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Blocky and spasmic water reflection


lordfrikk

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No words will actually describe how ugly this is, so please check out this 10s video:

 

http://www.mediafire.com/file/o1zzemw2miz/Oblivion Water Blocks.mp4

 

OR

 

http://www.youtube.com/watch?v=2nNUf36lkGg

 

(check HD and full screen to see it better)

 

Anyone knows how to fix this or what is causing it? I am using Enhanced Water HD 2.0 (and a shitload of other mods).

 

Playing at 1680x1050 with everything on max + HDR.

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No words will actually describe how ugly this is, so please check out this 10s video:

 

http://www.mediafire.com/file/o1zzemw2miz/Oblivion Water Blocks.mp4

 

OR

 

http://www.youtube.com/watch?v=2nNUf36lkGg

 

(check HD and full screen to see it better)

 

Anyone knows how to fix this or what is causing it? I am using Enhanced Water HD 2.0 (and a shitload of other mods).

 

Playing at 1680x1050 with everything on max + HDR.

load order is everything for proper mod function,list yours!!!

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No words will actually describe how ugly this is, so please check out this 10s video:

 

http://www.mediafire.com/file/o1zzemw2miz/Oblivion Water Blocks.mp4

 

OR

 

http://www.youtube.com/watch?v=2nNUf36lkGg

 

(check HD and full screen to see it better)

 

Anyone knows how to fix this or what is causing it? I am using Enhanced Water HD 2.0 (and a shitload of other mods).

 

Playing at 1680x1050 with everything on max + HDR.

load order is everything for proper mod function,list yours!!!

 

I use BOSS to sort the mods. Anyway, here's my current load order :

 

[codebox]Active Mod Files:
00  Oblivion.esm
01  ScreenEffects.esm
02  All Natural Base.esm  [Version 0.9.7]
03  Francesco's Leveled Creatures-Items Mod.esm
04  Francesco's Optional New Items Add-On.esm
05  Cobl Main.esm  [Version 1.72]
06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]
07  Mart's Monster Mod.esm  [Version 3.7b1]
08  FCOM_Convergence.esm  [Version 0.9.9a7]
09  Better Cities Resources.esm
0A  Progress.esm  [Version 2.0]
0B  HorseCombatMaster.esm
**  TNR ALL RACES FINAL.esp
0C  Better Cities .esp
0D  Francesco's Optional Chance of Stronger Bosses.esp
0E  Francesco's Optional Chance of Stronger Enemies.esp
0F  Francesco's Optional Chance of More Enemies.esp
10  Francesco's Optional Leveled Guards.esp
11  FCOM_Francescos.esp  [Version 0.9.9]
12  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
14  LoadingScreens.esp
15  LoadingScreensAddOn.esp
16  All Natural - Real Lights.esp  [Version 0.9.7]
17  All Natural.esp  [Version 0.9.7]
18  All Natural - EW + NW + AWS.esp  [Version 0.9.6]
19  Enhanced Water v2.0 HD.esp
1A  Storms & Sound.esp
1B  WindowLightingSystem.esp
1C  AliveWaters.esp
1D  Book Jackets Oblivion.esp
1E  diversegrasses.esp
++  Item interchange - Extraction.esp  [Version 0.76]
1F  P1DmenuEscape.esp
20  Choices and Consequences.esp
21  Thieves Arsenal.esp
22  ExnemRuneskulls.esp
23  Cobl Glue.esp  [Version 1.72]
**  OOO 1.32-Cobl.esp  [Version 1.72]
24  Bob's Armory Oblivion.esp
25  FCOM_BobsArmory.esp  [Version 0.9.9]
26  Oblivion WarCry EV.esp
27  FCOM_WarCry.esp  [Version 0.9.9]
28  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]
29  Choices and Consequences - OOO.esp  [Version 0.2]
2A  FCOM_Convergence.esp  [Version 0.9.9]
2B  Choices and Consequences - MMM.esp  [Version 0.2]
2C  FCOM_RealSwords.esp  [Version 0.9.9]
2D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.5.5b4]
2E  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]
2F  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]
30  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]
31  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]
32  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.5.5b4]
33  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]
34  MMM-Cobl.esp  [Version 1.69]
35  Enhanced Quest Roleplaying.esp
36  Enhanced Quest Roleplaying - OOO.esp
37  Enhanced Quest Roleplaying - FCOM.esp
38  LetThePeopleDrink.esp  [Version 2.5]
39  Salmo the Baker, Cobl.esp  [Version 3.08]
3A  Toggleable Quantity Prompt.esp  [Version 3.1.1]
3B  Roleplaying Dialogues.esp
3C  RealisticForceMedium.esp
3D  RealisticMagicForceLow.esp
3E  Gather Ye Rosebuds.esp
3F  MidasSpells.esp
40  StealthOverhaul.esp
41  RenGuardOverhaul.esp
42  Deadly Reflex 5 - Timed block and 150% damage.esp
43  DeadlyReflex 5 - Combat Moves.esp
44  Kobu's Lighter Backpack Mod.esp
45  ProgressMBSP.esp  [Version 1.0]
46  ProgressSBSP.esp  [Version 1.0]
47  ProgressMercantile.esp  [Version 1.11]
48  RealisticLeveling.esp
++  Item interchange - Placement for FCOM.esp  [Version 0.76]
49  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]
4A  CuteElf11.esp  [Version 1.2]
4B  Cobl Races.esp  [Version 1.52]
4C  bgMagicEV.esp  [Version 1.7EV]
4D  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]
4E  bgMagicBonus.esp  [Version 1.7EV]
4F  Cobl Races - Balanced.esp  [Version 1.52]
50  Better Cities - Full City Defences.esp
51  Better Cities Full.esp
52  Better Imperial City.esp
53  Better Cities - COBL.esp  [Version 2]
54  bgMagicEVShader.esp  [Version 1.7EV]
55  bgMagicLightningbolt.esp
56  qazFingerSnap.esp
++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]
57  Cobl Silent Equip Misc.esp  [Version 01]
**  All Natural - Indoor Weather Filter For Mods.esp
58  Bashed Patch, 0.esp
59  Streamline 3.1.esp
5A  MerchantsAlwaysBuyStolen.esp
[/codebox]

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General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

maigrets...You should also follow Dezi's load order guide if you're new to mods. BOSS is good, but not foolproof. There are a lot of mods it doesn't have in it's database and they have to be ordered manually.
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Okay, here's an update. I uninstalled my Oblivion install w/ everything that I installed along, deleted settings in My Documents etc. and after performing a clean install and running the game, I found out that the water looks the same - horrible blocky with flickering reflected objects when I'm moving. So my next stop should probably be ATI or Betheda forums...
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