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.
If you set the "MemoryManagement" parameter to "1", after a couple of minutes all creatures except humans start glitching. They strange flickering and "respawning" every single second (including corpses). However, if you set "MemoryManagement" to "0", the game simply crashes without an error message - regardless of whether I try to load an old save or start a new game.
From what I've found on Reddit, this parameter is definitely the root of the problem. Has anyone else encountered this same problem? Were you able to find any solution?
Crash report when I'm trying load save file with "MemoryManagement = 0": Cobb Crash Logger Version 3.0.0, build 0. If this file is empty, then your game didn't crash! Probably!
Exception C0000005 caught!
Calltrace: Error initializing symbol store 0x0098131A ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264F1EC) 0x0070E750 ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264F2E4) 0x00737463 ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264F378) 0x009AE3CB ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264FF08) 0x009AC7B9 ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264FF6C) 0x00430DEB ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264FFDC) 0x77B47C2E ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264FFE0)
UNABLE TO IDENTIFY MODULE CONTAINING THE CRASH ADDRESS. This can occur if the crashing instruction is located in the vanilla address space, but it can also occur if there are too many DLLs for us to list, and if the crash occurred in one of their address spaces. Please note that even if the crash occurred in vanilla code, that does not necessarily mean that it is a vanilla problem. The vanilla code may have been supplied bad data or program state as the result of an issue in a loaded DLL.
the memory management setting from this mod on its own will not cause this issue, your running into a conflict with another mod/your set up.
In order for myself or others to help, post your load order and any other modifications you have made to your game install. (use the hidden text feature so as to not blast the comments with a long post)
Id like to use ORC's heap management and more optimised memory management, but your visual presets are by far better then anything on offer with ORC. Is there anyway of porting your shader and visual settings over to work with ORC (specifically v193 since its the most stable)
everytime I try to install it... the game does not run. it shows a little black square and dissapears only deleting the oblivionreloaded from OBSE plugin folder allows the game to run again... any Help please? Thanks in advance
Is there anyway to fix the Night Eye filter? I have it enabled in my ini, but my night-eye still look the same as it always has (I'm using the Khajit Night Eye), is there any chance you can look into this? Im planning on doing a playthrough on Youtube, but I can't really do anything because my night eye still has that blue tint to it.
Super appreciate it (and also thank you for making the E3 version, it's the only version of OR that's worked with my ENB)
Which reminds me, I'm using an ENB (Cyrodil ENB) + OR E3, the rest of my mods are just gameplay changed, nothing graphical except the All Natural Weather mod.
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:
1048 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.
However, if you set "MemoryManagement" to "0", the game simply crashes without an error message - regardless of whether I try to load an old save or start a new game.
From what I've found on Reddit, this parameter is definitely the root of the problem. Has anyone else encountered this same problem? Were you able to find any solution?
Crash report when I'm trying load save file with "MemoryManagement = 0":
Cobb Crash Logger Version 3.0.0, build 0.
If this file is empty, then your game didn't crash! Probably!
Exception C0000005 caught!
Calltrace:
Error initializing symbol store
0x0098131A ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264F1EC)
0x0070E750 ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264F2E4)
0x00737463 ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264F378)
0x009AE3CB ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264FF08)
0x009AC7B9 ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264FF6C)
0x00430DEB ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264FFDC)
0x77B47C2E ==> ¯\(°_o)/¯ (Corrupt stack or heap?) (0x1264FFE0)
Instruction pointer (EIP): 0098131A
REG | VALUE
eax | 1264F294
ebx | 00000008
ecx | 0000000E
edx | 00000000
edi | 00AAAAC8
esi | 1264F25C
ebp | 1264F1EC
0x00000038 | 0x00000000 | 0x19582B90 | 0x0070E750
0x00AAAAC8 | 0x1264F25C | 0x00000038 | 0xD86EA3B0
0x00000000 | 0x1A279C80 | 0x1A279C00 | 0x00FE5E1C
0x1264F378 | 0x19582B90 | 0x00000000 | 0x00800000
0x00A00000 | 0x00A80000 | 0x00AA0000 | 0x00AA8000
0x00AAA000 | 0x00AAA800 | 0x00AAAA00 | 0x00AAAA80
0x00AAAAA0 | 0x00AAAAB0 | 0x00AAAAB8 | 0x00AAAAC0
0x00AAAAC8 | 0x1A279C80 | 0x00000800 | 0x00000400
0x00000200 | 0x00000100 | 0x00000080 | 0x00000040
0x00000020 | 0x00000010 | 0x00000008 | 0x00000004
0x00000002 | 0x00000001 | 0x00000001 | 0x00000001
0x00000000 | 0x00000000 | 0x00002000 | 0x00001000
0x00000800 | 0x00000400 | 0x00000200 | 0x00000100
LISTING MODULE BASES ...
UNABLE TO IDENTIFY MODULE CONTAINING THE CRASH ADDRESS.
This can occur if the crashing instruction is located in the vanilla address space,
but it can also occur if there are too many DLLs for us to list, and if the crash
occurred in one of their address spaces. Please note that even if the crash occurred
in vanilla code, that does not necessarily mean that it is a vanilla problem. The
vanilla code may have been supplied bad data or program state as the result of an
issue in a loaded DLL.
In order for myself or others to help, post your load order and any other modifications you have made to your game install.
(use the hidden text feature so as to not blast the comments with a long post)
Id like to use ORC's heap management and more optimised memory management, but your visual presets are by far better then anything on offer with ORC.
Is there anyway of porting your shader and visual settings over to work with ORC (specifically v193 since its the most stable)
only deleting the oblivionreloaded from OBSE plugin folder allows the game to run again...
any Help please?
Thanks in advance
Super appreciate it (and also thank you for making the E3 version, it's the only version of OR that's worked with my ENB)
Which reminds me, I'm using an ENB (Cyrodil ENB) + OR E3, the rest of my mods are just gameplay changed, nothing graphical except the All Natural Weather mod.
Edit here's my OR settings:
[Shaders]
Blood = 0
Grass = 1
HDR = 0
NightEye = 1
POM = 1
Skin = 1
Terrain = 1
Water = 1
[Effects]
AmbientOcclusion =1
Bloom =0
Cinema = 0
Coloring =0
DepthOfField = 0
GodRays =1
KhajiitRays =1
MotionBlur =0
Precipitations = 1
Sharpening = 0
SMAA =0
SnowAccumulation = 0
Underwater = 1
VolumetricFog =0
VolumetricLight =0
WaterLens = 0
WetWorld =1
Extra = 1
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