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Posted (edited)

Well I've run into a problem that I can't seem to resolve. When I am in an interior and submerge into water I can't see a thing...pitch black entire screen. Night eye and light spells do not help. I've read a number of comments/posts about similar issues, and I've tried disabling some things in the oblivion.ini...water displacement, water shaders...cranked brightness up to 100%...nothing is working so far...Any help would be appreciated.

 

Meh random ini tweaks might have been ill advised at best, now my water is messed up interior and exterior.

 

But oh well this is my first playthrough in Oblivion in years, it just means I might finish this one at 20ish level instead of 30ish and then do a fresh install again.

Edited by Szorn
Posted (edited)

@Dannai

Thanks a lot for all that info Dannai. Sorry I haven't had time to reply but it's all helpful.

 

I will put the hotfix into the guide sometime soon when I have time, and I'll update the Elz mod instructions when he updates it. And thanks for the mod recommendation, it looks good and it's nice that it's made for OR. If hishutup likes it, it will probably be in the guide to replace The Imperial Ecology.

 

 

@Szorn

Yeah I've read a lot about some mod causing problems with interior water, I think it might be OR causing the problem. I'm not actually sure that it can be fixed tbh. Hishutup probably knows more so you can try messaging him. But did you backup your .ini after making all the tweaks? If your exterior water is now messed up and you don't have a backup, just delete your .ini and:

-Add the font line tweaks

-Go into the laucher and ingame and change the settings from the first part of the guide

-Add the rest of the .ini tweaks and set to readonly and that should undo your changes if your .ini tweaks messed up the exterior water.

Edited by SynthetikHD
Posted

Thanks Synth I'll try that, I can deal with interior water not working...I'll just stay out of the water. I'm playing a pure stealth archer build so he is rrreal fast.

 

Ugly water just makes me sad though, so I have to fix that.

 

Just as an aside, does anybody else visit Bruma or some snowy area and then fast travel to a warmer city and there is snow on the ground, in the trees, etc.? It clears up if I wait for an hour or two in game, but just seems a bit immersion breaking and glitchy.

  • 2 weeks later...
Posted

Lougain must use one of the same texture resources as NMC.  His cave retextures, Cave01.dds & Cave08.dds in particular, have components that are near identical to NMC's texture pack for Fallout with caverockwall02.dds. Makes sense since the caves didn't change much in "Oblivion with guns."

Posted (edited)

Anybody can give me an insight of why this guide ask us to uncheck the Cobl Catalogs option when building the bashed patch?

 

  I fact, I think the whole bashed patch section is quite lacking in information. It just says "check this, uncheck that" without providing any explanation whatsoever of why we should be doing so or the effects of the tweaks we are appliying.

Edited by Dennai
Posted (edited)

Hi Synth/shutup,

 

I finally got around to going through the guide again and installing almost everything (including FCOM). It took me longer than expected since I upgraded some components in the meantime (980ti and a 40" 4K monitor).

 

I've got everything installed on an SSD and so far it is working well on Windows 10. I haven't seen any major issues. Surprisingly, Oblivion runs at the same frate at 1920x1080 as it does at 3840x2160, which is interesting...

 

Anyway, even on a 980ti Superclocked Edition I get anywhere from a solid 60 out in the open to a miserable 14 around the IC Waterfront area :D

 

The only minor issues I've noticed so far is a lack of response from the AI. However, I remember this from having a modded Oblivion years ago. What I mean is that you approach a bunch of enemies and they just stand there, until you talk to them, then they spring into action and actually combat you. I always thought this either a glitchy script or perhaps the game's engine just being too busy at that time... It doesn't happen everytime, but once or twice.

 

Anyway, I'll post again once I've had some time to actually play in more depth

 

 

Re: the framerate, just for reference I have an i7 that runs around 4.5ghz

Edited by Sh0dan
Posted

Why is TES4LODGen run before tes4ll? xLODGen removes polys under the terrain so changes to terrain LOD should be done before xLODGen is run.  Or does it not have this function with Oblivion?

Posted (edited)

@Dennai

I know for me Cobl catalogs drastically slows down the menu (tab) as it adds lots of ingredient categories and descriptions...if I remember correctly

Edited by wellden
  • 3 weeks later...
Posted
  On 8/29/2015 at 3:47 AM, majik92 said:

Just a heads up, I'm using this guide and using the following combination:

 

- Roads of Cyrodiil

- Better Cities

- Unique Landscapes (Imperial Isle)

- UL Compatibility Patches

- RoC Compatibility Patches

- BC Aristocrat - UL:II Patch

 

The RoC bridge at cell NRB4EastIslandTowerExt <12,17> abruptly ends and the guard tower partially floats. I suspect we need a new RoC / BC / UL:II patch.

 

 

  On 8/29/2015 at 8:40 PM, majik92 said:

I'm actually using that patch instead of the BC_Aristocrat_UL_Patch from the guide. You might want to think of replacing it, as well. It seems to do the same job but covers all of the Imperial Isle, not just the area around the Aristocrat District. 

 

Anyways, I found the solution. It was an incompatibility with the Physics Enabled Immersive Prison Sewer Exit mod (also from the guide) and its UL:II patch. I just removed the mod since I can easily live without it lol.

Hello, it is my first post and really appreciate all your effort to construct this very helpful guide. I am currently still following the guide and almost completed but I am have this problem I am unable to fix. I have quoted Majik92 above in post #99 and 101 and it is exactly the problem i have. Even when I uninstall the Physics Enable Sewer the problem still exist and it is exactly as he described. I have a floating guard tower, a bridge not connected to the land and several floating rocks.  The guard keeps dropped from the floating tower door to the ground in a looping manner.  Anyone help I would very much appreciate and your advice is much sought.

 

The load order is 

 

Active Mod Files:
  Reveal hidden contents

 
 
The Install mods are:
 
Bain Packages:
  Reveal hidden contents

 
Posted
I completely uninstalled ROC, then BOSS and bash patched.  Basically trying to go back to a state where the land around Imperial Island has no ROC.  This seems to also fixed alot of land tear that I did not mentioned.  Once I confirmed the land tears are gone without ROC (and also of course no floating tower), I reinstall ROC and ROC patches and Better Cities ROC patch and installed at the very end.  BOSS and Bash patched. It seem to be fixed!
Posted (edited)

Hello.

Thank you for this topic, great job.

Though i have some questions:

Why installed qarl textures as there are overwritten by à lot of textures like "graphic improvement project"? Qarl textures, even if these are good textures, are too much denatured and taxed.

If i use raew, can i skip " detailled terrain" mod?

I see that you will test atmosphere3, how will you configured it with all-natural? I've tested both but i have too much blue fog distant. Is it possible to use only the sky textures with all-natural or natural environnement.

For the mod grass overhaul, a patch was released for UL so the esp can be check.

Is it possible to change the tint of the color with OR?

 

Thank you for responding and i'm waiting for à new update with the others mods you mentionned in the first page, specially shadme :-)

 

Édit: why use ayleid ruins textures by lougian and gecko's one as they modify the same things.

 

Edit2: is this topic still alive :-)

Edited by benorun974
  • 1 month later...
Posted (edited)

Some notes from my experimentation with this guide.

 

There is assumed knowledge of how to use Wrye Bash, a small guide with the basics of installing mods with it would be cool.

 

Archiving the Data folder, adding it as a project, and then deleting the plugins and bsa's in the project doesn't make a lot of sense. Should it be the installation folder?

 

Enhanced Camera is completely incompatible with OR, it breaks the field of view (popping grass and weird shadow flickering) and also messes with the weapon drawing/sheathing animation (it delays the camera tilting) and breaks the AO.

 

iPreloadSizeLimit setting is a placebo as noted by Queued and quoted in the FNL forum, it is for the bink video buffer and is wasting memory better used for other things. https://forum.step-project.com/topic/5279-fl-ini-tweaks/

 

Pluggy is required by a couple of the mods in the guide and is missing from the OBSE plugins section.

 

The wizard for The Imperial Ecology is now outdated and cannot be used to install the mod.

 

:EDIT: ^ This was actually another issue with assumed knowledge, I didn't realize there was a "wizard" option in Wrye Bash.

 

I would suggest adding NVAC https://www.nexusmods.com/newvegas/mods/53635 , put the plugin in OBSE/Plugins , it has basic exception handling support for Oblivion, Fallout 3 and Skyrim too.

 

I would also suggest adding shademe.

Edited by RoyBatty
  • 1 month later...
Posted

Detailed Terrain is on the list but it's available only as OMOD. I know Wrye Bash can handle OMODs but I read somewhere that its handling was not 100% error-free. What is your opinion?

Posted

it depends on what the OMOD is, if it is ONLY an archive then its fine but if it contains an installer then WB will not be able to understand the installer but it should still unpack the OMOD

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