Oblivion Reloaded v5.0.0 by Alenet - Timeslip - Scanti - ShadeMe - Ethatron


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1 Introduction

Oblivion Reloaded (OR) is a game patch and changes deeply the game. You can find the main explanation and features on the Nexus's page (it is also "embedded" in this manual); it is always updated.
You can find here details about the settings, the ingame menu and the custom effects.
It is possible that values in this file aren't the same provided in ini files because they are adjusted along the way.
Oblivion Reloaded provides several ini files; the first is the main configuration file for the plugin and it is under the Data\OBSE\plugins folder: OblivionReloaded.ini.
The second one is in the Data\Ini folder: OblivionReloadedEsp.ini.
Then you can find one ini file under every sub-folder of the Data\Shaders\OblivionReloaded, to configure every shader/effect for the game, but i strongly recommended to use the ingame menu to manage these settings. If the ini is not provided for a shader/effect, it means no settings are supported for that shader/effect but OR manages it directly.
I strongly recommended to use the ingame menu to manage the shaders/effects settings instead of editing the ini files. Modifications are applied at real time, so you can directly see on the screen what happens changing the param.

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2 OblivionReloaded.ini & OblivionReloadedEsp.ini

Main and general settings.
This settings are not reloaded by the ORLoadSettings command. You need to restart Oblivion to reload them excepted to enable/disable the effects (they can be enabled/disabled at runtime).

Location: Data\OBSE\plugins\OblivionReloaded.ini

Location: Data\Ini\OblivionReloadedEsp.ini

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3 AmbientOcclusion.ini

Ambient Occlusion settings. These settings are available for exteriors and interiors.

Location: Data\Shaders\OblivionReloaded\AmbientOcclusion\AmbientOcclusion.ini

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4 Bloom.ini

Bloom/Glow settings. Unique locations settings are supported. Use the GetLocationName command in the console to know the location and create the relative unique location section. You can specify a worldspace or a cell. Cell settings have priority if found.

Location: Data\Shaders\OblivionReloaded\Bloom\Bloom.ini

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5 Cinema.ini

Cinema settings.

Location: Data\Shaders\OblivionReloaded\Cinema\Cinema.ini

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6 Coloring.ini

Coloring settings. Unique locations settings are supported. Use the GetLocationName command in the console to know the location and create the relative unique location section. You can specify a worldspace or a cell. Cell settings have priority if found.

Location: Data\Shaders\OblivionReloaded\Coloring\Coloring.ini

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7 DepthOfField.ini

DepthOfField settings. These settings are available for views: vanity cam, first person view, third person view.

Location: Data\Shaders\OblivionReloaded\DepthOfField\DepthOfField.ini

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8 Godrays.ini

Godrays settings.

Location: Data\Shaders\OblivionReloaded\Godrays\Godrays.ini

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9 Grass.ini

Grass settings.

Location: Data\Shaders\OblivionReloaded\Grass\Grass.ini

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10 Water.ini

Settings for water, underwater and water on camera lens. Unique locations settings are supported. Use the ORGetLocationName command in the console to know the location and create the relative unique location section. You can specify a worldspace or a cell. Cell settings have priority if found.

Location: Data\Shaders\OblivionReloaded\Water\Water.ini

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11 Blood.ini

Blood settings.

Location: Data\Shaders\OblivionReloaded\Blood\Blood.ini

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12 HDR.ini

HDR settings.

Location: Data\Shaders\OblivionReloaded\HDR\HDR.ini

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13 POM.ini

POM settings.

Location: Data\Shaders\OblivionReloaded\POM\POM.ini

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14 Precipitations.ini

Precipitations settings.

Location: Data\Shaders\OblivionReloaded\Precipitations\Precipitations.ini

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15 Skin.ini

Skin settings. Oblivion Character Overhaul v2 is strongly recommended for a good effect.

Location: Data\Shaders\OblivionReloaded\Skin\Skin.ini

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16 Terrain.ini

Terrain settings. I recommend to use a texture mapping of 512x512 textures for the distant lod. It is enough to have a very good effect without wasting the vram.
Use Tes4all or Oscape to generate meshes and textures for a good effect.

Location: Data\Shaders\OblivionReloaded\Terrain\Terrain.ini

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17 MotionBlur.ini

MotionBlur settings. These settings are available for views: first person view, third person view.

Location: Data\Shaders\OblivionReloaded\MotionBlur\MotionBlur.ini

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18 LowHF.ini

Low Health and Fatigue settings.

Location: Data\Shaders\OblivionReloaded\LowHF\LowHF.ini

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19 Sharpening.ini

Sharpening settings.

Location: Data\Shaders\OblivionReloaded\Sharpening\Sharpening.ini

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20 Shadows.ini

Shadows settings.

Location: Data\Shaders\OblivionReloaded\Shadows\Shadows.ini

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100 Commands

Oblivion Reloaded commands.

NOTE: CameraMode MUST be enabled to use OR camera commands.
NOTE: OR AnimGroup commands doesn't work on DynamicIdle and SpecialIdle animgroups.

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101 Ingame menu

Oblivion Reloaded ingame menu.

The ingame menu helps you to manage settings. NOTE: only effects can be enabled/disabled at runtime (not the shaders).

Keys (you can change them in the OblivionReloadedEsp.ini):
Special keys (you cannot change them in the OblivionReloadedEsp.ini):
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102 Custom effects

Oblivion Reloaded custom effects engine.

The custom effects engine enables the possibility to write own effects. Oblivion Reloaded will inject the effects at the end of pipeline after the other effects and BEFORE the HUD.

Location: Data\Shaders\OblivionReloaded\Custom

You can create a shader like "MyEffect.fx.hlsl" and put it into the Custom folder. Activate the option "CompileShaders" to compile the effect. Look at the OblivionReloaded.log to know if the effect has been correctly compiled and loaded. When the effect is ready/finished, disable the "CompileShaders" option.

These variables are set by OR automatically (you can specify one or more of them in your effect if you need)

While OR manages its own constant table internally for embedded effects, you need to create a CSE quest script to manage your own values for custom effects.
You can specify your own float values in the shader and set them by a CSE script, using the ORSetCustomValue "nameoftheshader" "variablename" value. ORGetCustomValue if you need to read the value.
The setting "Enabled" is reserved to enable/disable the effect.
Example for MyEffect.fx:
- ORSetCustomValue "MyEffect" "Enabled" 1 (enables the effect)
- ORSetCustomValue "MyEffect" "BlurValue" 0.5 (sets the BlurValue float value into the effect to 0.5)
Effect's format must be as you can see in an existing effect (like AO or DoF).

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