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Everything posted by Wiepman
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Meshes - Marker_Error.NIF after UOP
Wiepman replied to RangerTeamEcho's topic in Oblivion's Mod troubleshooting
@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. -
You may want to try this mod to solve that issue: Iron handcuffs replacer https://www.nexusmods.com/oblivion/mods/49758
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Females Using Male Armor Meshes
Wiepman replied to Elwood288's topic in Oblivion's Mod troubleshooting
@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! -
Females Using Male Armor Meshes
Wiepman replied to Elwood288's topic in Oblivion's Mod troubleshooting
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. -
@Striker879 I learn so much from you
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Character Creation Menu Glitched
Wiepman replied to smturret's topic in Oblivion's Mod troubleshooting
@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. -
Mods to make Oblivion Closer to Skyrim?
Wiepman replied to Peapodman's topic in Oblivion's Discussion
The person was drunk/coked up and felt lonely, logged in over here and was happy with her answer, but way overboard in appreciation? -
Dark Interiors and Oblivion Reloaded Mod
Wiepman replied to jwoltz's topic in Oblivion's Mod troubleshooting
@ 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....- 1 reply
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Is there a way to use heap size bigger than 1024?
Wiepman replied to Dwalin2012's topic in Oblivion's Mod troubleshooting
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 -
Is there a way to use heap size bigger than 1024?
Wiepman replied to Dwalin2012's topic in Oblivion's Mod troubleshooting
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? -
Is there a way to use heap size bigger than 1024?
Wiepman replied to Dwalin2012's topic in Oblivion's Mod troubleshooting
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 -
Is there a way to use heap size bigger than 1024?
Wiepman replied to Dwalin2012's topic in Oblivion's Mod troubleshooting
@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). -
Is there a way to use heap size bigger than 1024?
Wiepman replied to Dwalin2012's topic in Oblivion's Mod troubleshooting
@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... -
Does Oblivion have engine-level performance issues?
Wiepman replied to seppesusi's topic in Oblivion's Discussion
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! -
Is there a mod to "tie" bodies and their inventories together?
Wiepman replied to seppesusi's topic in Oblivion's Discussion
Hey @seppesusi, There are more mods that arrange that: Bevilex's mod-list suggests: Floating weapons Fix (Enemies keep weapons in inventory) https://www.nexusmods.com/oblivion/mods/46674 Myself I use the mod AoG (Overhaul plus Detect Item) which also has this option included amongst other neat little tweaks: https://www.nexusmods.com/oblivion/mods/46495 Hope this helps! -
First mod? Was this a manual install? Try using Wrye Bash instead. Makes life modding so much simpler. Start Wrye Bash. Go to Installers tab. Right-click the column header. Select "BSA Redirection" DoneCheck Bevilex' description about using Wrye bash for modding in his guide here: https://www.nexusmods.com/oblivion/mods/47591?tab=description
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Oblivion Reloaded 7.0 new shadows and weather system?
Wiepman replied to CarlosS4444's topic in Oblivion's Discussion
The weather system (which was also in OR 6.5) is mostly coloring options. Weather All Natural is still relevant and they should be totally compatible. The new Shadows should be a step-up from shademe: Alenet has stated: Source: http://tesreloaded.com/thread/531/alenet-status?page=1&scrollTo=3509 Hope this helps... -
Oh, trust me, surely I would would have. But you see, that was my previous install what had these game-braking flukes. That install had those damn NPC's-wondering-about-and-consequently-found-dead-on-roads-problem. Drove me nuts! Tried almost about everything. Changing load orders and re-creating bashed patches all night till dawn. Then on top of that also more frequent inexplicable CTD's started happening. And since over time there had been too many mods installed/re-installed or removed in that load-out to realistically determine what could originally have caused these flukes. So I took a deep breath and called it quits. Deleted the install all together and started a brand new install to play with all over again. Starting with the what a small base with common obse (OSR, blockhead, elys_USV, EngineBugFixes come to mind) and basic texture mods (such as Quarl's, Bomret, OCO2 and the likes) as a base. And... (knock on wood...) Those wandering off NPC's and inexplicable CTD's haven't happened yet so far.
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Wow, thank you very much for reminding me again what one of the most fun parts about modding is to me: Learning to get new things done by exchanging thoughts online with other fellow modders in an respectful and constructive manner. So in my case "dialog_menu.xml" shows me this: <text name="topic_text"> <string> <copy src="parent()" trait="string" /> </string> <depth> 4 </depth> <font> <copy src="cinematic_config" trait="_topicf"/> </font> <red> <copy src="parent()" trait="red" /> </red> <green> <copy src="parent()" trait="green" /> </green> <blue> <copy src="parent()" trait="blue" /> </blue> <alpha> 255 </alpha> <clips> &true; </clips> <wrapwidth> 900 </wrapwidth> <wraplines> 1 </wraplines> <x> 0 </x> <y> 2 </y> </text> So if I understood correctly, deducting from what you've explained, in my case I should consequently look further in one .xml-file named "cinematic_config" (instead of "darnui_settings", as is the case in your situation)? For indeed along the path ".../Data/menus/prefabs/ui_config" there is one file that is named "cinematic_config.xml". So I assume that particular file needs further investigation? And indeed, when I open that file, there certainly are dozens of references to all matter of things concerning fonts in relation to the topic of conversations. Two snippet parts almost instantly catch my eye in particular, Snippet #1 being: <!--Change floating text font (1, 2, 3, 4, or 5).--> <_servicetextf> 3 </_servicetextf> <!--font default 3--> But... that one mentions reference to a font 3. And as mentioned in earlier posting, I had already replaced a font 3 in Oblivion.ini ( "SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt" ) what had altered my console font accordingly, and also had altered the subtitles, ...but had not changed the displayed text during a conversation. Which brings us towards the second snippet in that same "cinematic_config.xml" config file that had caught my attention #2 : <!--Change subtitle font (1, 2, 3, 4, or 5).--> <_subtitlef> 1 </_subtitlef> <!--font default 1--> I found that second snippet very interesting, Since in my case it indeed seems that during conversations font 1 is being used there, because I recognize this font from the main title screen which also uses that one. ( so in my case "sfontfile_1=Data\Fonts\Century_20.fnt" ) So let's find out what will happen if I change that font 1 my altered font 3? One would expect that should change the conversation font to ( "SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt" ) wouldn't it? So I did alter that font 1 reference to font 3, then booted up the game again... And, lo and behold, guess what? That did the trick! @Moktah: Thank you very much for taking the time to helping me find a proper solution!
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Thank you very much for the detailed and interesting response! So in Oblivion.ini I have changed font 3 to the following: [Fonts] SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fntWhich changed the console font to the original Oblivion font. And indeed as a side effect that also changed the subtitles. But unfortunately changing font 3 only partially resulted in my desired result. Because once you initiate the conversation dialogue another font is used. And it is this font I would want to change and reduce in fontsize (so more text fits in the screen at once). I have indeed have MenuQue already installed, but I don't think that the referred Cinematic Dialog HUD will serve my purpose. You see, I already have a certain cinematic dialogue-effect, the one included in Oblivion Reloaded: [Effects] Cinema = 1 And in the relevant .ini-file I choose to make the cinematic black bars only appear when initiating a conversation: [Default] DialogMode = 1To summarize my remaining question: I want to also change the font that is being used during conversations and reduce it's size. So the question remains where do I need to change what aspect to achieve this goal? PS: I also installed a nifty little plugin called "Protocolled Dialogs", which was originally made for MorroBlivion. But works perfectly fine in Oblivion (MorroBlivion being a mod for Oblivion). Now what this mod does is that during conversations it adds a scrollable right pane to the dialog window, to easily scroll back in conversation history. But that mod also utilizes the conversation font, which is not my altered font 3.
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DarnifiedUI seems to be the go-to UI changer if playing Oblivion on a pc. And especially with larger resolution schreens (1920x1080 and up). Indeed DarnUI gives the better experience when not playing on a console on keyboard and mouse. The initial thing I didn't like about any available DarnUI iteration is the console font. For I seem to prefer the original font that vanilla Oblivion uses for the console. Studying original font settings I would say that would be "Tahoma_Bold_Small.fnt" translating in "SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt" in "Oblivion.ini" And indeed that reverted the console font back to my preferred font. But my second grievance and the particular one on topic is the size of and the initial subtitle font. Googling intensely from the first to the last result on my particular question I can't seem to find a fitting solution. My question as such is which aspect do I need to change to alter the font and size to modify the subtitles? So in default Oblivion.ini we've got this: [Fonts] SFontFile_1=Data\Fonts\Kingthings_Regular.fnt SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt SFontFile_4=Data\Fonts\Daedric_Font.fnt SFontFile_5=Data\Fonts\Handwritten.fntThe default DarnifiedUI gives two choices (large and normal fonts): Normal fonts: [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 Large fonts: [Fonts] SFontFile_1=Data\Fonts\Kingthings_Regular.fnt SFontFile_2=Data\Fonts\DarN_LG_Kingthings_Petrock_14.fnt SFontFile_3=Data\Fonts\DarN_LG_Kingthings_Petrock_18.fnt SFontFile_4=Data\Fonts\DarN_Oblivion_28.fnt SFontFile_5=Data\Fonts\Handwritten.fnt Now, I use the Dark Transparent UI. Be advised: not the version over here on the Nexus, but the (is it the) original (?) TESSAll.ru. I like that better because of certain choices, see fonts below. [Fonts] sfontfile_1=Data\Fonts\Century_20.fnt sfontfile_2=Data\Fonts\Calibri_Outline_15.fnt sfontfile_3=Data\Fonts\Cambria_16.fnt SFontFile_4=Data\Fonts\Daedric_Font.fnt Changing "SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt" gives me the desired console font. But what variable brings me my desired subtitles font and size? I suspect I need to change something inside: "c/Oblivion/Data/menus" But what aspect? Who knows what? Thanks beforehand!
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Unfortunately, an ENB couldn't give the desired "texture overhaul" you mention to strive for. That is what texture replacers are for. And what you need as a perquisite for those to operate desirably is a decent enough GPU with enough dedicated GPU-memory. Your GTX 1050 Ti should be speedy enough for that task. And I think it has 4 GB on board? That should be quite enough (as long you don't go completely overboard with textures above 1k)! If you are concerned about visual consistency, stick with a big texture overhaul as your base. Quarl's (and Bomret's texture pack to cover the textures in the Serpent Isles DLC) still is the go-to choice in that aspect for most people. Also most people definitely would want to replace the default Oblivion potato-faces with OCO2, combined with a body replacer and refitted armor and clothing, (the Seemless mod is the most hassle free for that goal). Throw in a weather-overhaul in the mix (such as All Natural combined with Immersive Interiors) and Oblivion is already transformed to a completely new experience compared to the vanilla game. Now ENB is post proccesing. So the thing ENB does is providing a graphical filter as a layer on top of your graphics. Think of an after-filter on Instagram as an analogy. If your pc specs are a matter of concern, you should also seriously consider Oblivion Reloaded (OR) as an viable alternative that is considered less taxing on your system but with generally quite similar results. OR is not post-processing, but injects itself in the Oblivion-engine. Whether you go the ENB or the OR route (and you can even combine them!). how it looks in the end is up to you. Both contain ini-files to tweak and fine-tune to your hearts concern. You can even do that in-game to instantly spot the effect to your changes. Now if you find that too much a daunting challenge, both for ENB and OR there are a variety of custom presets to choose over here on the Nexus with plenty of screenshots to choose which one your prefer that is up to you. Good luck and happy modding!