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.

The Author


Oblivion Graphics Extender (OBGE) v1.0


Oblivion Graphics Extender (OBGE) v2.0


Oblivion Graphics Extender (OBGE) v2.0


Oblivion Graphics Extender (OBGE) v3.0
Posts : 230
Join date : 2020-08-23
Age : 43
Location : Tuscany, Italy

A long time ago in a galaxy far far away..... Empty A long time ago in a galaxy far far away.....

Mon 24 Aug 2020, 17:28
A person known as Timeslip starts a journey creating an OBSE plugin called Oblivion Graphics Extender. OBGE adds extra functionality to Oblivion's scripting language, focusing on the implementation and manipulation of graphics effects and adding support for fullscreen shaders. OBGE enters Oblivion code and is able to manage the post processing pipeline. But the trip is not finished....

Scanti and shadeMe are the names of the continuation of the Timeslip's work on expanding the functionality of the Oblivion's scripting language about the rendering pipeline and making Oblivion to look better using a variety of graphical effects. They implement the OBGE and focus on the creation of various post-processing effects to improve Oblivion's graphics. One of the main goals is to replace the Oblivion's water with the Tomerk work. Months passed to create a shader so exceptional. But limits to overcome are still many....

Is he a genius? Is he crazy? Is he Ethatron? Yes!
Like a bowling ball on skittles, Ethatron enters the Gamebryo's engine with a deep hook releasing the OBGE v3. He realizes the shader's replacement method and the possibility to enable modifications of the entire Oblivion's rendering pipeline in addition to improve the post process rendering pipeline. But he writes so much code and implementations that while Oblivion is becoming better on a side, on the other one, bugs are still here and performance is dropping. He leaves and the work is abandoned for 3 years....

Alenet reads the entire OBGE source code. It takes great effort: from a side, the OBGE's source code, big and incomplete, very complex and singular, on the other the Oblivion interpretation; no one to ask, all developers have left. Alenet's great experience in developing is streched to a max. The idea is to create a plugin that collects the great features of OBGE, while breaking the OBGE's limitations and bugs, and in addiction, including a series of other functionality whose purpose is removing limits from Oblivion that today have no reason to exist.
Like the phoenix rising from ashes, OBGE lives once again: Oblivion Reloaded was born, the result of the story of developers like TimeSlip, Scanti, ShadeMe and Ethatron and now the Alenet's ability.

And so...the year is gone and the OR's development is near to the end. Alenet rewrites from scratch one of the biggest mod of the TES story. From the graphics, to the dual combat, new camera mode for a great game immersion, and many other features. Nights and nights to find the best way to apply changes to the code keeping it clean and linear.

Oblivion Reloaded is completed. Now it is the time.........for Skyrim!!
Yeah! Also SR arrives. Porting many features from OR, Skyrim Reloaded is ready!

Many patches.....many new features....many new game fixes. The community appreciates a lot the work and Alenet extends OR/SR to a powerful patch called TES Reloaded. TESR's core works directly on the game engine and it is the common framework for OR and SR. It needs support and users have several questions. So Alenet decides to bring up a new dedicated forum instead hosting TESR on NexusMods. And we are here! tesreloaded.com!

Back again! Due to several requests, there is a spin-off.......New Vegas Reloaded based on the same method used for Oblivion and Skyrim. Fallout: New Vegas is very similar to Oblivion and so Alenet decides to implement several features for this game with the happiness of many users.

Incredible! After so many years, Oblivion gets real-time shadows for exteriors! Architecture, trees, every object gets shadows! An other big step in Oblivion's modding.

An so......why not shadows for interiors? And here we are! Oblivion and New Vegas get shadows for interiors based on point lights.

A new implementation turns a 2006 game into a modern one: the occlusion culling. Alenet is pretty busy in real life, but when he has time, he offers again a great implementation to a pretty old game. The occlusion culling and the new pipeline solve finally the performance problems of the heavy Oblivion's engine. In addition a totally replaced heap, a smart fps control and a correct management of the critical sections, remove the stutter and make the game flowing and playable.
Which will be the next step?


A special thank to ShadeMe, the "sheriff" of the Oblivion's modding world and to the OBSE team: Ian Patterson (ianpatt), Stephen Abel (behippo), Paul Connelly (scruggsywuggsy the ferret); people who, together to Bethesda, have made the history of this video game.
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