User:Hishutup/OblivionGuideNotes

From Step Mods | Change The Game

ALL USERS IGNORE THIS

Unless you want a peak at what were thinking. This will probably become outdated over time.

Space constant:

"     "

Mod Format:

[<url> <mod name>]
  • Author:
  • Version:
  • Description:
  • Requirements: (if needed)
  • Notes: (if needed)
  • Installation: (if needed)


<short description>

My Marker:

"FIX LATER"
wiki format and stuff
changed the setting below when I was a little bit into the guide
Section header
Core ||||
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Extended ||||
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important notes ||||
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special ||||
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Section 3.X.X:

Old 4gb Patcher:

    After downloading open the archive and run the 4gb_patch.exe. In the 'Select Executable Screen, Navigate to your Oblivion folder and select Oblivion.exe then click 'Open'. The program should be fairly quick and give you a confirmation screen saying something like, "do you want to select another". Click, 'NO'


Mods Discussion Area

Thought to add links to mods here that may or may not be complementary to Core/Extended

Detailed Terrain at Oblivion, Core - All Performance Options

  • Author: ChainsawXIV
  • Version: Beta
  • Description: Detailed Terrain updates the technology used to render the game's terrain textures. The traditional shader simply fades from one texture to the next, creating ugly, muddy looking transitions in many areas. The new shader uses alpha information added to each landscape texture to mask the textures when they are blended with the textures below them, producing crisp beautiful transitions that give the illusion of much greater detail in texture application. What's more, this effect is achieved with practically no impact on performance!

Comments notes below... Whatnot

These are old notes and may need to be deleted
    -Needed Fixes-
    Consistency
    Finish adding initial mods
    Have sub forum created
    Add forum topics
    receive suggestions
    Add descriptions and wait for community made descriptions
    Actually test guide for completeness
    Test modded game walk around for 4 hrs
    
    Endurance test 8+ hrs
    I think the ini config I made should be used. Since mostly everybody can run it on Ultra and for a lower option add something like turn HDR off and use Bloom.
    
Add ENB instructions
I think there still needs to be a complete fresh install because there is a way to optimize textures while keeping them in the bsa --> fresh install, definitely yes. No way to troubleshoot an installation that may is or not from a previous install. .bsa: not too sure about that, never did Pffify - and not sure if that is still recommended either (remember some stuff I've read on the go last few days). When I am done with the Core/Barebone mod install description I'll dive in there, or better how about asking SRB and/or Kelmych for help at that point? They might know what to do with Oblivion texture opt, and Kelmych is the DDSOpt-God here with his bat files.
I think there needs to be a section to check for mods that were installed using an exe. UOP and some quest mods --> UOP does not support installer anymore since newest release. Quest mods is clear, though - for Mo most likely just run the .exe over Mo itself but I need to dig there. Wrye bash and ext. installer is no problem. Doesn't really need an extra section except maybe detailed instructions under each mod.
Should 7 zip be recommended with install instructions? ---> yes, it should - especially if we plan to add texture optimization. Because alot archives are 7-zip, beside it's used as a standard in Fear&Loathing as well STEP. Keep consistency here.
should the Oblivion folder be called "Oblivion root folder" --> can do a little intro explaining what we call what (including keywords) so we have shortcuts throughout the guide.
Come up with consistent keywords
A description needs to be put on TES4Edit. I have permission to use any parts of F&L but EssArrBee said that permission isn't needed to use part from other guides. I prefer to still request. --> FNEdit pdf guides, I still think they are best out there and applicable to all TES/FN Edit tools.
I need to add gecko??? when the guide is further along to merge some mergable esps ---> nope, Wrye Bash for bashed patch (which disabled already like - 5 mods on my build, that is up to UI section) and if there is a merged patch needed, then use TES4Edit. Gecko is a pre-CS tool (If i remember right) and not really recommended anymore.
Difficulties of Wyre Bash and edited esps needs to be described. Wrye Bash indicates that the esps are mismatched. Maybe a guide on replacing the dirty esp with the Clean edited esp is needed. ---> can be done fastly at any time from me. As far Mod cleaning and mismatched .esp's (masters) goes, that is the job of TES4Edit.
I think WB needs its own page for easy to read info. Its going to go under many rev. WB is a pain sometimes. ---> really o.o there is a guide that (at least for this guide) does still match the requirements ppl need to know here and on-the-go for each mod in instructions can be added specific details if needed for Wrye.
A clean Data folder may be needed to create a mod archive out of DarkUI because WB doesnt handle external installs very well other than there is a way. Ill take a look but just noted. ---> do not chose everything with the UI mods in Wrye, they contain conflicting files! you know BCF files? they are conversion files for not-Bain friendly archives. For DarNified exists already one on the Nexus, for DarkUId DarN I can create one. BCF for Bain: basically, I extract the desired mod into bain and make a new project, then I reorder all the files and folders of the original mod to fit a bain-friendly archive. Then I create a BCF that contains the information how bain has to rename and reorder the original file. The user just drops the BCF in the 'Installer' folder of Wrye, imports the original mod and applies the BCF - boom done. Of course, might needs special instructions which folders are to choose, still - but they're gonna numbered and named, so that shouldn't be a hassle.


Stuff by Soire:

I'll get that pdf file to you - mind some parts are not yet working as intended but I think as far the technical part up to TES4Edit cleaning goes - it might can be forged aready into a format fitting the guide on the wiki. (I tend to write too much for a 'technical' guide, I guess it needs kind of some editing)

For a structure of the guide itself my idea is:

  1. Introduction & Intro what shorcuts are used
  2. System requirements & Windows settings & Game Version requirements
  3. Installation of Oblivion/reset to Vanilla
  4. Eventually a section to Graphic card settings
  5. Utilites (and installation)
  6. TES4Cleaning of Vanilla .esp's
  7. INI tweaks
  8. Mod installation guide (Barebone/Skeleton/Core)
  • Extenders (OBSE) & their
  • Fixes
  • UI
  • Exterior Texture/LOD/Flora/Water stuff
  • Interior Retextures (caves and Furniture and such)
  • Clutter Retextures
  • Character improvments (OCO only really, I think)
  • Creature improvments
  • Weapon & Armor improvements
  • Sounds/Audio improvments
  • Weather, Lighting and Sky
  • Gameplay/Animations
  • Either here or after Modules or after Overhauls: Post-Installation, Loot & bashed patch and merged patch & whatelse.
  • Modules
  • Then the Package/Module section like Houses/Followers/Darkbrotherhood enhancements/Extra Body textures for fancy/Animations etc. I don't really have a layout in mind.
  • Overhauls/Conversions
  • Overhauls and total Conversions that impact greatly and do require special installation
  • might add to Skeleton if the user should download compatible version to FCOM, OOO, MMM, Nehrim... whatever the Overhauls are... instead.
Overhauls are kinda something you decide on using from the start...
  • General Notes:
  • A word to Nehrim: If used with Mo (IF i get that thing running properly and acceptable) it's not a big deal. With any other Mod Manager it requires a clean installation.
At this point in time MO will probably be capable of mostly simple mod archives.... Most Oblivion mods with installers from my understanding are wizard.txt or OMOD.
  • Consistency:
  • Skeleton build chosen of mods that do offer alternative within the packages (like the loading screen themed) but also for Overhauls (like AllNatural works with all Overhauls - well, as far I've seen on the go - and there is also a Nehrim conversion)I totally agree... but I like modding which makes sticking to vanilla difficult for me.
- for loading screens, I excluded Atmospheric because it adds over 2000 (!) screens which make me think it might not so cool towards performance. Themed ones come to maybe 300/400 combined.Literally... Theres 0 performance cost because the is only one screen that is loaded at a time.
  • I do think that the Skeleton build should be as near to Vanilla as possible but enhance the experience and the visuals. As for fancy, that are the packages for. As for Gameplay, general stuff used by any playstyle in Skeleton/Core - related to different playstyles in packages/modules
  • Mod Manager:
  • May do main one Wrye Bash and link to extra instruction (on seperate page) to specific Mo instructions - if I get that thing running. Perhaps, regarding Overhauls and Nehrim, Mo really be the solution and regarding that, I'd like to get Tannin or one of the others responsible ppl involved. Like for the issue of only 1GB memory usage if running TES4Lodgen.The problem with MO in its current state is that it literally won't work. Most mods need to use patchers. When the patchers are run with a long load order it can take several 10s of minutes. After tannin gets the issues figured out and also starts supporting OMOD and wizard THEN I will be able to easily convert the guide. Down the road, we can focus on an MO friendly version.
  • HDR; required for TES4Lodgen!
  • AAOVTR: not recommended. It adds ALOT of sh*t that is not optimized and sometimes even conflicts within each other. I'd decompressed that whole thing and have gone through it. It was the mainreason of stutters I had in one of my builds. As in Landscape repl. Qarls & some others are still most vanilla-near up to date. I skimmed through other options but I wasn't quite satisfied in that regard. Well, question is, how Vanilla-near this guide wants to stay with the Skeletonbuild? When I looked there wasn't any because I focusing on the people that have fairly new machines that are going to hit that barrier
  • RAEVWD and Lodgen - TES4LODgen does not add meshes, it generates the .lod files only while tes4ll-v4 generates the distant meshes and optional normal maps, while RAEVWD provides the necessary .nif files for it. That shortly for how it really works. So, both tools should be used if anything adds anything exterior to the landscape (houses, quests, trees, whatever) check out this guide, explains it nicely Oblvion LOD's Testg
  • I wouldn't offer .ini files to download and such. User should get used to edit themselves.
  • script optimization not needed - covered by UOP
  • fps Poly Gone Ext: well, honestly, by reducing quality it's not done. Cause are not-optimized meshes which should be covered by a DDSopt guide. Well, like this: we gonna add textures overwriting all (most) of the Vanilla stuff. So the Vanilla stuff actually should be reduced in size and same time perfomance optimized. In Interiors all that stuff isn't that of a big trouble, but the exterior. So, I use to reduce the exterior Vanilla to low-end specs (512-1k), the interior to mid-range (2k). There are meshes, normal maps and textures. All 3 are handles with DDSopt which has the ability to create .bsa (need testing ingame on Vanilla), although, with Mo .bsa recreation is obsolete. In these days low-end is something around 1GB GPU which should work perfectly fine with this guide in any case. This renders this mod obsolete. The more scary part is gonna be to optimize the ModTextures... lol ah and consider the optimized package of qarls instead: Qarl's Texture Pack III Redimized v1.0 though this one was made for 512mb cards and lower - the original for 1GB and higher. In the next two days I will be able to test Qarls (the normal one) in game.

I read like portions of what you wrote. I am always going to be focused on 2GB VRAM AND 8 GB RAM but I can give you a numerical value for any stats that you need during testing. Since my keyboard is not only capable of macros but i also have a small LCD that can display stats from GPU or CPU( Logitech G510).... Im starting to think I should test just the massive texture overhauls. Oh next class not done........



__________________________________________________________________________________________________________________________________ Another issue with MO is that you need to completely reinstall the mod if you want to see if you need some patch.... So like I keep saying MO needs to be down the road because in Oblivion there are various patches that exist in archives that would kinda be hidden if I was using MO...



Testing Code