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sonicjam
I found a txt that oblivion reads to order to get the mod to work and its pretty easy too.

1. First download the app i released its in my sig and add the game in its right place.
2. Go, find, and download the mods you want. (i recommend http://www.tesnexus.com )
3. Add the mod in the data folder. Watch out when it asks about replacing something because you can remove your last mod files for accident just open up the folder and move the files into the folder it has to be.
4. now to get your mod or dlc working go to username/library/preference/"The Elder Scrolls 4/Oblivion Preferences"/p_drive/user/local settings/application data/Oblivion/
5. now in there make 2 txt files one named DLCList.txt the other one Plugins.txt
6. just to make sure just add this in your txts
QUOTE(DLClist.txt)
# This file is used by Oblivion to keep track of your downloaded content.
# Please do not modify this file.

QUOTE(Plugins.txt)
# This file is used to tell Oblivion which data files to load.
# Use the "data files" option in the Oblivion launcher to choose which files
# you want. Please do not modify this file.

Oblivion.esm

7. to add the mods is the easy part just open up Plugins.txt file and add the file name.ext over oblivion.esm just to make sure. Here is an example:
QUOTE(Plugins.txt Example)
# This file is used to tell Oblivion which data files to load.
# Use the "data files" option in the Oblivion launcher to choose which files
# you want. Please do not modify this file.

Delphen Castle.esp
Oblivion.esm

8. thats it save it and open oblivion and have fun with the mods.

[optional]
to make it easier make an alias for the folder of oblivion to add the mods it will be a pain in the butt opening it every time you found somehting.
xandiztxu
Just to say I'm working on some tools to get mods installed and everything working I will release it soon and the full game too.

Great work sonicjam
sonicjam
thnx smile.gif
shmk
Thank you so much this is freaking brilliant! I don't know if I installed it correctly but I took all the Program files from the install I tried on my parallels partition and stuck them inside the oblivion.app at Oblivion.app/Contents/Resources/transgaming/c_drive/Program\ Files/Bethesda\ Softworks/Oblivion

works brilliantly. Just wondering is there anyway to update the version of Oblivion to 1.1? some of the mods work too!

cheers and thanks again for your work. it rocks! biggrin.gif
sonicjam
well you can try with cross over, but uh you can also update the game through parallel heck even through 1.2 it will still work because the app has a cd crack that works for all version for oblivion in it in the f_drive its just some files that the game checks in the disc so it think is the real deal so you don't have to get some crack that replace the .exe
shmk
cheers, thanks again
sonicjam
your welcome
K-tron
Click to view attachment
I get this after I fast travel to various locations. I wonder if it is because I have to many mods loaded.
Click to view attachment
Here is an icon I made for oblivion, it is the best one I've seen.
sonicjam
i gotten that too when i loaded up another save file prior where i had my mod at.
OMX-Knuckles
Can someone upload some screenshots? smile.gif
15874d
QUOTE(K-tron @ Jul 1 2008, 02:02 AM) *
Click to view attachment
I get this after I fast travel to various locations. I wonder if it is because I have to many mods loaded.
Click to view attachment
Here is an icon I made for oblivion, it is the best one I've seen.



QUOTE(sonicjam @ Jul 1 2008, 03:29 AM) *
i gotten that too when i loaded up another save file prior where i had my mod at.



Same with me. Every time I load a save-game from within a running "game session", either manually or when I die, Oblivion crashes. If I return to the main menu and load the game from there though everything works fine.
This happens to me in all flavours of Oblivion (vanilla (patched/unpatched), with all official addons, unofficial addons etc.).
Pluto999
I've noticed that this Oblivion freezes in certain scenes if your processor or more likely graphics card are not powerful enough to process it - reduce resolution and quality and it will work.

For example I set resolution to maximum 1920x1200 for my iMac 2,4 GHz (ATI Radeon HD 2600 PRO) and Oblivion freezes then in birthmark selection scene (same is down to 1280x800) but it works OK there in 1024x640 and lower resolutions.
K-tron
Has anyone been able to get OBSE running, the few times that I have tried it failed to launch. Probably because it opens a window I believe. There are a lot of mods I would like to use but they require OBSE.
Gix
I was playing a bit earlier and it got me thinking; anyone found a fix to the audio glitch? Where the sounds of items (and bodies) falling on the ground would be played back at an extreme high volume?
sonicjam
well what kind of sound glitches that the games has i probably will find the fix for it.
Gix
The best description I can give to that glitch is that, when objects (including bodies) fall to the ground and they make a "ground collision" noise, that noise is being played back at full volume. For example, if I were to shoot someone with a bow from miles away, I'd hear the victim fall as if they were right next to me... If the body knocks out objects on a table on the way down, each and every single object will "cling" "klang" at full volume.

By "full volume" I mean: "sounds like they were right next to me at 100% master volume even though my master volume is that 25%"

Happens roughly 2 out of 3 times when something falls to the ground.

I wasn't aware that I was the only one hearing that.
Testcase
I get that also, Gix. And its not just centered around the character. If a creature or something knocks something in its path, it's loud. It was a little disconcerting when it first happened because it is so much louder than anything else.

Other than that, though, this is AWESOMELY done, Sonicjam. Thank you very much. One thing I noticed was when I copied over the installed-via-WINE version of Oblivion, the graphics were bright, washed-out, almost cartoony. Copying over the Parallels-installed version, and it looks awesome....



And the outside...



The only graphical glitch I saw was when the Assassins died and reverted back to their robed form.. they were encapsulated in a black globe as opposed to a full spell effect:



Performance is good. There was some hard pauses at the end of each combat. That's about the only thing so far I've noticed. I've reduced resolution down like Pluto suggested so I haven't had any lockups. Does anyone play it in a window as opposed to fullscreen?
Gix
Ok, so I wasn't imagining it. Good to know smile.gif

There's a workaround for the sound glitch. If you go to your Oblivion.ini file under [Audio], there should be a line called iMaxImpactSoundCount=. Put the value to Zero and it mutes all the impact sounds.

Apparently the combat swings (or at least the hand-to-hand) is muted by that also.

It's not perfect, but it's better than having the noise a full blast.

I don't know what computer you have, Testcase, but with my Macbook Pro has runs the game with all the bells and whistles with the exception of shadows and HDR lighting. I would have assumed that the game would look the same on any Mactel; only with performance variations.

I'm not saying that your game doesn't look good or anything, but the black blob shouldn't be there. Have you tried running the game with the default .INI settings? In the game's directory (aka: where you find the .exe) there should be a Oblivion.ini file. The game doesn't access it but it does use it as a default/template for when it needs to create a new Oblivion.ini file (in your mac documents folder).

Try making a copy of it to replace your Oblivion.ini file (in your mac documents folder). If that doesn't work, er, I dunno.

The slow-down after combat is most likely due to the fact that the game changes music from Combat to Ambient. Try setting Music=0 and see if it improves.
Testcase
Are you running a patch version? I discovered that my graphical goofiness wasnt WINE versus Parallel, but unpatched versus 1.2 patch. This is with the same .inis for both. I need to get some time to compare and experiment more with it. So far the only mod loaded is OOO 1.31.

My box is listed in my sig now... Not quite up to a MBPro smile.gif
Vladtepes
Hello Everybody ! First post wink.gif

QUOTE(Gix @ Aug 28 2008, 01:49 AM) *
Ok, so I wasn't imagining it. Good to know smile.gif

There's a workaround for the sound glitch. If you go to your Oblivion.ini file under [Audio], there should be a line called iMaxImpactSoundCount=. Put the value to Zero and it mutes all the impact sounds.


I found a better workaround !

It seems the problem with impact sound comes from an incompatibility between wine and hardware sound acceleration.

In [audio] section of Oblivion.ini set bDSoundHWAcceleration=0 and
bUseSoftwareAudio3D=1 to turn it off and you won't jump out of your chair any more every time you run into a fallen weapon.

I also had big problems with trees making the game very slow in forested area, the following set of option helped me a lot : (found on a windows tweaking guide)
CODE
[SpeedTree]
iTreeClonesAllowed=12
fCanopyShadowGrassMult=0.5000
iCanopyShadowScale=768
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=0.2000
bEnableTrees=1
bForceFullLOD=0
fLODTreeMipMapLODBias=0.0000
fLocalTreeMipMapLODBias=0.0000


A grass amelioration (didn't test any grass tweaking addon yet since I only just managed to make "big" addons work) :
CODE
[Grass]
iMinGrassSize=100
fGrassEndDistance=8000.0000
fGrassStartFadeDistance=7000.0000
bGrassPointLighting=0
bDrawShaderGrass=1
iGrassDensityEvalSize=5
iMaxGrassTypesPerTexure=1
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.3000


Could not find a good way to prevent the game from freezing when killing a monster but it seems the game have lots of problems when Havok is kicking in... some link may be possible.
[Edit : bMusicEnabled=0 works well for pre and post-combat freezes]

I also have loading issue even with multi threaded loading...

Could there be an incompatibility with Wine and multi threading?
Testcase
Started with a new .ini and Vlad's grass and tree changes and got rid of the graphical anomalies. Haven't tried patching yet from the base install. I tried those audio changes and got some strange results where it sounded like the sfx were stacking up on top of each other and it got to be a bit overwhelming. Went back to the default audio.

EDIT: Patched to 1.2 with no problems. Now looking to see if I can get OBSE to run as well.
OblivionMon
Thanks for this! As my name implies I am an Oblivion fan-- this name was drafted in my anticipation for its release on the TES forums. Finally I can mod again!
sonicjam
UPDATE i ran oblivion on the full version of spore, which is a new version of cider its now version 1632. I ran oblivion guess what its a lot more faster but the problem is that sound issue is still there i'm guessing its the game's problem. Also the mouse problem is not there i didn't needed the mouse fix but that mean there's a new mouse fix for now. but don't get to happy that the game runs faster because the land or buildings in the game some of them will be fine but a good small part of it will have gfx issues like this images down there:
theweakend
Had to get on this forum just to tell you guys all great job i never thought Mac would ever run oblivion.

the sound fix worked great no pre or post battle pauses here any more, however the item collision sound fix didn't help much just made the frequency of it happening less

haven't tried the grass fix (just ran through the intro of the game) well update on that here soon

@SonicJam: hope to see your next Oblivion.app repack with cider 1632 here soon it would be great to get that sound issue worked out, keep the great work dude

I'm running leopard (latest updates) macbook pro 2.6 ghz 4 gig ram

i'm not much of a hacker but if there is anything i can do to help you guys I'm all ears
Shambler
Sonicjam, I've noticed those same graphical errors in NFS:MW in the new version of cider. I couldn't actually get the game to run at all until I added the directx files that you supplied a while back. This sounds like a problem with Spore's version of cider, does anyone know if graphical errors like this occur in Spore itself? I also noticed that it Anti-aliases everything automatically, which is a little strange, regardless of whether I do it in game or not! It doesn't quit with command + q either anymore tongue.gif
sonicjam
yeah there is a problem i noticed in that version of cider in the regular spore game when you have the monster in the creator in test drive and do some of the animation i don't know which one was it the mouth body piece will get huge then back to normal. that problem could be from the config file i'm probably going to use the creature creator config to see if the gfx can look good.
filosofem
I founded oblivion cider port torrent in d...noid, but i can't donwload that. Can anyone send that torrent in my email x82@kapsi.fi?
theweakend
QUOTE(filosofem @ Sep 10 2008, 02:31 AM) *
I founded oblivion cider port torrent in d...noid, but i can't donwload that. Can anyone send that torrent in my email x82@kapsi.fi?


its really not worth the time (as you can see form the comments) its best to build it yourself

and does any one not get K-tron's error message if so please up load you wine config and oblivion.ini
Phyre_wolf
I had to post some of my tests and findings, Via Cider and Oblivion as well as managing to get HDR running on Oblivion! I know there is allot to read and I dunno what results other will get, Like I stated Below I am running the 2.4 Ghz Dual Pentium using the Radeon HD2600(256 Vram) and 2 Gigs of Ram. Am not familiar on what other Cider Programs will do, I used this Method on Puzzle Quest.app...

Hey I managed to get Oblivion HDR working as well, after fidling with the Ini Files and Fiddling with the Config Files in the Cider Program... Simply put, go into the config files in Preferences in your Cider program, Scroll down to GL extension and put 'Y' on it...(Open the config File using Text Edit)

So my Configs look Like this

[d3dgl]
"AnisotropicTextureFiltering" = "Y"
"VertexShaders" = "Y"
"PixelShaders" = "Y"
"PixelShadersLevel" = "2.1"
"ClipSpaceFix" = "Y"
"FragmentOffset" = "Auto"
"FixedProgram" = "Y"
"RectangleTextures" = "Auto"
"DynamicVBO" = "Y"
"IndexVBO" = "Y"
"FBO" = "Y"
"GLSL" = "M"
"VertexShadersLevel" = "2.1"
"FloatTextures" = "Y"
"OcclusionQueries" = "Y"
"fbobackbuffer" = "0"

[opengl]
"FixedGLExtensionBuffer" = "Y"
"GLExtensionBuffer" = "4096"

(I also Got VertexShader and Pixel Shader converted from 2.0 to 2.1 (aka Pixel Shader 3.0 for folks that don't understand the lingo) Simply type in the quotations 2.1
Am using the Cider program from Puzzle Quest so its a fairly recent Build.....

My ini looks like this for the Multi Thread Users... Did allot of research and it works, my system spec is the 2.4 Dual Pentium with the 2600hd Radeon and 2 Gigs of ram...

First off Yer ini Pref is located in Main hd/User/owner(aka the main user of the Mac)/Documents/My Games/Oblivion... You Open the ini File Using Text Edit...

Memory Tweaks:

uInterior Cell Buffer=3
uExterior Cell Buffer=36

The above values determine how many cells (whether for interior or exterior areas) are buffered into RAM. Note that usually the value of the Exterior Cell Buffer variable is automatically set by the engine based on the size of the uGridstoLoad variable. The higher that variable is, the higher the engine will raise this value. However if you want to smooth out your FPS, try manually setting a higher value for both of these, depending on how much RAM you have. For 1GB I recommend doubling the values (6 and 72 respectively). For 2GB of RAM, I use 16 and 102 respectively. For higher amounts of RAM, try raising them higher, however note that you should also raise the iPreloadSizeLimit value below.

iPreloadSizeLimit=26214400 - This setting appears to determine the maximum amount (in bytes) of RAM allowed for preloading game data. The higher the value, the more chance you have of reducing stuttering. The default value equates to around 25MB (divide the setting by 1024 to get KB, then by 1024 again to get MB). For those with 1GB of system RAM, try doubling the variable to 52428800. For those with 2GB, try double again at 104857600 (100MB). You can raise these values even further to experiment, however note that raising this to a large amount doesn't force all the game data to sit in RAM, and can actually cause crashes. I suggest the maximum anyone should set this to should be around 262144000 (250MB), even for 2GB of RAM. Make sure to raise your Cell Buffer values accordingly (see above).

Multithreading Tweaks:
bUseThreadedBlood=1
bUseThreadedMorpher=1
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=1
bUseMultiThreadedTrees=1
bUseMultiThreadedFaceGen=1
iNumHavokThreads=5
iThreads=9
iOpenMPLevel=10

Also to Force the 3.0 Shader
bAllow30Shaders=1
(simply use the find fuction in Text Edit to locate all of the thigs needing to be tweaked )

Next in the same folder to where your ini folder is at is called Renderinfo.txt

Get the Shader packet info which if yer using the set up I am the standard iMac setup the packet will be 2...

Now go into the Ciderized Oblivion Data file Scroll down to folder Called Shaders, Rename shaderpackage002.sdp to something else, I jes added a letter to mine so it looks like this shaderpackage002a.sdp, Now if yer using the same setup system that I am then For Bloom based Game use Shader packet 8, (jes Duplicate it and rename it shaderpackage002.sdp) and if You want to try out the HD Format Duplicate Shader 10 and rename it shaderpackage002.sdp... Do not delete Your renamed shaderpackage002.sdp, for back up purposes. If you have Shader Packet 8 Active HD wont work and if You have Shader 10 active Bloom wont work so it all varies on taste.

Experiment a little, I am running Oblivion on Full everything, Plus OOO and MMM as well as all the Trimming Addons working. I am still trying to Fig a way to fix sound, but doesn't seem to figure out anything else atm... I am still getting random Crash's, but I believe that might be because of the massive addons I am running on it, but I don't know yet.

I dunno if posting here was of any use, I hope it helps ^^ If any Ideas on how to fix the sound send my way. Jewel Quest uses the 1560 Cider Build, Side note Don't Forget to get yer hands on Direct X Program to install in System32 .. I got my hands on d3dx9_24 on to d3dx9_34 all installed in the directory... Hell I even got D3dx10_33 and 34 installed, (Its usless atm but might come in handy for future releases of Cider )

Allot to say, lol I had to post my findings Hope it helps!

Still working on the sound Bug, seeing if the actual Cider Program is the sole issue of the sound... Or if anyone has a newer Cider working with Oblivion that doesn't have the snd issue I would love te get it and be able to disect it...

Update: I wanted to see what happens if I went further then 2.1 on the Shader configs in the Config CIder file, I did 3.0 and it seems to run faster... Does anyone have an understanding to why?
Phyre_wolf
Here is more info! I Got all the SDK files implemented in Cider Config it looks like this
[DllOverrides]
"commdlg" = "builtin, native"
"comdlg32" = "builtin, native"
"oleaut32" = "builtin, native"
"ver" = "builtin, native"
"version" = "builtin, native"
"shell" = "builtin, native"
"shell32" = "builtin, native"
"shfolder" = "builtin, native"
"shlwapi" = "builtin, native"
"lzexpand" = "builtin, native"
"lz32" = "builtin, native"
"comctl32" = "builtin, native"
"commctrl" = "builtin, native"
"advapi32" = "builtin, native"
"crtdll" = "builtin, native"
"mpr" = "builtin, native"
"winspool.drv" = "builtin, native"
"d3d8" = "builtin, native"
"d3d9" = "builtin, native"
"d3drm" = "builtin, native"
"ddraw" = "builtin, native"
"dinput" = "builtin, native"
"dinput8" = "builtin, native"
"dmusic" = "builtin, native"
"dsound" = "builtin, native"
"opengl32" = "builtin, native"
"msvcrt" = "native, builtin"
"rpcrt4" = "native, builtin"
"msvideo" = "builtin, native"
"msvfw32" = "builtin, native"
"quartz" = "builtin, native"
"mcicda.drv" = "builtin, native"
"mciseq.drv" = "builtin, native"
"mciwave.drv" = "builtin, native"
"mciavi.drv" = "native, builtin"
"mcianim.drv" = "native, builtin"
"msacm.drv" = "builtin, native"
"msacm" = "builtin, native"
"msacm32" = "builtin, native"
"midimap.drv" = "builtin, native"
"psapi" = "builtin, native"
"wininet" = "builtin, native"
"dbghelp" = "native, builtin"
"d3dx9_39" = "native, builtin"
"d3dx9_38" = "native, builtin"
"d3dx9_37" = "native, builtin"
"d3dx9_36" = "native, builtin"
"d3dx9_35" = "native, builtin"
"d3dx9_34" = "native, builtin"
"d3dx9_33" = "native, builtin"
"d3dx9_32" = "native, builtin"
"d3dx9_31" = "native, builtin"
"d3dx9_30" = "native, builtin"
"d3dx9_29" = "native, builtin"
"d3dx9_28" = "native, builtin"
"d3dx9_27" = "native, builtin"
"d3dx9_26" = "native, builtin"
"d3dx9_25" = "native, builtin"
"d3dx9_24" = "native, builtin"
"x3daudio1_3" = "native, builtin"
"x3daudio1_2" = "native, builtin"
"x3daudio1_1" = "native, builtin"
"x3daudio1_0" = "native, builtin"
"xaudio" = "native, builtin"
"xaudio2_0" = "native, builtin"
"xactengine2_0" = "native, builtin"
"xactengine2_1" = "native, builtin"
"xactengine2_2" = "native, builtin"
"xactengine2_3" = "native, builtin"
"xactengine2_4" = "native, builtin"
"xactengine2_5" = "native, builtin"
"xactengine2_6" = "native, builtin"
"xactengine2_7" = "native, builtin"
"xactengine2_8" = "native, builtin"
"xactengine2_9" = "native, builtin"
"xactengine2_10" = "native, builtin"
"xactengine3_0" = "native, builtin"
"xactengine3_1" = "native, builtin"
"xactengine3_2" = "native, builtin"
"xaudio2_1" = "native, builtin"
"xaudio2_2" = "native, builtin"
"XAPOFX1_0" = "native, builtin"
"XAPOFX1_1" = "native, builtin"


I implamented the latest DX 9c August addition in it as well, as the snd drivers.... thinking maybe the Loud obnoxious snd bug could be rectified. No Dice on that matter, yet.... So its the Cider Library I theorize. So we'll see on that matter... I was able to get the Shader pack 17 to work and it is beautiful running on HDR format. The only issue, which is rather minor is that the gfx kinda blurs a lil bit.. Am going to do some research to see if I can disable that blur effect in the ini files.. We shall see then...
Testcase
Good stuff. My imacs at apple right now getting its dead hard drive replaced but I can't want to try this out on my box. I made the mistake of running Oblivion under XP again for a visual comparison and the graphic goodness there made me cry smile.gif
Phyre_wolf
Ahh man I am waiting to see the results with fellow ciderizers on this, I did allot of work on it, so I decided to open a new post, it has the d/l link of the App and ini as well as instructions to get it to work. I hope it was enough info for it to work.

http://forum.insanelymac.com/index.php?showtopic=126253
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