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Oblivion on HDR


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#21
theweakend

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yes I don't have that many mine goes as follows:
Oblivion.esm
Knights.esp
DLCShiveringIsles.esp
Unofficial Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
DLCBattlehornCastle.esp
DLCFrostcrag.esp
#DLCHorseArmor.esp <- to others, it is a great mod yes but fact remains is widely known wine fact that mounting an armored WELL crash oblivion keep it there though for later (though I can be wrong on this version)
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Oblivion Citadel Door Fix.esp
UOP Vampire Aging & Face Fix.esp

I'd say these work too (haven't got a chance to test them all though)

would be nice if we had bug testers *looks around*

one other question (most likely a stupid one) as an easier way to get shader package 19 to run instead of renaming it to 2 couldn't you just edit
Shader Package	 		: 2
to 19 in the renderinfo.txt in /user/your name/Documents/My Games/Oblivion or is this just a readme.txt kind of thing and not a config file?

#22
Phyre_wolf

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The render info is Jes info that the Game gets to add as a text file, I thought editing the renderinfo would do anything... But all it did was revert back to what it originally was..... So....that wont do it lol Wish it was that easy! lol!! And I agree lol I want the Bug tester as well *Brings out Shovel and Starts diging* I found a huge list of console commands... I was seeing if there was any Snd Debuggers in there

On a side note the snd issue isn't fixed yet lol It looks like a timer issue, more then anything.... I saved in a tavern full of bottles, and tested some ideas to see what the direct problem is, to me, it looks like 1. The timer is really off, cause some times when something drops its muted, 2. Snd delay in some cases I get snd delay (Example When I shoot a rat the arrow connects, and a very short delay then the loud crashing noise.) So I feel your theory on the Mixer is correct, however I am looking around to see if there is other implaments, via, using the Direct X equivalant, X3dAudio.dll.... However the Drv it uses for audio, what I've found is directly involved to Macs snd driver, "winmecca.drv" So I tried a diffrent idea, going into my utilities and seeing if the midi driver editing on the HW might do something....

AddDecal -

AddFaceAnimNote (afan) -

Autosave - Saves current game to your Autosave slot

Bat - Executes batch file [e.g. bat test.txt]

BeginTrace (bt) - Creates a trace file (XBox only)

BetaComment (bc) -

CalcLowPathToPoint (lp2p) -

CenterOnCell (coc) -

CenterOnExterior (coe) -

CenterOnWorld (cow) - [e.g. COW worldname -10 5]

ClearAdaptedLight (cal) - Clears the HDR adapted light texture

ClearScreen (cls) - Clears text from console

CloseFile -

CompleteAllQuestStages (caqs) - Sets all quest stages

Disable - The selected NPC or Object will be removed from the game. Use Enable command to add them back

DumpTexturePalette (dtp) - Dump texture palette contents to warning file

Enable - Adds back an NPC or Object removed using the Disable command

EnableFast - EnableFastTravel

FlushNonPersistActors (flush) - Deletes all the actors in High who are not persistant

ForceWeather (fw) - Forces the active weather to the specified type, without transition

FreezeRenderAccumulation (fra) - Only re-render geometry visible during this frame

GetIgnoreFriendlyHits (gifh) -

GetINISetting (getini) -

HairTint -

Help - Shows some help dialog

Kill -

KillAllActors (killall) -

LoadGame (load) - Loads a saved game [e.g. load ]

ModPCAttribute (modpca) - Modify an actor value [e.g. modpca luck, 10]

ModPCSkill - (modpcs) - Modify the player's skill [e.g. modpcs blunt, 10]

ModScale - Modify the scale of an object

ModWaterShader (mws) - Modifies water shader settings

MoveToQuestTarget (movetoqt) - Move player to current quest target (optional param: target number)

OutputArchiveProfile (oap) - Output Archive profile info to a file

OutputLocalMapPictures (olmp) - Writes out the current local map

OutputMemContexts (omc) - Output Mem Context info to a file

OutputMemStats (oms) - Output Mem Stats info to a file

PickRefByID (prid) - Select a reference by id for the console

PlayBink - Plays Bink movie file

Player.payfine - Pays off all outstanding bounties

Player.placeatme - Summons an NPC with the stated ID Number

PlayerSpellBook (psb) - Add all spells to player

PlayMagicEffectVisuals (pme) -

PlayMagicShaderVisuals (pms) -

PrintAiList (pai) - Printed Ai Lists

PrintHDRParam (php) - Prints current HDR settings

PrintNPCDialog (pdialog) - Prints NPC dialog

PurgeCellBuffers (pcb) - Forcibly unloads all unattached cells in cell buffers

QuiteGame (qqq) - Exit game without going through menus

Refreshini (refini) - Refresh INI settings from Oblivion.ini file

RefreshShaders - Reload HLSL shaders from disk

ReloadCurrentClimate (rcc) - Reloads values from the current climate

ReloadCurrentWeather (rcw) - Reloads values from the current weather

ReleaseWeatherOverride (rwo) -

ReloadCurrentClimate (rcc) - Reloads values from the current climate

ReloadCurrentWeather (rcw) - Reloads values from the current weather

Reset3DState -

ResetHealth -

ResetMemContexts (rmc) - Reset Max Mem Contexts

ResurrectActor (resurrect) - Resurrects the selected NPC

RevertWorld (rw) - Revert the world

RunCellTest (rct) - Runs a cell test

RunMemoryPass (rmp) - Runs a cleanup memory pass

SaveGame (save) - Saves current game with a the you specify

SaveIniFiles (saveini) - Writes all the .ini files

SetActorAlpha (saa) -

SetActorRefraction (sar) -

SetCameraFOV (fov) - Change the camera's field of view (in deg): default 75

SetClipDist - New clip distance

SetDebugText (sdt) - Sets which debug text is shown

SetFog - 2 floats, start and end depths

SetGameSetting (setgs) -

SetGamma (sg) - Sets new gamma ramp

SetHDRParam (shp) - Sets various values for the HDR shader

SetIgnoreFriendlyHits (sifh) -

SetImageSpaceGlow (sisg) -

SetIniSetting (setini) - Sets an .ini value, parameters are "setting:category" value [e.g. "bAllowScreenShot:Display" 1]

SetLightingPasses (slp) - 4 (0/1) values. amb|diff|tex|spec ex: 1010

SetScale - Set the scale of an object

SetShowQuestItems -

SetSkyParam (ssp) - Sets various values for the sky

SetSTBBColorConstants (sscc) - Show speedtree billboard color tweak constants

SetTargetRefraction (str) - Sets the refractive value of the target

SetTargetRefractionFire (strf) - Sets the refractive fire value of the target

SetTreeMipmapBias (stmb) - Set mipmap LOD bias values for tree billboards

SetWeather (sw) - Sets the active weather to the specified type

SexChange - Selected npc male become female or female becomes male

Show (tst) - Show values of script variables [e.g. show gamedayspassed]

Show1stPerson (s1st) - Show the 1st person Model from 3rd person camera. If in 3rd person it will show both

ShowAnim (sa) - Show Animation and Actor status

ShowBirthSignMenu - Lets you change character birthsign

ShowClassMenu - Lets you change character class

ShowQuestLog (sql) -

ShowFullQuestLog (sfql) - Show all log entries for a single quest

ShowHeadTrackTarget (sheadt)- Show the head track target if set from look function

ShowPivot (sp) - Puts a temporary yellow plus at the pivot point of the selected reference

ShowQuests (sq) - List quests

ShowQuestTargets (sqt) - Show current quest targets

ShowQuestVars (sqv) - Show quest variables. [e.g. svq QuestID]

ShowRaceMenu - Displays character face customization menu

ShowRenderPasses (srp) - display render passes for the next frame

ShowScenegraph (ssg) - Create a window with the full game scene graph

ShowSubSpaces (sss) - Temporarily displays subspaces

ShowSubtitle (srp) - show all dialog subtitles (1 shows always, 0 hides always)

ShowVars (sv) - Show variables on object. [e.g. player->sv]

ShowViewerStrings (svs) -

ShowWhoDetectsPlayer (swdp) -

SpeakSound -

StartAllQuests (saq) - Starts all quests

StopCombat - Stops combat for current enemy

StopMagicEffectVisuals (sme) -

StopMagicShaderVisuals (sms) -

TakeCover - Forces a actor to move away from the target actor for a period of time

TestAllCells (tac) - Test All Cells (0 - stop, 1 - start, 2 - interiors, 3 - current world)

TestCode -

TestLocalMap (tlm) - Simulates the local map (1 or 0 for FOW on or off)

TestSeenData (tsd) - Visually displays the current seen data

ToggleAI (tai) -

ToggleAiSchedules (tais) -

ToggleBorders (tb) -

ToggleCastShadows (tsh) -

ToggleCellNode (tcn) - Toggle 3D for a Cell child node: 0-Actor, 1-Marker, 2-Land, 3-Water, 4-Static, 5-Active

ToggleCharControllerShape (tccs) - Toggle char controller shape type

ToggleCollision (tcl) -

ToggleCollisionGeometry (tcg) - Show collision geometry

ToggleCombatAI (tcai) - Toggles all Combat AI

ToggleCombatStats (tcs) -

ToggleConversations (tconv) - Toggle conversation stats

ToggleDebugText (tdt) - Show debug numbers on the screen, including FPS

ToggleDetection (tdetect) -

ToggleDetectionStats (tds) - Show the detection stats of the current seletected Ref

ToggleEmotions (temo) - Toggle NPC facial emotions

ToggleFlyCam (tfc) - Toggles the Free Fly camera (UFO cam)

ToggleFogOfWar (tfow) - Turns fog of war on or off

ToggleFullHelp (tfh) - Toggle Full Help

ToggleGodMode (tgm) - Toggle God mode

ToggleGrass (tg) - Toggle grass display

ToggleGrassUpdate (tgu) -

ToggleHDRDebug (thd) - Toggles HDR debug textures

ToggleHighProcess (thighprocess) -

ToggleLeaves (tlv) -

ToggleLiteBrite (tlb) - Toggles lite brite render mode

ToggleLODLand (tll) -

ToggleLowProcess (tlowprocess) -

ToggleMagicStats (tms) -

ToggleMapMarkers (tmm) - Toggle map markers (1 shows all, 0 hides all)

ToggleMaterialGeometry (tmg) - Show material geometry

ToggleMenus ™ - Hide all the menus. Used for taking screen shots

ToggleMiddleHighProcess (tmhighprocess) -

ToggleMiddleLowProcess (tmlowprocess) -

ToggleOcclusion (tocc) - toggle occlusion query for geometry

TogglePathGrid (tpg) -

TogglePathLine (tpl) -

ToggleRefractionDebug (trd) - Toggles refraction debug render texture

ToggleSafeZone - Display the television 85% safe zone

ToggleScripts (tscr) - Turn Script processing on/off

ToggleShadowVolumes float (tsv) -

ToggleSky (ts) -

ToggleTrees (tt) - Turn trees on/off

ToggleWaterRadius (twr) -

ToggleWaterSystem (tws) - Toggles the water system

ToggleWireframe (twf) - Show the world as wireframe

TriggerHitShader (ths) -

Unlock - unlocks targeted doors or chests

Verbose - Toggle verbose combat/AI messages

WasteMemory (wm) - Allocates some memory (in MB)

WaterDeepColor (deep) - Modifies water deep color

WaterReflectionColor (refl) - Modifies water reflection color

WaterShallowColor (shallow) - Modifies water shallow color

#23
theweakend

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I'm thinking you should make a repack and a howto on a new thread so hopefully we can get some bug testers I've been trying to work out the sound issue for the past 3 days and am finding nothing out sadly. to get this last problem worked out I think we need more people that are smarter then us to get see where we've gotten to. just my advice man, and thanks again for all the work.

#24
Phyre_wolf

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Lol Agreed I will do a new post sometime 2day when I return from work lol! So we can see if we can catch some testers and debuggers that at least might have views to implement what we can do with the snd...

#25
loppa

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I just can see white when i play. Everything is white excep the objects. They are black ! No nice !
Help please !

#26
theweakend

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I just can see white when i play. Everything is white excep the objects. They are black ! No nice !
Help please !


1.go to shader packets (control + click and go to "Show Packet Content") /content/resources/transgaming/c_drive/program files/Bethesda Softworks/Oblivion/Data/Shaders/

2.to go shaderpacket002.sdp rename to to shaderpacket002a.sdp

3.copy shaderpacket019.sdp to your desktop and rename it to shaderpacket002.sdp and put it back in /content/resources/transgaming/c_drive/program files/Bethesda Softworks/Oblivion/Data/Shaders/

4.now start up oblivion go to the video setting and find hdr and turn that on and bloom off

if you already followed wolf's howto to the note just go into oblivion and follow set 4

this assumes that you are using wolf's spore packet

#27
loppa

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1.go to shader packets (control + click and go to "Show Packet Content") /content/resources/transgaming/c_drive/program files/Bethesda Softworks/Oblivion/Data/Shaders/

2.to go shaderpacket002.sdp rename to to shaderpacket002a.sdp

3.copy shaderpacket019.sdp to your desktop and rename it to shaderpacket002.sdp and put it back in /content/resources/transgaming/c_drive/program files/Bethesda Softworks/Oblivion/Data/Shaders/

4.now start up oblivion go to the video setting and find hdr and turn that on and bloom off

if you already followed wolf's howto to the note just go into oblivion and follow set 4

this assumes that you are using wolf's spore packet

Thanks, it works.

#28
theweakend

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Thanks, it works.


good to hear let me know if you have any bugs and i'll see what i can do for you as wolf seems afk

#29
fies76

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hi,
i have got the same problem as loppa, but the fix won't work...
any suggestions?

#30
Collision891

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Don't know if anyone can help but,

i followed all the instructions here, Oblivion boots up, but when i click new game and say start new game, nothing happens. It just goes right back to the introduction screen, and i really dont know why.

Am i correct that i should be using a no-cd exe to get the game running?

And not that i can get that far, but how do you get mods running without getting to the oblivion load order splash screen?

#31
Coaxill

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Am i correct that i should be using a no-cd exe to get the game running?

oh yeah, you definetely need a nocd.

#32
Collision891

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oh yeah, you definetely need a nocd.


yeah, idk what it not starting a new game is about then. maybe i just have a bad no-cd, or need to install again.

#33
Coaxill

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let me know if you have any bugs

Look at this and tell me what you think.

Attached Files



#34
Coaxill

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come on! help me out here!

:)

#35
Dzhugashvili

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And not that i can get that far, but how do you get mods running without getting to the oblivion load order splash screen?

http://www.insanelym...howtopic=112749

#36
ksio

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Hi,

I'm working on ciderizing Oblivion on my Mac. I'm a very big fan of this game, that I own 3 times (PC version + Xbox360 version + xbox360 GOTY version)...

Please notice that all of those versions are french ones.

A few words about my config : I use a iMac core2Duo 2.4 Ghz, 24', 2Go with ATI RadeonHD2600. I use the mac in Dual screen (with a 1600x1200 20' monitor). I use latest MacOS X 10.5.6

I have installed Oblivion throw Crossover games, and i install the latest patch + a NoCD.

I use the Phyre_wolf's cider version, and install the INI file in the correct folder. I Also set the cider config file as mentionned.

The problem is that it just doesn't work...

I game start, and is playable (I can move, i can take objects, the guy in the prison closed to me talk...) by I have no 3D graphics (2D is OK : I have access to the map, my objects, etc.). All the main screen, but the indicators on the bottom, is grey.

My rendererinfo.txt say that i use the shaderpackage 1. I try to change graphics options (HDR, bloom, etc), but it's always 1. I just notice that the grey is not the same when i change the graphic options.

I try to rename each shaderpackage to 'shaderpackage001.sdp', but i never notice a change. If i launch the game without shaderpackage in the directory, it's the same thing : grey screen.

I try without my secondary screen : no change.

Is there someone who can help me ?

#37
theweakend

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Anyone interested in this topic might want to read this

#38
MacG4mer

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The game worked fine for me on install, i tried to enable HDR and using these fixes. Now when i load the game all i see is my mouse cursor and a black screen...would really like to get HDR working! I'm also running Oblivion GOTY edition if that makes any difference.

I'm using a Macbook Pro OS X 10.5.8, 2.4Ghz, 4GB RAM, Nvidia GeForce 8600M GT

Okay here is the App and Ini Files Jes Add Oblivion in the designated area aka Bethesda softworks folder in C drive..
http://www.megaupload.com/?d=SUXY2LJ3


Is this updated with all the recent fixes and changes?





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