if not, it's "Oblivion Upscaled Textures". I even tried 5 different Fire retextures and the issue is still there.
Hope you have time to check and help me out, thanks.
Thanks for the update, I did try to recreate this the other day but experienced only normal behavior, I wanted to do another test to confirm but didn't get around to it.
Trying this mod and so far it looks fantastic. The only thing I'm struggling a bit right now is interior cells seems to have far less shadows. I see the mod intentionally sets interior shadows to 0/off since it brings its own shadow system, but I noticed two things e.g. in Bravil: - having actor shadows enabled in Shadows.ini for interior cells results in significantly fluctuating FPS - setting interior shadows to max in the in-game menu brings back actor shadows and I think some more, while still apparently rendering the other shadows and everything looks nice. It's just I find no way of persisting that (and it seems this is not how it should be done :)).
Here are two screenshots - the first when loading up the game as is with OR loaded and actor shadows ON, the second after setting interior shadows to max via the in-game menu:
What might be relevant here is I use mods like Better Cities (the screenshots were taken in the Bravil Bayside Inn but the effect is noticeable in vanilla cells as well), Maskar's Oblivion Overhaul and NAO (though afaik this should not affect interior lighting).
Could the oblivion.ini settings for min/max actorShadows be relevant here (set to 10), or is there something else I could try to force vanilla actor shadows while using this mod?
So OR:E3 shadows work quite differently from vanilla. Vanilla will display actor shadows at any distance from light and OR:E3 only displays them within a certain proximity (light radius) of the light. Also, OR:E3 is very susceptible to visual issues regarding the placement of the light. Since Oblivion was never designed to project object shadows, little care was taken as to where lights were placed. So for instance a light may be placed above the ceiling that casts a very awkward shadow on the entire cell. My guess in this instance is you're noticing a bit of both of these things.
I do not recommend using the vanilla shadows for two reasons. #1 it removes OR converted shaders from the pipeline which will cause some odd visual issues. #2 The shadows from both vanilla and OR:E3 do not blend at all. The sliders default to "off" which is an intentional behavior to prevent these issues from happening.
What you can do to fix some of the visuals is configure the cell in "ShadowPointLights". Essentially this will allow you to loosely define which lights cast shadows etc. There's a section in the included documentation listed below but please feel free to ask questions if you need help with the configuration:
Hey mcstfuerson, just wanted to report a little bug... It seems that after 3.6.0, perhaps due to TAA itself (despite me having it disabled), my quicksaves no longer have a picture, yet my regular saves do. I also tried it with SMAA, enabled and disabled, same deal.
I know that in Vanilla Oblivion, if using MSAA, it would have this bug where the saves don't have screenshots.
Anyway, I've tried it myself, when I remove OblivionReloaded.dll it works just fine, so something or some shader in ORE3, or even ORE3 itself, is making my Quicksaves not have a picture.
However, I should also mention, I use Simple Saves Plus, maybe it's also another cause?
Thanks for letting me know, wasn't aware of this issue. I have the same issue so likely something to do with OR:E3 (likely any OR too) and not something on your end.
If you get a shrunken looking resolution, this seems to occur if you change your modlist in any way on an existing save. The fix I found if you get a shrunken resolution surrounded with a black box, is to delete Oblivion.ini found in Documents\My Games\Oblivion.
I am running the GOG version, if that helps anyone.
For some unknown reason, new versions of OR do not work with the Dynamic Music System and Enhanced Music Control mods. I constantly get a message in the game that I have an invalid playlist (even though all playlists were configured and work fine with old OR) or something like that. This does not happen with old versions of OR. And this happens in OR E3 and others too. Specifically, in newer versions only.
Hey, sorry about your issue. I'd love to offer support although I've never used any Music mods in conjunction with OR:E3.
Does it happen to work with any version of OR:E3? For example: OR:E3 1.1.5? If we could pinpoint a version where it broke it will be infinitely easier to diagnose. Thanks!
Well, I've noticed this problem in various newer versions of OR. Not only in E3, but in others OR too. (like ORC)So I'm sticking with the old version for now.Although I'd really like dynamic shadows and lighting in my build. That would be great.
1042 comments
===========================================================
Version 3.6.0 is a minor feature release that improves the image stability of TAA. The improvement is provided by a technique called "Jitter" which applies subtle camera movement to each frame.
Two additional settings have been added to control this feature. One to simply toggle jitter on/off and the other to the select the "Jitter Pattern". I recommend using JitterPattern = 0 if you expect your game on average to run below 45 fps and JitterPattern = 1 if you expect to run above 45 fps. In addition, this release fixes some interior rendering issues where certain meshes would be transparent.
NOTE: It seems that Nexus Mods is now imposing a limit on the length of these comments. I've removed the release notes from previous versions and will re-upload them to another location. See the full list of changes in the Changelogs on this page.
Anyway, for context, in Skyrim, there is this wonderful mod called "Community Shaders", it's similar to Oblivion Reloaded in that it adds new amazing shaders to use, as well as optimize them and the old engine's old shaders and the like.
And from it, there is one feature I REALLY enjoy, it's the "Toggle Effects" button, set to the asterisk (*) by default.
And I was wondering, can ORE3 have such a feature?
It would be great, for debugging, comparisons and to momentarily disable it for some performance boost.
I understand some things may not be able to be toggled off, or a restart is needed to toggle it off, but still, if a lot of effects can be toggled, it's worth it, right?
For example, let's say I'm in Better Cities' Bravil, I have almost all effects on including the shadows, but my framerate is extremely low, I can just press ORE3's "Toggle Effect" button and it disables most if not all options, including the very demanding shadows.
Any idea if there is something I could change to have shadows on grass and avoid the strange shader issue with specific grass types?
I’ll be providing a new release soon to fix a few bugs so I’ll try to fix this as well. Thanks.
Here's a short video showing it
This issue is still around. Any way to fix this?
Would you be available to test the fix if I send you the shader? If all is good, I will include it with the next release. Thanks!
Here's the clip
I thought it was the animation, but after using "Combat Additions" bash, it didn't fix it, so it has to be the FOV Zoom when you talk to a character.
This "fix" is possible with the Light spell too, but doesn't seem to be too reliable, could be because of the fact it's 50ft instead of the Torch's 24ft or so.
Hey mcstfuerson, I am very sure that there is some kind of issue going on with the "Shadow Casting", be it the Torch or the Light spell.
So, I have the Grand Ring of Light, when I use it in the menu, it works fine and it emits a light as well as a shadow. However, it seems that sometimes but also a bit rarely, it does not cast shadows.
But if I use the ring with the hotkeys (7 in my case), it will emit a light with a high chance of not emitting any shadows whatsoever.
The Torch is even strange, some of us already talked about how it might be due to Enhanced Camera, which might be, but also...
One time, I got my torch up by using the inventory, it was casting the lights just fine, even with EC!
But then, I do it again and it has that "big block of shadow" problem that EC might be causing.
Just like that Ring of Light, it also has the same issue with the inventory and the hotkeys.
It's so strange, I'm not sure why it acts like that, maybe there's some kind of script delay needed, but when you use it with the hotkeys it didn't delay enough?
However, they're set to 0? Is that normal? Do you have any recommended settings, or it's a texture-by-texture basis?
In that regard, I've just set it all to 1 and...InsanitySorrow's Ebony Sword replacer is so beautiful! Imgur Link
Makes me want to get back to texturing for Oblivion.
Hey mcstfuerson, could you check something in the game for me?
Here's a link to a forum post I've made: CLICK HERE
So in short, I have a missing Flame Texture and I think that it could actually be caused by ORE3.
I have tried to see it on Vanilla only, with ORE3 still on and I still have the bug.
And I can't play without ORE3 anymore, it crashes my game, I am not sure why.
Just go to Fort Dirich, then there will be a place at the very south-end (more specifically, it is left-bottom since the map is diagonal), see if you also have purple flames like I do.
I have a suspicion it might be ORE3, if not, it's "Oblivion Upscaled Textures". I even tried 5 different Fire retextures and the issue is still there.
Hope you have time to check and help me out, thanks.
- having actor shadows enabled in Shadows.ini for interior cells results in significantly fluctuating FPS
- setting interior shadows to max in the in-game menu brings back actor shadows and I think some more, while still apparently rendering the other shadows and everything looks nice. It's just I find no way of persisting that (and it seems this is not how it should be done :)).
Here are two screenshots - the first when loading up the game as is with OR loaded and actor shadows ON, the second after setting interior shadows to max via the in-game menu:
What might be relevant here is I use mods like Better Cities (the screenshots were taken in the Bravil Bayside Inn but the effect is noticeable in vanilla cells as well), Maskar's Oblivion Overhaul and NAO (though afaik this should not affect interior lighting).
Could the oblivion.ini settings for min/max actorShadows be relevant here (set to 10), or is there something else I could try to force vanilla actor shadows while using this mod?
Thank you for your work either way.
So OR:E3 shadows work quite differently from vanilla. Vanilla will display actor shadows at any distance from light and OR:E3 only displays them within a certain proximity (light radius) of the light. Also, OR:E3 is very susceptible to visual issues regarding the placement of the light. Since Oblivion was never designed to project object shadows, little care was taken as to where lights were placed. So for instance a light may be placed above the ceiling that casts a very awkward shadow on the entire cell. My guess in this instance is you're noticing a bit of both of these things.
I do not recommend using the vanilla shadows for two reasons. #1 it removes OR converted shaders from the pipeline which will cause some odd visual issues. #2 The shadows from both vanilla and OR:E3 do not blend at all. The sliders default to "off" which is an intentional behavior to prevent these issues from happening.
What you can do to fix some of the visuals is configure the cell in "ShadowPointLights". Essentially this will allow you to loosely define which lights cast shadows etc. There's a section in the included documentation listed below but please feel free to ask questions if you need help with the configuration:
/Oblivion/Data/Docs/OblivionReloaded/OblivionReloaded.html#ShadowPointLights_002eini
It seems that after 3.6.0, perhaps due to TAA itself (despite me having it disabled), my quicksaves no longer have a picture, yet my regular saves do.
I also tried it with SMAA, enabled and disabled, same deal.
I know that in Vanilla Oblivion, if using MSAA, it would have this bug where the saves don't have screenshots.
Anyway, I've tried it myself, when I remove OblivionReloaded.dll it works just fine, so something or some shader in ORE3, or even ORE3 itself, is making my Quicksaves not have a picture.
However, I should also mention, I use Simple Saves Plus, maybe it's also another cause?
I am running the GOG version, if that helps anyone.
I constantly get a message in the game that I have an invalid playlist (even though all playlists were configured and work fine with old OR) or something like that. This does not happen with old versions of OR. And this happens in OR E3 and others too. Specifically, in newer versions only.
Does it happen to work with any version of OR:E3? For example: OR:E3 1.1.5? If we could pinpoint a version where it broke it will be infinitely easier to diagnose. Thanks!