TES Reloaded
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TES Reloaded
TES Reloaded is one of the biggest project of the modding community.
It is a plugin for Oblivion, Skyrim and Fallout New Vegas.

HAVE FUN!
AlenetAdministrator
GBRModerator
lldeModerator
malonnModerator

Timeslip


Oblivion Graphics Extender (OBGE) v1.0

Scanti


Oblivion Graphics Extender (OBGE) v2.0

ShadeMe


Oblivion Graphics Extender (OBGE) v2.0

Ethatron


Oblivion Graphics Extender (OBGE) v3.0
Alenet
Alenet
Administrator
Posts : 137
Join date : 2020-08-23
Age : 42
Location : Tuscany, Italy

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on Thu 10 Sep 2020, 15:12
Oblivion Reloaded
from the OBGE's code written by Timeslip, Scanti, ShadeMe and Ethatron
totally re-written and developed by Alenet


The new Oblivion Graphics Extender and much more




OR makes significant changes to Oblivion's rendering engine and adds several configurable options.
Whether you are a veteran modder or a newbie,
read ANYWAY this description and the documentation CAREFULLY.



DESCRIPTION
Oblivion Reloaded - OBGE is an OBSE plugin that mainly modifies the rendering pipeline, adding new features and providing screen effects not supported in vanilla Oblivion. This project begins where Oblivion Graphics Extender (OBGE) left off, implementing a series of new features and removing limitations that no longer make sense. OR is the new OBGE version, but it has been re-written to go over the OBGE limitations, removing also the retro compatibility.
OBGE's shaders have been ported, revisioned and new ones have been added. Oblivion Reloaded changes the vanilla shaders and supports several built-in effects, but it has also a custom engine to support any new own effect. In addition, it has a lot of features, improves several other things and fixes some game's bugs. It can be called a mod, but it is not a "normal" mod but a real "code patch" and it upgrades Oblivion to a new version: "forget" the old Oblivion's guides and settings to use OR.
The main difference between OR and other plugins/mods is that OR is an extension/patch of the game. This means OR is not a mod (an addition) but it is a real upgrade of the game to a new version and it uses the settings taken from the esm/esp mods like the original game does. Mainly, it is an unofficial patch developed without having the source code. The included OblivionReloaded.esp is not the patch, it is only to load some resources.
Then, it is totally customizable to activate/deactivate the features you prefer.
Oblivion Reloaded does NOT TOUCH the game executable and you need the original version of the game to play.


FEATURES
GENERAL
  • 4 times faster and lighter than OBGE
  • ENB compatibility
  • Native Nehrim support
  • Real mounted combat
  • Dual weapon wielding/support for the player
  • Weapon/shield on back support for the player and NPCs
  • No more player's death reload time
  • Player sleeping mode
  • Immersive Camera for the first person view and dialog view, smoother movements and optimizations for mouse use
  • Real frame rate management for near and distant objects
  • Realtime distant grid adjustment
  • Direct field of view control
  • Native full-screen windowed mode supported
  • HDR + MSAA available in the video option menu
  • HDR + MSAA fully supported ingame
  • Real 16bit HDR when MSAA
  • Anisotropic filtering support
  • Infinite view distance
  • Direct screenshot without the HUD (with or without the MSAA)
  • Purgers and buffers cleaners
  • Extended memory management for low memory usage
  • No more distance grass limitation to the 3x3 grid
  • Built-in shader replacement
  • Shaders/effects compilation at runtime
  • Custom effects support
  • Enhanced dodging
  • Gravity control

GAME FIXES/PATCHES
  • Roof rain bug when in interior and the cell is marked as "behaves like exteriors"
  • Decal time reset opening the video menu
  • Disappearing grass bug
  • Crash returning main menu
  • Camera on feet after player's resurrection (camera mode must be enabled)
  • Grass distance settings override (no more resetting from the option menu)
  • Water purple bug and wrong water over the far plane
  • Purple water in the CSE

WATER SHADERS
  • Reflections, refractions (HDR) and displacements
  • Water surface modeling
  • High quality textures
  • Underwater depth effect
  • Weather transitions, real-time sun power effects
  • Water caustics, ripples, smooth waves, shoreline control
  • Underwater sun rays based on sun glare
  • Underwater distortion effect
  • Unique location support
  • No water circle bug effect with grid over 5

GRASS SHADERS
  • Movement based on wind power
  • Grass scaling for three dimensions
  • Grass multiplier (from very small to very tall)
  • Grass density override

PRECIPITATIONS SHADERS
  • Higher quality and calibrated rain and snow
  • Powered raindrop intensity
  • New snow shader

HDR SHADERS
  • Tone-mapping support
  • Higher quality
  • Better luminance
  • Linear HDR

POM SHADERS
  • High definition
  • Powered parallax
  • Better sample quality

SKIN SHADERS
  • Real light refractions
  • Real skin
  • No more "plastic" effect
  • Color balancing

DISTANT TERRAIN SHADERS
  • High distant terrain definition
  • Powered normal maps
  • New noise effect
  • Specular lights management
  • Bump mapping effect

NEAR TERRAIN SHADERS
  • High blend definition
  • Specular lights management

BLOOD SHADERS
  • Bump mapping
  • Specular lights

SHADOWS SHADERS
  • Shadows for statics, trees, doors and actors
  • Soft shadows
  • High definition
  • Real effect

IMAGESPACE SHADERS (EFFECTS)
  • Ambient Occlusion for exteriors and interiors
  • Coloring based on location
  • Depth of Field based on views
  • Godrays based on weather type
  • Cinematic effect
  • Vignetting effect
  • Bloom/glow effect based on location
  • SMAA
  • Water on lens
  • Blood on lens
  • Snow accumulation based on the weather type
  • Motion blur
  • Low health and fatigue
  • Wet world based on the weather type
  • Sharpening effect


REQUIRED INGAME VIDEO OPTIONS
Texture Size = Large
Fades = Max
View distance = Max
Distant objects (land, buildings, trees) = On
Shadows on grass = Off
Tree Canopy Shadows = On
Shadow Filtering = High
Specular Distance = 50%
HDR Lighting = On
Bloom Lighting = Off
Water Detail = High
Water Reflections = On
Water Ripples = On
Window Reflections = On
Blood Decals = High
VERY IMPORTANT: OR's POM, SKIN and TERRAIN shaders MUST BE enabled to have shadows.


RECOMMENDED OBLIVION.INI SETTINGS
iPostProcessMillisecondsLoadingQueuedPriority=100
iPostProcessMilliseconds=25
uGridDistantCount=50
uGridDistantTreeRange=30
bUseWaterReflectionsStatics=1
bUseWaterReflectionsTrees=1
fJumpAnimDelay=0.2500
fLODTreeMipMapLODBias=-0.5000
fLocalTreeMipMapLODBias=0.0000


README
CONFLICTS
Mainly no conflicts occur but some mods could manage similar modifications to the game that could interfere/conflict with OR.
Disable them or the relative feature if you want to use the one included in OR (or viceversa).
You must disable the Steam overlay (for Steam's version).

FIRST INSTALLATION
I strongly recommend to reset the game settings to its default values and setup the required settings BEFORE installing Oblivion Reloaded.
Copy the zip content in your Oblivion's Data folder (i strongly recommended to install OR MANUALLY)
Invalidate your BSA archives (if you didn't redirect them)
Activate the OblivionReloaded.esp (load order is not important)
Reboot the machine (to clear caches)

UPDATES
Copy the zip content in your Oblivion's Data folder (i strongly recommended to install OR MANUALLY) and overwrite the files.
Ini files could change between versions. If you want to maintain your settings, compare the ini files.

UNINSTALL
Remove files.
Reinstall DarNified UI if you are using it.

TEMPORARY DEACTIVATION
Rename OblivionReloaded.dll into OblivionReloaded.dll.noload in your Data\OBSE\Plugins
NOTE: Some textures override the vanilla ones; deactivating OR doesn't prevent some textures to be loaded


DOCUMENTATION
You can find here several information.
The manual is inside the package under the Docs folder.


SHADERS AND EFFECTS DEVELOPERS
Alenet, Timeslip, Scanti, ShadeMe, Ethatron, Tomerk, Vtastek


ENB COMPATIBILITY
Disable speedhack in ENB.
Disable OR's HDR shader.


CONTRIBUTORS
Boris Vorontsov (advices for the ENB's compatibility)
TesaPlus (first HTML file generation)
pharago (fog ambient occlusion optimization)
GBR (main betatester)
szabozadam (HDR blue halo fix)
llde (tests and advices for some bugs experienced)
shadeMe (tips about how Oblivion works to help in Oblivion Reloaded development)


SYSTEM REQUIREMENTS
Oblivion Script Extender
Microsoft Visual C++ Runtime Library Redistributable Package 2019 x86
DirectX 9.0c (June 2010)


Last edited by Alenet on Sun 18 Oct 2020, 19:00; edited 5 times in total
Alenet
Alenet
Administrator
Posts : 137
Join date : 2020-08-23
Age : 42
Location : Tuscany, Italy

Package Empty Re: Package

on Sat 12 Sep 2020, 18:48
Alenet
Alenet
Administrator
Posts : 137
Join date : 2020-08-23
Age : 42
Location : Tuscany, Italy

Package Empty Re: Package

on Fri 25 Sep 2020, 18:00
Alenet
Alenet
Administrator
Posts : 137
Join date : 2020-08-23
Age : 42
Location : Tuscany, Italy

Package Empty Re: Package

on Thu 01 Oct 2020, 20:02
Alenet
Alenet
Administrator
Posts : 137
Join date : 2020-08-23
Age : 42
Location : Tuscany, Italy

Package Empty Re: Package

on Sun 18 Oct 2020, 18:31
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