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Wiepman

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    Oblivion

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  1. @DrakeTheDragon and @Striker879: I just want to cut in to express how much I appreciate both your continuing efforts to go the distance carrying on to repeatedly investing in helping others.
  2. You may want to try this mod to solve that issue: Iron handcuffs replacer https://www.nexusmods.com/oblivion/mods/49758
  3. @Striker879 I just felt obliged to apologize for my intrusion. Glad @Elwood288's issue is fixed. But since I now got the opportunity to "speak" to you, I wanted to let you know that I've learned so much about the many potential additional use-cases for blockhead (besides needed as a perquisite for OCO2) by reading your in-depth tutorials here on the forums. On the discussion-page linked to the mod "Melee Combat Additions", we were discussing the possible usage of blockhead for certain custom attack animations. I've suggested some things on blockhead (that I knew of) that might could be of assistance. But since most if not all I know about blockhead is from reading things you've been so kind to share here across the forums, may I perhaps invite you to have a look at that discussion? Because possibly you just may have additional insights to share on the matter that we're not aware of yet? The discussion we are having can be found here: https://www.nexusmods.com/oblivion/mods/49939?tab=posts&BH=0 Thank you in advance!
  4. Sorry to jump in. Just want to add to the discussion: "Vanilla Gear Redux" also fixes female armor versions: https://www.nexusmods.com/oblivion/mods/45241 And with the recently released addition: "Vanilla Gear Redux-Seamless OCOv2 fix" the neck-seem issue's are fixed. Also VCR Redux imho includes a bunch of higher resolution/ (subjective opinion) way better looking versions than EVE. Also just one *.esp included/ needed (while EVE has 3 included I believe?) Only downside:Merely one body type, while with EVE you can pick and choose HGEC body-types.
  5. Just my two cents ringing in this conversation, Have changed settings: ---> "Oblivion.ini" bBackground Mouse=1bBackground Keyboard=1 These changes solved me many such likewise issues. Hope this is helpful
  6. @smturret, what @Striker879 said. To be specific: your fonts are way off, this is a typical symptom of having failed to process the following step (from Bevilex's page). Darnified UI --- You need to edit your "oblivion.ini" to apply the new fonts. Paste these lines under [Fonts]: SFontFile_1=Data\Fonts\Kingthings_Regular.fnt SFontFile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fnt SFontFile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fnt SFontFile_4=Data\Fonts\DarN_Oblivion_28.fnt SFontFile_5=Data\Fonts\Handwritten.fnt Hope this helps.
  7. The person was drunk/coked up and felt lonely, logged in over here and was happy with her answer, but way overboard in appreciation?
  8. @ jwoltz: I suspect it is something entirely else. But with OR you easily disable bloom/color/HDR from it's in-game menu (accessed by pressing "O") and if you perhaps messed some setting leading to the darkness, you'd instantly see a change in the lighting brightness. Or simply (temporarily) uninstall the mod and see if that fixes it for you. If not, you kinda know for sure it's wasn't OR. Slightly off topic: Version 3.1.2? Wow. that sure IS ancient. Wonder why wouldn't v 7.x not work? Alternatively you might perhaps want to check out "Oblivion Reloaded Lite" by @GBRPluss, it's here on the Nexus. But back to topic: A while back I've had a similar issue. Before seriously rolling up your sleeves, If you use the following mod: "Maskar Overhaul", you may want to check it's *ini file first. It has quite a few light settings in "Maskar's Oblivion Overhaul.ini", which might as well have caused your issue. In my case it turned out it was the "Real Lights" part of "Weather - All Natural", of which apparently I managed to FUBAR some related script from that module during a modding frenzy. What I did was: - Completely uninstalling WAN, - rebuilding bashed patch, - then re-installing WAN (with Real Lights module) - rebuild bashed patch And that about fixed it for me. Perhaps it is worth a try? Hope this helps....
  9. Oh sure those uGrid values certainly matter. Myself, I have: uGridDistantTreeRange=15uGridDistantCount=15 You can see my screenshots (3 part "Working on VWD LOD vista"here on the nexus focused on WVD/LOD's,which use these values and notice there's still plenty of distant objects. See:https://www.nexusmods.com/oblivion/images/173296 https://www.nexusmods.com/oblivion/images/173299 andhttps://www.nexusmods.com/oblivion/images/173357
  10. Good to learn you've improved performance So you altered some values in OSR. I saw you altered certain values under "CriticalSections" and changed the heap type to "2" and upped the heap size to the whopping size of "5176". Where there any other parts you changed?
  11. Hey @malautomedonte, Besides have critical look of the Unique Landscapes and what parts you want to keep. I would recommend you to have a look at @Oooiii's "Oblivion Basic Modding Guide" In particular the section "LOD (Optional)" It includes switching RAEVWD for "Evenstars Colourwheel LOD Update"(but keeping RAEVWD SI Edition). https://www.nexusmods.com/oblivion/mods/49898?tab=description
  12. @malautomedonte: Keep in mind Better cities, Unique landscapes and distant VWD LOD are among the most notoriously taxing culprits on fps/stutter. To narrow it down. I would temporarily disable distantLOD all together (just to see if that fixes your problem), than gradually re-add some portions (starting with core, then Ayleid ruins, and so on). I'm sure along these boards you could find some topics to read on the subject for insight into which Landscapes are the most taxing. You should look into that. Then you could try (temporarily) disabling some of the unique landscapes and see if you gain profit? I would wager your culprit would be in the mods above and not so much further tweaking OSR nor as a Windows-user start meddling with dxvk (quite the stellar performance gains in Oblivion with Vulkan seems mainly for Linux-land).
  13. @Dwalin2012, @malautomedonte and @Striker879, While dxvk is the new gospel for Linux-users, providing way better performance for most games (because it translates Windows-exclusive directx-calls to modern low-level Vulkan instead of OpenGL). This speed gain is not necessary the case for Windows-users, because the translation from directx-calls to Vulkan is one extra step.(while Windows of course has native directx). That being said, in the case of the older directx9 api games (such as Oblivion),Windows-users also could profit from certain dxvk-features. One is that directx9 is a very old api and dxvk is modern low-level Vulkan-api. ---Perhaps some Windows-users can remember the speed boost in certain console-emulators (such as "Pcsx2") when the switch was made from directx9 to directx11? I believe the RPCS3 (PS3 emulator) currently even defaults to Vulkan (for both Windows and Linux). One other is the dxvk-heap. --Beware that this is not the same as the OSR's heap! (AKA: so these two can be used next to each other). The dxvk-heap is your full GPU memory-size + almost all available free system memory,making crashes from out-of-memory in Oblivion a thing of the past. (perquisites are a 64-bit OS's and 4gb-patch enabled for 32-bit games, two conditions that I assume almost all modders would already have). Here's a reddit thread where Skyrim LE Windows-users share their findings. Substitute Skyrim LE for Oblivion when reading.Your mileage may vary, but perhaps you could take a look there? https://www.reddit.com/r/skyrimmods/comments/etmec6/sle_great_performance_gains_through_dxvk/ Hope this helps...
  14. Right on the money as always Sir @Striker879! Ergo @seppesusi: Oblivion doesn't care what a beast your pc gaming rig is. Besides everything Striker879 perfectly summed up, I think Oblivion's engine greatest handicap is that it just can't take advantage of our current multi-core capable pc's. Case in point: Skyrim, which is in essence basically Oblivion's old game-engine (granted with some tweaks here and there, for instance real-time shadows come to mind), but it's the added multi-core support that undeniably makes the biggest difference in performance. In contrast to it's successor Skyrim, everything you add to Oblivion's engine with mods for bells and whistles, it all has to process with the usage of only one CPU-core, which is why your CPU's raw GHz-speed matters relatively much more. Oblivion will thus run better on a desktop-pc than (mostly lower clocked) laptop. Take note: Although 60 fps is certainly achievable with some tweaks (but fps-dips are not completely avoidable especially when modding), for a more stable fps Oblivion is better advised to settle playing @30 fps or perhaps @45 fps. That being said, there are certainly things you can do to optimize it's performance. First thing that comes to mind: OSR (Oblivion Stutter Remover) https://www.nexusmods.com/oblivion/mods/23208 The Bevilex modlist from start to finish contains a treasure trove of helpful little mods and other suggestions to help you further: https://www.nexusmods.com/oblivion/mods/47591?tab=description ENB's is quite taxing on the already fragile Oblivion-engine and especially when modded, might I as an alternative suggest Oblivion Reloaded (OR)? OR can bring you near-ENB like eye-candy, but way less hefty on the Oblivion game engine. Besides SMAA and SSOA/Ambient Occlusion, it brings improved Memory Management (for potentially way better stability) and a very capable Frame Rate manager/ memory purger, (and all that other good stuff, such as ShaderModel3, wonderfully improved water, terrain shaders, skin shaders, better shadows, bloom, better HDR, DOF, GodRays, among others... ) For reference, please read 1Mac's excellent Oblivion Reloaded for Dummies here: https://www.nexusmods.com/oblivion/mods/48637 Hope that helps!
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