Lutine Posted January 13, 2012 Share Posted January 13, 2012 I have a few rather odd issues with OBGE V3.Both a rather mod-breaking.Celshader+EdgeAA.fx doesn't work for me.Also, my OBGE settings I change ingame never save. If I save, quit, and restart, none of my shaders are active. :psyduck: Any recommendations? Link to comment Share on other sites More sharing options...
Lutine Posted January 15, 2012 Author Share Posted January 15, 2012 I would really appreciate if somebody had a solution for this annoying issue. :confused: Link to comment Share on other sites More sharing options...
SilverCobra126 Posted January 16, 2012 Share Posted January 16, 2012 (edited) I have a few rather odd issues with OBGE V3.Both a rather mod-breaking.Celshader+EdgeAA.fx doesn't work for me. I've been reading into the possible causes for this shader not working, and it seems the cause is the EdgeAA aspect, as it is not compatible with OBGE v3. However, the Celshader aspect will work if the EdgeAA is disabled. To do this, you'll need to open the 'Celshader+EdgeAA.fx' file (which is found in the 'Oblivion\Data\Shaders' folder) in Notepad and change these settings in the tweakable variables list to the following: #undef EDGE_MASK #undef EDGE_AA #undef USEWILLOWGAMEDATA Also, my OBGE settings I change ingame never save. If I save, quit, and restart, none of my shaders are active. :psyduck: The best way around this is to use the Shaderlist method of enabling shaders. In the 'Oblivion\Data\Shaders' folder, there should be a file with the name Shaderlist.txt (if not, just make a new .txt file with this name). Open this file, and then list the file names of the shaders you want active. So for example, if you wanted Godrays, DoF, Volumetric SSAO and MDLAA enabled, you would list them like this: Godrays.fx DepthOfField.fx Volumetric_SSAO.fx MDLAA.fx After this, you will need to open your OBGE.ini file (found in 'My Documents\My Games\Oblivion') and make sure the UseEffectList setting is set as 'bUseEffectList=1'. Finally, you will need to disable the OBGE Support ESP plugin. While this does remove the ability to toggle the shaders on or off in-game, it forces OBGE to use the Shaderlist and therefore automatically activate on load the shaders listed in the file. Edited January 16, 2012 by SilverCobra126 Link to comment Share on other sites More sharing options...
Lutine Posted January 16, 2012 Author Share Posted January 16, 2012 Thanks for the tip on keeping the shaders intact. Unfortunately, for Celshader+EdgeAA, what I wanted was the EdgeAA, as the other available AA is simply not very good.Would there be any other possible solutions for AA? Link to comment Share on other sites More sharing options...
olha2 Posted January 16, 2012 Share Posted January 16, 2012 Try using the shaderlist instead Link to comment Share on other sites More sharing options...
Lutine Posted January 17, 2012 Author Share Posted January 17, 2012 Only need to figure out how to get AA running now. Link to comment Share on other sites More sharing options...
SilverCobra126 Posted January 17, 2012 Share Posted January 17, 2012 The shader I personally use for AA is MDLAA. Out of all the AA shaders I've used so far, this gives the most noticable improvement IMO. There are also several other AA shaders which are not included in the Standalone Effects package hosted here on the Nexus, most notably MFXAA and SMAA. You can find the package containing them here (choose the installer type you prefer to use): OBGE Standalone Effects v3.1 EXE installer versionOBGE Standalone Effects v3.1 BAIN installer version Link to comment Share on other sites More sharing options...
Lutine Posted January 17, 2012 Author Share Posted January 17, 2012 Will try those out, thanks. :D Link to comment Share on other sites More sharing options...
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