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Fracta

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  1. Just tried that. Its like the settings are different for interior cells. But thats totally weird. I have noticed that its like there is really bad Anisotropic Filtering in interior cells too. The floor just up ahead, even though its QTP textures, gets really pixelated. Until I get close of course. And, naturally, there are no settings for anisotropy. What changes that kind of thing? Specifically interior cells? Is it possible its really a streamline issue?
  2. I thought I had fixed it with a lot of screwing around and reinstalling crap. The easiest way for me to test it is to just look at the torch flames. But after a few cell loads, it went back to pixelated. I also noticed some textures weren't so bad. Then later on doing more testing, I loaded a game and pulled out a torch, walked for ages watching for it to turn pixelated, and finally saw it when I loaded an interior cell. And it went back to normal when I went back outside. I did this several times. (On my other game, it was pixelated outside too). Any ideas at all what this could be? I think this should be a good clue to the main problem. Also, I fixed the RAEVWD problem. WOW. I can see so much now.
  3. yeah i set the graphics options from the launcher and I'm running at my native resolution: 1680x1050. It is most likely not a problem with my graphics card if that is where you are going. it can definitely handle oblivion with ease. I also have the latest drivers.
  4. ah that I didn't do. HA I just tried and the launcher crashed. So i used the oblivion exe to start, then closed and went into launcher again, it detected video hardware, then i loaded with obse shortcut and game crashes when i load a save. I think I'm stuck with my current ini. I remember something somewhere (may archiveinvalidation invalidated. it was recent) editing the ini and asking me if i wanted to continue. this was definitely after the problems started. arg so confusing. sux carrying around a torch with pixelated fire. I fixed my load order. so any ideas which of my mods would have changed this? I always read instructions carefully etc. On a sidenote, I recently tried to get REAVWD working, and that failed miserably. And i really wanted that beautiful distant detail. I would install with bain (what a mission to figure that out), in this order: REAVWD 1.8 (not currently installed) REAVWD ELsweyr (not installed) REAVWD Shivering Isles (still installed but dont know if its working) REAVWD qtp3 texture pack (not installed) Then i ran tes4lodgen and that did its thing. a few errors came up but thats because of elsweyr heightmaps and trees and totally expected. When i loaded my game, i saw no noticeable difference (so i checked streamline in case that was stopping the detail but it wasn't) and the imperial city had disappeared. I could still see the darker blue silhouette in the sky but the city was lacking all the models. Im not sure if the actual load order of REAVWD was right, i assumed it would follow naturally from the install order. in any case, that shouldn't make the city disappear. i am running better cities but that should just mean the distant lod models won't match up with whats really in there, which i don't care about. correct? I just checked the load order of REAVWD in wryebash and its a little wonky, but REAVWD is before the QTP3 texture pack and elswyer and SI won't affect REAVWD. I also made sure not to use the city plugin esps because the instructions say they are optional and conflict with Better Cities. I am still getting used to all this. But I learn fast. Thanks for your help so far. p.s. the problems may have started after I installed UOP. I did that recently after most of my mods were installed because i wasn't aware of it when i did my reinstall of oblivion. I also put on the qtp3 patch for UOP and then reinstalled QTP3. i did everything i could to make sure i didn't get any conflicts. but maybe i missed something. Is there a particle effect (or whatever fire and magic is) update or mod that makes it better looking that i can just install over it and maybe that will fix my problem? or half of it at least.
  5. I have already tried deleting the ini and replacing it with an older one. the game crashes on startup. Didn't think of deleting and letting oblivion make a new one. Just tried that and game crashes when I try to load or start a new game. I really don't want to have to do a reinstall. I'm sure its just a setting gone wrong somewhere.
  6. where is this post? i just got told a similar thing. so i went through the patch options and selected everything that was there. it took like 5 minutes to build the patch after that instead of a few seconds.
  7. if some resources are in the data folder, how can i be sure they are being used? remember i am using archive invalidation invalidated. im thinking maybe there is a setting for particle effects and a few world textures that is set to use low res versions. its the only thing i can think of.
  8. I only replaced textures for the arena because there its really bad but it made no difference. i was just replacing the files with exact copies anyway. i don't know my way around the data folder like a pro, but from what i can figure out, all of qtp3 is where its supposed to be. is there a setting somewhere that does this kind of thing? would it have anything to do with hdr? i had to edit the oblivion ini manually to get it to turn on. whenever i turned it on in the menu, (yes i turned off aa as well) i would restart like it tells me and bloom would be back on. so i edited the ini and took bloom off and set hdr to on. but my problem predates that anyway. i have a LOT of mods, and i do my best to make sure nothing conflicts, or potentially conflicts, before i install anything. it would be hell doing it again. it would take me a whole day.
  9. i use boss, but i didn't know i had to check off each mod that was listed. maybe that will stop some of my ctds. now that i am looking out for it, i have noticed a lot of things are now pixelated but they don't seem to be related.
  10. still getting the bad textures. its like oblivion has been set to run on really low but some high res textures have slipped thru. I just spotted a painting in anvil that is really really low res, horribly pixelated, and i know I haven't installed anything that alters the painting textures, so it must be something else. i checked settings in streamline but couldn't see anything and texture size is still set to large in the graphics settings. i am still quite a n00b when it comes to wrye bash and that is the only thing i can think of that may have changed things. iv been doing the rebuild patch thing after every new mod and i just left it at whatever default settings because i really have little to no idea what im doing. this is extremely frustrating. it makes no sense to me. arg.
  11. I installed a few new mods and recently noticed my textures Beautiful Textures (qtp3) where missing in places. And i can't figure out why. I have tried reinstalling the qtp3 omods and manually replacing textures. I don't think even vanilla textures were this bad. You can clearly see qtp3 on the left and a really pixelated texture (church steps in skingrad) on the right. This also happens with doors and a few other things. Any ideas? I have 50+ mods installed but nothing except maybe unofficial oblivion patch that changes textures but utp was the latest thing to install and all the textures match. I am also using archiveinvalidation invalidated. Because archiveinvalidation in obmm didnt fix the bad textures.
  12. I am using motion blur and forward motion blur. My pc isn't so great these days, but still handles oblivion reasonably well. Does anyone know how those mods work? I would like to copy and modify one of them so that there is a constant slight blur all over the screen. just to get rid of those sharp edges. I can't see it reducing performance at all. Its kinda like the opposite of anti-aliasing. So yeah. Any help would be much appreciated. I am a quick learner and know my way around code. I just have no idea how to get started. Thanks
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