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OBGE shaders are acting up on new install


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Long story short, I installed Oblivion for the first time using OBGE recently and it worked great. If memory serves, I had OBGE, OBSE, Supreme Magicka, xeosp, Oblivion XP, Unique Landscapes Compliation, and OOO, all the most recent versions (OOO might have just been 1.3, I'm not sure). Here are some screenshots I took from that install, I was using Crysis DoF, CelShader+AA, and Godrays at the time. I also believe I was using the OBGE plugin when I took these, but I might have started using the shaderlist. Aside from the shaders that were active when I took these screenshots, I tried out a bunch of other ones - ColorEffects, ColorMood, various SSAO filters, HLSLColorGrading03, etc. They all worked perfectly. The game looked beautiful. I really love these screenshots.

 

 

 

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-1912-07-16-33.jpg

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-1912-07-35-58.jpg

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-1919-29-43-60.jpg

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-1919-31-16-34.jpg

 

 

 

 

 

Fast forward, I get bored and decide to uninstall everything and do a fresh install with FCOM. OBGE's shaders have given me nothing but trouble on this install. Either they don't work at all, or they don't work correctly. Here are some screenshots from the new install, mostly using CrysisDoF, CelShader+AA, and Godrays again. I also used Volumetric SSAO at one point (which didn't change much) and for the last couple, HLSLColorGrading03.

 

 

 

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-2807-55-40-04.jpg

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-2807-55-45-29.jpg

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-2807-56-13-67.jpg

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-2807-56-41-35.jpg

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-2807-58-55-82.jpg

http://i36.photobucket.com/albums/e4/rydian/Oblivion2011-06-2807-59-54-81.jpg

 

 

 

A couple of issues with these shots:

- CelShader+EdgeAA combined with CrysisDoF is causing extremely ugly thick black lines, mostly around the edges of the grass. I used both of these shaders on my last install simultaneously for long periods of time and never encountered this problem.

- HLSLColorGrading03 is causing some ugly white rectangles and green blobs (seen in the last shot). This never happened on my last install, either.

- Although I didn't use it here, ColorEffects is totally broken - it just shows a blank screen when loaded.

 

Basically, my shaders are borked.

 

The only difference I can think of aside from using FCOM and some other new mods is that I installed to C:/Oblivion this time instead of C:/Program Files (x86)/Bethesda Softworks/Oblivion because I didn't like constantly having to give administrator permission to do anything. As far as I can recall I'm using all the same video settings, same oblivion.ini, though I could be wrong. I've also tried adjusting all sorts of video settings in-game and nothing helps.

 

Here is my OBGEv2 log (I restarted Oblivion without thinking so this log isn't from the exact same session, but I duplicated the same errors when I generated this log):

 

 

 

Hooked: kernel32.dll

Hooked: kernel32.dll

Hooked: user32.dll

Hooked: d3dx9_27.dll

Hooked: d3dx9_43.dll

Detoured GetRenderedSurfaceParameters(); succeeded

Replacing the built-in shaders.

Detoured GetShaderBinary(); succeeded

Detoured LoadTextureFile(); succeeded

Init: D3D9.DLL queried.

Init: D3D9.DLL loaded.

Init: Took over Direct3DCreate9.

OD3D9: Driver queried from 0x00fc76d7

OD3D9: Driver 0x0316ef00 constructed from 0x00fc7643 (1 drivers available)

OD3D9: Driver 0x0316ef00 destructed from 0x00fcd7c5 (0 drivers left)

OD3D9: Driver queried from 0x00fc76b8

OD3D9: Driver 0x0316ef00 constructed from 0x00fc7643 (1 drivers available)

OD3D9: Device queried from 0x0076a547

OD3D9: Device 0x01406800 constructed from 0x00fcd8bb (1 devices available)

Loading texture (data\textures\shaders/unbound.dds)

Pre Hook

RESZ not supported.

Depth buffer texture (INTZ) (1366,768) created OK.

Depth buffer attached OK. 0

Init: NVCPL.dll queried.

Received load game message.

Loading a game.

Creating effect vertex buffers.

Creating full screen textures.

Width = 1366, Height = 768

Format = A16B16G16R16F

Loading the effects.

Added to list OK.

Loading the effects.

Loading effect that already exists. Returning index of existing effect.

Loading effect that already exists. Returning index of existing effect.

Loading effect that already exists. Returning index of existing effect.

Loading effect that already exists. Returning index of existing effect.

Save file links 1 textures.

Error loading texture list: too small.

No effect data in save file.

Effect (NormalFilterAA.fx) - Script refID = 18000800

Effect (Volumetric_SSII.fx) - Script refID = 18000800

Effect (HBAO.fx) - Script refID = 18000800

Effect (ssao_test.fx) - Script refID = 18000800

Shader compiling messages occured in data\shaders\ssao_test.fx:

C:\Oblivion\memory(385,19): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

C:\Oblivion\memory(132,9): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

C:\Oblivion\memory(353,10): warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll

C:\Oblivion\memory(132,9): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

C:\Oblivion\memory(353,10): warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll

C:\Oblivion\memory(132,9): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

 

Found filename : ssao\RandomNoiseB.dds

Loading texture (data\textures\ssao\RandomNoiseB.dds)

Effect (Ring_SSAO.fx) - Script refID = 18000800

Shader compiling messages occured in data\shaders\Ring_SSAO.fx:

C:\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]

C:\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]

C:\Oblivion\memory(167,26): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]

C:\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,26): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]

C:\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]

C:\Oblivion\memory(167,26): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]

C:\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,26): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

C:\Oblivion\memory(167,10): warning X4008: floating point division by zero

 

Effect (Volumetric_SSAO.fx) - Script refID = 18000800

Loading effect that already exists. Returning index of existing effect.

Effect (DepthOfField.fx) - Script refID = 18000800

Effect (CrysisDoF.fx) - Script refID = 18000800

Loading effect that already exists. Returning index of existing effect.

Effect (Bokeh_Circle_DoF.fx) - Script refID = 18000800

Effect (Bokeh_Hexagon_DoF.fx) - Script refID = 18000800

Effect (Pseudo_Bokeh_DoF.fx) - Script refID = 18000800

Effect (Godrays.fx) - Script refID = 18000800

Loading effect that already exists. Returning index of existing effect.

Effect (CelShader+EdgeAA.fx) - Script refID = 18000800

Loading effect that already exists. Returning index of existing effect.

Effect (ColorEffects.fx) - Script refID = 18000800

Effect (ColorMood.fx) - Script refID = 18000800

Effect (ENBColorEffect.fx) - Script refID = 18000800

Effect (HLSLbleachbypass.fx) - Script refID = 18000800

Effect (HLSLColorGrading03.fx) - Script refID = 18000800

Effect (HLSLvignette.fx) - Script refID = 18000800

Shader compiling messages occured in data\shaders\HLSLvignette.fx:

C:\Oblivion\memory(59,29): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

 

Effect (obsharpen.fx) - Script refID = 18000800

Received ExitGame message.

Calling Release Device

Releasing effect vertex buffer.

Depth buffer : Lost device callback.

Releasing the depth buffer surface.

Releasing the depth buffer texture.

 

 

 

 

and my OBGE ini:

 

 

[DepthBuffer]

bUseDepthBuffer=1

bUseRAWZfix=1

[Effects]

bUseEffectList=1

sEffectDirectory=data\shaders\

sEffectListFile=data\shaders\shaderlist.txt

bUseLegacyCompiler=0

bOptimize=0

bRenderHalfScreen=0

bPurgeOnNewGame=0

bNoShadersInMenus=0

bTailEffects=0

[screenBuffers]

iBufferTexturesNumBits=0

iBufferRawZDepthNumBits=0

iReflectionMapSize=0

iWaterHeightMapSize=0

iWaterDisplacementMapSize=0

iAutoGenerateMipMaps=2

iBufferZDepthNumBits=0

[serialization]

bSaveData=1

bLoadData=1

[PluginInterOp]

bEnableInterOp=0

[General]

bEnabled=1

[shaders]

bUseShaderOverride=1

bUseLegacyCompiler=0

bSaveShaderOverride=1

bCompileSources=0

bRuntimeSources=0

bOptimize=0

bMaximumSM=0

bUpgradeSM1X=0

sShaderOverrideDirectory=data\shaders\override\

bUseShaderList=1

sShaderListFile=data\shaders\shaderlist.txt

[Textures]

bPurgeOnNewGame=0

 

 

 

I would have posted a list of mods I'm using but it's fairly long, and these problems occurred before I had them all installed anyway. Plus I'm not sure how to automatically generate one, and I'm gonna be late for work. I can get a list of all the mods I'm using when I get home if it helps. For what it's worth, I am using Bashed Patch (obviously) with Wrye Bash as well as Boss to sort the loading order. I was not using Wrye Bash on my previous install.

 

Let me know if you can help, or if there is any more information that would help you out. I'll post my computer stats when I get to work but I am seconds away from missing my bus lol.

Edited by branfordcole
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Have you try to fresh install only OBGE and OBSE, to see result? Or you try yet to change load order? This can be big problem. If you not like change the load order, try use BOSS

 

http://www.tesnexus.com/downloads/file.php?id=20516

 

I may not read your post very well, I'm Japanese. But let me know if this help. I had problem in screenshot before. Please give mod list for any mod which may give conflict.

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You say you had this same problem before... do you remember how you fixed it?

 

Do you mean re-install OBGE and OBSE? I've done that, even went as far as re-downloading the files, and it did not help. Next step would be to uninstall completely and start over, I suppose. Then maybe install OBSE and OBGE right off the bat, make sure it's working, and check after each step of FCOM to figure out where the problem is. That will be a pain though, so it's more of a last resort.

 

I did use BOSS for the load order and it seems to be working great, as far as the mods and conflicts and such go - but it didn't help the shaders at all.

 

FYI my relevant computer stats:

- PNY GTX 560 ti

- AMD Phenom II x4

- 4GB RAM

- 500GB hard drive with about 180GB free

 

I have it hooked up to my HDTV, which was working fine on the first install.

 

All graphical settings for Oblivion are maxed out as well, and of course HDR is enabled.

Edited by branfordcole
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So I completely uninstalled and deleted everything - all data files, inis, even saves.

 

Reinstalled just Oblivion, patched it to 1.2.0416, installed OBSE v0020, installed OBGEv3, installed the standalone package, and... nothing. Now the shaders are even worse - they seem to have a mind of their own. For example, cel shading+aa works half the time, and other times just plain does nothing, even if it's the only shader I have active. ColorEffects just turns the whole screen yellow, with vague outlines of the graphics. ColorMood works on its own (as far as I can tell), but when activated along with cel shading+aa - a combination I used all the time before with success - everything turns purple. Cel shading+aa combined with CrysisDoF creates some really weird effects, like black cel-shading lines that vary greatly in thickness from one moment to the next (my fists are especially bad; they look like someone drew their outline with a sharpie).

 

Really don't know what I'm doing differently from my first install - I tried a fresh install in both the default directory and again in C:/Oblivion. So if anyone has any ideas of what I can look at to try and fix this, I would greatly appreciate it. I am at my wit's end, and the fact that it worked on my first install means I know there is a way to fix this... somehow.

Edited by branfordcole
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I'm not hands on familiar with OBGE so consider this a shot in the dark. Here's an excerpt from Koroush Ghazi's Oblivion Tweak Guide (emphasis added):

bAllow30Shaders=0 - If set to 1, this option allows (but does not force) the use of Shader Model 3.0 on graphics cards which support it, namely Nvidia GeForce 6600 or newer, or ATI X1000 series or newer. This can potentially improve performance when using HDR rendering for example. Check your RendererInfo.txt file in your \Documents and Settings\User\Documents\My Games\Oblivion directory to see if your card supports SM3.0 next to the option '3.0 Shaders'. Note however that even by enabling this option, Oblivion still appears to use 2.0 shaders (check the 'PSTarget' and 'VSTarget' lines in Rendererinfo.txt). In any case, if you have one of the cards mentioned above, it cannot hurt to enable this option.

 

Update: To force the actual use of 3.0 Shaders after making the above change, you will also need to check your RenderInfo.txt file (see above), and on the last line of the file check which shader package it uses (e.g. Shader Package : 13). Then go to the \Program Files\Bethesda Softworks\Oblivion\Data\Shaders\ folder and rename that particular package to something else (e.g. rename shaderpackage013.sdp to shaderpackage013._bak. Now copy shaderpackage019.sdp and paste it back into the same directory, and rename this new copy to the package name your card uses (e.g. rename it to shaderpackage013.sdp in this example). This will force Oblivion to use the Shader Model 3.0 shaders in the game, which may increase (or reduce) performance and typically shows no image quality difference.

 

What things have changed on your machine since you had it working right (here I'm thinking along the lines of video card drivers or settings)?

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As far as I understand, that setting is to enable Oblivion itself to use 3.0 shaders, and it should not affect OBGE's shaders. At least, that has been my experience previously with OBGE. I'll try it tonight just in case.

 

However, I have stumbled across some other people who are having problems with the newest release of OBGE and certain shaders, specifically cel shading and color effects. Seems like the newest update borked them both to a degree. I'm currently asking for help on the official bethesda forums OBGE thread, and was given some advice that enables ColorEffects to work properly - which I can pass along if anyone's interested, it involves editing the shader itself - but no luck on cel shading.

 

As far as the other issues, like green blobs with HLSL... I'm not experiencing the problem anymore and I have no idea why. Whatever works, I guess... but I feel uneasy not knowing what was wrong.

 

Also, really wish I had figured this out before I completely uninstalled FCOM. Oh well, the second time won't be nearly as confusing as the first, lol

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You say you had this same problem before... do you remember how you fixed it?

 

Do you mean re-install OBGE and OBSE? I've done that, even went as far as re-downloading the files, and it did not help. Next step would be to uninstall completely and start over, I suppose. Then maybe install OBSE and OBGE right off the bat, make sure it's working, and check after each step of FCOM to figure out where the problem is. That will be a pain though, so it's more of a last resort.

 

I did use BOSS for the load order and it seems to be working great, as far as the mods and conflicts and such go - but it didn't help the shaders at all.

 

FYI my relevant computer stats:

- PNY GTX 560 ti

- AMD Phenom II x4

- 4GB RAM

- 500GB hard drive with about 180GB free

 

I have it hooked up to my HDTV, which was working fine on the first install.

 

All graphical settings for Oblivion are maxed out as well, and of course HDR is enabled.

 

I have new install from CD and use only OBGE and OBSE and newest patch. It work, so I apply other mods after and find conflicting mod and remove, then it works. But I think your situation maybe different... you make sure your graphic drivers on newest?

 

I think there is also problems with latest OBGE. Many people also say they have problems. Sorry if this not help. Will test OBGE and tell you if I see solutions.

Edited by BarderothReturns
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