Oblivion graphics extender как установить
Здравствуйте!
В очередной раз убил настроенную игру, всего лишь подключив необходимый моду Fearsome Magicka модуль Screen Effects 1.0, хотя OBGE уже был установлен и вроде бы даже работал.
В общем, дело кончилось удалением всей игры, после чего было решено "накатить" OBGE сразу, на чистую игру, пока еще ничто другое не могло бы ему помешать.
Итак, на Золотое издание устанавливаю OBGE 3.1 со всеми доп. модулями (с оф. сайта, также последние BAIN версии) через Wrye Bash, пошагово, каждый модуль по родному readme, и в итоге получаю "висяк" на этапе подключения шейдеров (тюрьма после создания персонажа), лог-файл на сотни метров выдал зацикленную попытку подключение шейдера 'NormalFilterAA.fx':
При отключении 'OBGEv3 Controller GR6.esp' ошибка пропадает, шейдеры прописанные в shaderlist.txt прогружаются, но возможности настроить их нет. Это бесит.
Ах да, чего же я хочу сделать в итоге? В итоге нужна игра с работающими шейдерами OBGE, c подключенным DR6 и Fearsome Magicka, без конфликтов работающий OBGE и модуль Screen Effects.
Буду продолжать копать эту и другие возможные проблемы, с радостью приму любые дельные советы и пути решения
Oblivion Visual Effects Project (OVEP)
The project is currently on haitus as various difficulties in its progression occurred, and IlmrynAkios found that his time available for work on it was becoming very limited.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are not allowed to use assets from this file under any circumstances
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
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Oblivion Graphics Extender v3 is no longer being developed. Please consider using Oblivion Reloaded instead.Please refer to the official thread for the latest information on this project, the latest files and for any support. You are far more likely to get help for any problems you have on the thread than in the comments section of this page. Make sure to read the OP and readmes thoroughly before posting, to make sure your query has not been already answered.
An excerpt adapted from the package readmes:
Oblivion Graphics Extender
Oblivion Graphics Extender v3
The modders that make up this project work hard to bring you the effects they create, so please respect them for taking the time to do so. If you would like to contribute, please feel free to participate in the sharing of knowledge and ideas to help us strive to complete our goal. If you are able to find useful resources that can benefit the project, please feel free to share them as well. This project is in a Beta Phase and will probably be in that state forever as add new things are added to it. Expect bugs when using newly created shaders, or when using/tweaking the shaders on your own.
OBGEv3 should not be used alongside previous versions of OBGE, and is backwards-compatible with mods made for older versions of OBGE for the time being.
*Attention*
If you are having any problems, please read the Bethesda Oblivion forum thread and the FAQ very carefully before posting. If your question is not answered, then list your problem in detail with the contents of your OBGEv2.log and shaderlist.txt in spoiler tags.
See the readmes included in the respective OBGE packages for more information.
Updates:
3.0.1 Core - fixed a CTD caused by a combination of some mods with OBGE, fixed unhookable D3D
3.0.1 Developer Window - synced changes with the regular Core
3.0.1b Retro-Core - synced changes with the regular Core
3.0.2 POM - should be free of angle-swimming now
3.0.2 PCS - fine tuned parameters, should look pretty natural now, try it with the tonemapper
3.0.2 HDR - initial version
Oblivion Reloaded is a fantastic mod that is unfortunately confusing to many modders, myself included. This guide hopefully will resolve some of that confusion.
- A set of shaders and other graphical enhancements that grew out of an older project called Oblivion Graphics Extender, or OBGE. These are certainly the most sought-after features of Oblivion Reloaded.
- A few stability enhancements, namely Memory Purger and a Framerate Manager. A Memory Manager was added for version 6.4.
- Several different gameplay adjustments.
Unpacking, investigating, and repacking Oblivion Reloaded:
Let’s take a look at the actual Oblivion Reloaded files. Go to the Oblivion Reloaded website, register an account, and download either version 6.5 or 6.4.1. Version 6.5 is the latest version and supposedly performs a bit better, but 6.4.1 has been more thoroughly playtested. This guide should apply to both versions unless otherwise specified.Unpack the archive, either by double-clicking or using the archive utility of your choice. We’re going to look at what’s here, describe what it does, and decide if we really need it. We’ll then delete what we don’t need to make installation simpler.
Installing Oblivion Reloaded:
First, make sure you have DirectX 9.0c, Visual C++ 2015 libraries, and OBSE installed. Now let’s take a look at the Oblivion Reloaded page again and see the instructions. Look under Install, the 3rd step after the all-caps warnings.
- Copy the zip content: Despite the warnings, we can totally install using Wrye Bash or another mod manager instead, so long as we’ve followed this guide and removed the stuff we don’t want. Make sure to install after DarNified UI! Dismiss the warning in Wrye Bash about installing .dll files.
- Remove the file …main_menu.xml etc.: We’ve already addressed this step earlier in this guide. Don’t do it if you’ll be using DarNified UI.
- Invalidate your BSA archives: Wrye Bash does this automatically (To check, right click the Package tab in the Installers pane and see that "BSA Redirection" is checked). You can do so in another mod manager just to be sure (In OBMM or TESMM, click Utilities, then Archive Invalidation. Make sure BSA redirection is selected, then click “Update Now.”).
- Activate the esp files: i.e., check them in the mod manager of your choice. Also, make sure to run BOSS to set your load order.
- Set SaveSettings to 0/1 in the OblivionReloaded.ini: This file is in your /Data/OBSE/Plugins folder. Set to 0 if you’re using the Framerate Manager. Otherwise set to 1 as it’s kind of a pain to never be able to change your settings in-game. We’ll look more at the OblivionReloaded.ini later in this guide.
- Reboot the machine (to clear caches): An important step! Otherwise OR’s shaders will behave very strangely, and water will throttle your performance. You may need to do this periodically if you notice strange performance issues with these shaders.
- If you have the retail version, run the game by the obse_loader.exe: This goes for the GOG version as well (make sure you have the “latest loader”). Don’t change anything for the Steam version.
112 lines of comment code: This is a convenient list of keyboard codes that are useful for setting up a few keyboard shortcuts in the ini file.
[Main]. These are some general settings.
[EquipmentMode]: The idea is that equipment you use doesn’t just disappear into your inventory when sheathed. So weapons, shields, quivers, are all visible on your character even when not in use. As of 6.4.1 it’s still super-buggy, plus we already deleted the meshes this feature needs earlier in the guide, so disable it.
[FrameRate]: This changes your distant loads in a responsive way so that your framerate is always constant. This seems to work pretty well, except that Critical Mode never seems to turn off, meaning that near objects will start disappearing unless you are right on top of them. Thus I set Critical to 1 to effectively disable it. You can experiment with higher values for FadeMinObjects, FadeMinActors, and GridMin (up to 15 for each) to ease fade-in for more distant objects. If you do use the frame rate manager, make sure your in-game distance settings are set to max, then set SaveSettings to 0 in your OblivionReloaded.ini.
[MountedCombat]: Makes it so you can actually attack from your mount just as you would in ground combat. Cool idea, but requires new meshes, and given how well those work in EquipmentMode, I recommend keeping it off. Try Enhanced Mounted Combat (and this important patch) instead if you want to fight on a horse.
[Shaders]: An important section!
[LowHFSound]: The aforementioned Low Health and Fatigue feature, enabled or disabled under the [Effects] section. You can turn on or off health or fatigue independently here and set when the effects (panting, blurred vision, that sort of thing) are triggered based on how low your health or fatigue are.
[Purger]: A memory purger that clears the game’s cache periodically to boost performance. You can set a keyboard key that lets you do it manually, using the key codes at the top of the document. The new Memory Management may mean that the purger is superfluous; however, it’s necessary for GBRPluss’ Extreme Game Boost, which I describe below.[Gravity]: Sets gravity to behave more like real-world gravity, or if you change Value, like some completely otherworldly place. I rather like the default value and have been keeping it enabled, but it’s up to you.
[Dodge]: Turns the Dodge ability that’s only available to certain characters on by default so that it’s on for everyone. It seemed a bit fiddly and oversensitive when I tried it, so I keep it off.
[Develop]: This is related to tools for developing your own custom shaders in Oblivion Reloaded. Probably best to leave these all set to 0.
Using Oblivion Reloaded with ENB:
ENB and OR can be used together with just a few tweaks (thanks to Bevilex for these tips).
- Turn off Steam Overlay.
- In enbseries.ini, set SpeedHack=false.
- In Oblivion.ini, set bUseWaterDisplacements=0 if you have an Nvidia card.
- In OblivionReloaded.ini, disable HDR and ShaderModel3.
- Download Extreme Game Boost template from the files section of this page and unpack it.
- Open the “Extreme Game Boost w SDR dll” folder.
- Download and unpack Extreme Game Boost. Put the esp file in the “Extreme Game Boost w SDR dll” folder.
- Download and unpack the latest version of SDR and open the folder.
- Inside the SDR folder, open the “00 Core” folder, then OBSE, then Plugins. Put the contents inside the “Extreme Game Boost w SDR dll/OBSE/Plugins” folder.
- Again in the SDR folder, open the “01 SDR OBSE Plugin ini” folder, then OBSE, then Plugins. Put the contents inside the “Extreme Game Boost w SDR dll/OBSE/Plugins” folder.
- Archive the “Extreme Game Boost w SDR dll” folder, either by right-clicking or using an archive utility like Keka.
- Use Wrye Bash to install.
- Enable the Memory Purger in OblivionReloaded.ini. It should look like this:
-
Run Oblivion and start a new game. To see if EGB is running, press
Улучшает скриптовый язык Oblivion. Именно благодаря этой маленькой программе мы можем воспользоваться модами, использующими OBSE, а также у мододелов есть возможность самим разобраться в нем и создать свои великолепные модификации.
ArchiveInvalidation Invalidated
Данная программа позволит вам без проблем устанавливать текстурные модификации, а также модификации, добавляющие новые модели. Без нее модификации лучше не ставить. В обязательном порядке ставим!
Oblivion Graphics Extender v2
Oblivion Mod Manager (OBMM)
Позволяет использовать и сортировать моды для Oblivion. Появляется поддержка OMOD.
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