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tesreloaded10's Introduction

TESReloaded

TESReloaded is a custom made graphical extender for Bethesda games Oblivion, Fallout New Vegas and Skyrim, developped by Alenet and maintained by Llde.

It overrides the rendering pipeline to inject various effects that can be completely configured.

It relies on the script Extender of each game, such as xOBSE or xNVSE. The script extender must be installed first.


Features

The mod supports the following effects (more to come):

  • Ambient occlusion

Proximity shadowing.

  • BloodLens

Blood effects on the screen when hurt.

  • Bloom

Increases brightness of lights and light blurriness.

  • Cinema

Grain and film effects

  • Coloring

Color fine tuning.

  • Depth of Field

Dynamic depth of field based on distance.

  • Godrays

Sun beam effects.

  • LowHF

Screen and sound effects during low health/fatigue.

  • MotionBlur

Motion blur during camera movements.

  • POM Shaders

Parallax occlusion mapping to add bump effect to surfaces.

  • Rain

Precipitation shader that replaces vanilla rain effect.

  • Shadows (for exteriors and interiors)

Post process and forward shadows in exteriors during the day, and support to up to four light sources in interiors.

  • Sharpening

Increases detail contrast.

  • SMAA

Anti Aliasing.

  • Snow/Snow accumulation

Snow precipitation, and white blanket effect on the surfaces.

  • Watersurface/Underwater

Overhaul of the look of the water surfaces/lighting under water, caustics.

  • Volumetric Fog

Exponential fog which adds up with depth.

  • WaterLens

Droplets appear on the screen went getting in and out of water

  • WetWorld

Water puddles appear during rainy weather.


Configuration

To activate/Deactivate each effect, press O in game to bring up the menu. Navigate the menu with the arrow keys, and activate/deactivate effects and increase/decrease effect values with the numpad +/- keys.

The configuration is stored in the .dll.config file and can be edited directly with a text editor.


Building from source

To build, with Visual Studio 2019 (Community Edition) with Desktop Development librairies, Windows SDK and DirectX9 SDK installed, run the build.bat file in command line, with the following command:

build.bat "ProjectName" "C:/DeployFolder/"
  • "Project Name" can be either OblivionReloaded or NewVegasReloaded.
  • The second argument is optional, and can be used to copy the built library to the game folder or (preferably) to a mod folder managed by Mod Organizer 2. Otherwise, the built files can be found in the /build/ folder at the root, to be copied manually.

Installation

First Make sure that xOBSE/xNVSE is installed.

The files from the built folder must be then copied into the game Data folder.

To use a mod manager, create a zip with the contents of the /build/ folder and drag & drop it into the mod list.

It can be helpful to create a separate mod with only the .config file to try different settings.


Troubleshooting

If the mod loaded properly, a message will appear at the bottom of the title screen with the version number. If not, try reinstalling directX or the directX SDK.

TESReloaded is not compatible with the following mods:

  • ENB

If you want extra control over the look of your game, use Reshade which is compatible.

  • Improved Lighting Shaders

Problem: Big areas covered in broken shaders results in bright blue surfaces.

Solution: Remove the TESReloaded Shaders with "SLS" in the name, as they are the source of the conflict. Only post process shadows will be working.

  • Enhanced Camera

Problem: Crash when loading a game.

Solution: Disable "First Person Shadow" setting in Enhanced Camera .ini.


License

The project uses the GNU public license.

The redistribution and use of the binaries, with or without modification, are permitted and publishing binaries is allowed, but the following conditions MUST be met:

  • the current license MUST be included in the redistribution of the binaries and it cannot be modified
  • the distributed binaries MUST report the word "UNOFFICIAL" (or a branch name) in the product description
  • the distributer MUST state that the official channels cannot be used for unofficial versions.
  • the source MUST be provided (included or separated)

Contributing

If you want to contribute, create a fork of the project, and join the discord to discuss possible developments.

tesreloaded10's People

Contributors

llde avatar alenett avatar mchaptel avatar srjtjsykyk avatar wallsogb avatar lstewieal avatar mcstfuerson avatar

Stargazers

 avatar Stian Gudmundsen Høiland avatar  avatar  avatar Rob Vogel avatar EDF avatar Lucas Oliveira avatar Aspiring Aster avatar Angel Velasquez avatar  avatar Andrés Brugarolas avatar  avatar OSSnorry avatar  avatar  avatar Max Halcomb avatar Bot Singles In Your Area avatar  avatar Alan avatar PopeRigby avatar Vlad avatar Frederik Wessberg avatar  avatar  avatar  avatar Zac avatar  avatar  avatar Nikolai avatar Medik avatar  avatar  avatar  avatar Jacob Mills avatar  avatar  avatar  avatar  avatar Christopher Layne avatar Jair Synthia Steele avatar  avatar  avatar

Watchers

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tesreloaded10's Issues

Fix fog blending during night

Example from Darian Stephens#6835 on discord image

The volumetric fog during the night likes to discolor the sky like making it pure white or other colors.

Add 2 more shadow maps: middle and lod

Currently the cutoff between near and far is a bit sharp, and since far shadows are nice to have, the far map has to cover a massive area.

It would be good to add 2 more maps: a middle one to handle the transition between near (high detail) and far (large cover) and also add one gigantic one to cover lod with very low resolution.

[NV] Water doesn't change after script change

NV allow for water changing by script, and it's used to add an effect to water after a specific quest (TTW or base game?)

TESR use a cell based setting system, so the changes arenìt apply (it seens as the same water)

Oblivion Reloaded Crashing

Current master is crashing Oblivion at start just after loading the Texture Manager. If nobody experiences it I'll try to debug myself, but I'm unsure if it is something related to shaders for which I have no experience

Fix Shadowmap blurring

right now the blurring is a bit coarse. Maybe a mipmap based blur? Wonder if shadowmaps support mipmaps?

Bug: Blur routine bleeds the texture into the rendering

20221012 23 25 19

A more generic subroutine that handles its own frame/vertex/temp texture buffers would greatly improve the system as we will need an "ApplyShaderToTexture" routine that allows multiple passes also to generate Summed Area Tables to implement Soft Shadows

Calculate Shadow cascade sizes automatically

instead of relying on dozens of settings, it would be better to automatically detect the optimum cascade separations and use a general setting for overall quality/resolution shared by all cascades maybe?

Improve occlusion and enable in new Vegas

The occlusion manager has some issues.

It uses hardcoded addresses for lod nodes, and has the same issues as the missing elements in the shadowmap.

It would be interesting to see if we could fix it and enable it by making it more generic.

For this purpose, the memory addresses for lod can be added to game.h. this is the new Vegas addresses for lod:

0x11C7C28 water
0x11D8690 objects
0x11D86A8 land
0x11D86BC trees

Also it would be helpful to add culling based on fog? Otherwise maybe based on distance/size

[OR] Rain Weather may misrender

Rain weathers aren't used only for rain itself, but can be used for various types of storms.

Currently AshStroms and BlightStroms from Morroblivion don't work as intended

Fix compilation of shaders during build

Should probably use fxc to compile FX/vso/pso files during build process. It would allow to compile with optimisations and provide users with a smooth install experience.

A solution would be to add an optional argument to the build.bat to force recompile using fxc.exe. it would be run during ci, and could be ignored by developers who just want the game to recompile a couple of shaders.

Also should investigate if xcopy can preserve the modified date as it might be the issue.

tesr underwater bug: fog disappears when looking up

image

Hey lads I have this issue where when I look up underwater, the fog effect thing disappears and I have this fade thing on the top half of my screen. Anyone know a fix for this? Using version 1.3

Bug seems to still be present in latest version.

Comment from boomstick:

To fix the underwater shader we just need to fix the regular water shaders cause iirc the underwater lens is fine it’s just that the values it gets from the water shaders can get screwy I think

effects drawn on top of some menus

While some effects are properly disabled by menu mode, done remain drawn on top.

Ideally we'd draw the effects on the back only, but the first step would be to detect these menus (lockpicking, terminals etc) and disable the effects while they're on.

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