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Should I go with OBGE v3 or OBGE v4?


Murielkai

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I have used OBGE v3 forever but I like the look of v4, yet... the comments section is locked on that mod and it seems problematic (from first glance) so I am unsure if I should try to upgrade to the newer version or not.

 

I see Oblivion now has options to add ENBoost also, does the ENBoost work with OBGE v3?

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Yes. Alenet got tired of people asking the same questions that could be answered just by reading the ReadMe...

 

Anyway, OR is amazing. The performance is a lot better too. However it does have a bunch of extra features you have to turn off.

 

My main problem is that the AO when using either ENB + OR can causes a first person transparency glitch. I think the fix might be using OBGE v3's Skin shader... Trying to test out this theory today.

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OBGE v4 has new features but it is likely you will have new problems too. If you are happy with OBGE v3 you should keep it. If you want to change because you really need some new features added by OR, read carefully the readme file and the description.

We can use OBGEv4 with ENboost. So I see no reason why you couldn't use ENboost with v3.

However with Oblivion you can't use ENB graphics with ENBoost.

Edited by bevilex
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Thanks, has anyone used ENBoost for Oblivion here? I use it for Skyrim and Fallout 3 and love it. Right now I have QTP3, OBGE v3, and RAEVWD installed along with Streamline and the Stutter Remover and I hardly ever crash (unless I load a bunch of saves or act really stupid with the console, heh). But my FPS are at 24-30 (30 is what the limit is set to) depending on which way I am facing, large groups of NPCs, etc.

 

Would ENBoost help me out?

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OBGE v4 does not only improve graphics, but it's also 4 times faster than OBGE v3, it patches some bugs in the Oblivion engine, add some interesting features (native* horse combat, native dual wield, native shield on back, dynamic LOD management, dynamic animation groups, etc) and it's fully configurable and modular.

If a feature causes issues (which will be likely fixed in the next update) you can disable it.

 

 

*native means it's not a workaround for the Oblivion's limitation/lack by using scripts, but something injected directly in the engine to break those limitations

Edited by forli
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OBGE v4 does not only improve graphics, but it's also 4 times faster than OBGE v3

 

Hey forli, do you use ENB? Or, do you use OR's AO? If either, do you have the first person transparency bug when using AO?

 

I did and couldn't find a fix until I disabled OR's skin shader and installed OBGE v3's. It seems to have resolved the issue.

What would be the consequence of running OBGE's skin shader with OR?

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I don't use ENB, and I don't use AO.

I use OR for all its not-graphic features, as my PC have some overheating problems and can't handle too much load, and I can't fix the cause (maybe the thermal paste) for now.

 

The consequences of running OBGE v3 and OBGE v4 (OR) can be catastrophic. 2 dlls which try to alter the same code in Oblivion.exe and inject their shaders concurrently could cause at least as much damages as 2 esps which try to alter the same scripts and try to insert 2 new different towns in the same location.

Edited by forli
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The consequences of running OBGE v3 and OBGE v4 (OR) can be catastrophic.

 

Even when the skin shader is turned off in OR? The only OBGE shader I'm using is skin... Is there a way to import OBGE skin into a shader that can be used by OR?

 

This has been the only fix I've found for the first person transparency bug... Kind of annoying!

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The bug is already fixed in the upcoming version, so you'll have to wait for the release.

 

I'm not sure you can use a v3 shader even if you disable the relative v4 shader. Alenet states v3 conflict with v4, so I would not risk using both dlls at the same time.

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