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.
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
[Main] Main settings.
WindowedMode = 1
Sets the full screen windowed mode. 0=Disabled; 1=Enabled.
You don’t need to set anything in the Oblivion.ini. The bFull Screen value will be overrided if WindowedMode is enabled.
Windowed mode uses desktop V-Sync. Enable it on desktop to enable it ingame (if you have Aero enabled, V-Sync should be already enabled).
Mainly this mode is used to have the possibility to ALT+TAB. If you don't need to jump between Oblivion and the other applications, you can disable it.
FoV = 90.0
Sets the field of view angle in degrees. Min=60.0; Max=120.0; 0.0=Disable overriding; Recommended=90.0.
You don’t need to set anything in the Oblivion.ini. The fDefaultFOV value will be overrided if FoV is different from zero.
WaterReflectionMapSize = 512
Sets the reflection texture resolution. Min=256; Max=1024; Recommended=512 or 1024.
WaterManagement = 1
Changes the water properties (removes the underwater fog, changes some attributes) at runtime instead of using the esp. Disable if you want to create your own esp patch.
Full compatibility with any mod when enabled.
FarPlaneDistance = 283840.0
Sets the max distance of the far plane (Oblivion built-in limit is 283840.0). Min=283840.0; No recommended value.
ScreenshotPath = \Screenshots
Path for screenshots. You can specify a relative path or absolute (ex. \Screenshots is relative to the Oblivion install folder. C:\Images\Screenshots is absolute path).
The directory is created if it not exists.
ScreenshotType = 1
0=bmp, 1=jpg.
ScreenshotKey = 87
The key to grab a screenshot without the UI.
FPSOverlay = 0
Enables/disables the FPS overlay.
ShaderProfile = 7
Set the shader profile (for NVIDIA = 5, for ATI = 6, for shader model 3.0 both ATI and NVIDIA = 7).
CustomEffects = 0
Enables/disables the custom effects engine. The custom effects must be placed in the Shaders\OblivionReloaded\Custom folder.
FrameRate = 1
Enables/disables the frame rate manager. Far objects are a famous problem for the fps. Oblivion Reloaded is the only plugin able to manage the distant objects.
SaveSettings = 1
Enables/disables to save the Oblivion.ini settings. 0=Settings are not saved; 1=Settings are saved (vanilla).
Setting it to 0 prevents Oblivion to save the Oblivion.ini values.
CombatMode = 1
Enables/disables the mounted combat and the possibility to get out the weapon while sitting.
The OR combat mode is not a "fake"; when you extract the weapon on horse (or sitting on a chair), you really enter combat mode.
You can extract the weapon/bow/staff while sitting, but you can attack only while mounting a creature (not when you are sitting on a chair or other).
The same for casting, you can cast only when mounted.
CameraMode = 1
Enables/disables the real first person view, smooth movements, several configurations.
EquipmentMode = 1
Enables/disables the objects on back support (like the shield) and the possibility to equip a weapon in the left hand.
To equip a weapon on the left hand press the "block" button on the relative inventory item.
NOTE: To equip two weapons of the same type, you have to equip before the one on the left hand.
SleepingMode = 1
Enables/disables the possibility to view the player in the bed.
Activate the bed to enter it, then press the rest key to sleep. Press the activate key again to get out of the bed.
GrassMode = 1
Enables/disables the grass rendering on the entire near grid (vanilla grass is limited to a 3x3 cell grid).
Average = 30
The average in fps. Oblivion Reloaded maintains the frame rate around this value.
Gap = 3
The gap for the average to manage frames (in frames) before starting to manage the frames.
Delay = 10
The number of frames out of the gap to start the manager (in frames).
FadeStep = 0.5
The step to fade the objects and actors in the near grid.
FadeMinObjects = 5
The min fade value for objects in the near grid (from 1 to 15).
FadeMinActors = 5
The min fade value for actors in the near grid (from 1 to 15).
GridStep = 1
The step for the distant grid fading (rows of cells).
GridMin = 5
The min value for the distant grid fading (rows of cells).
[CameraMode] Real view camera settings.
HUDReticle = 1
Sets the HUD reticle for the first person view. (0 = disabled, 1 = only on bowing, 2 = vanilla)
ChasingFirst = 0
Enables/disables the camera chasing for the first person view.
ChasingThird = 0
Enables/disables the camera chasing for third person view.
OffsetX = 0.0
Sets the camera X offset from the center of the player's head.
OffsetY = 15.0
Sets the camera X offset from the center of the player's head.
OffsetZ = 4.0
Sets the camera X offset from the center of the player's head.
NearDistanceFirst = 2.0
Manages the near distance cutting off in first person.
NearDistanceThird = 10.0
Manages the near distance cutting off in third person.
DialogFirst = 1
Sets the camera on dialog for first person view (0 = vanilla, 1 = no focus/zoom/centering, 2 = no focus/zoom/centering + custom position).
Camera will look at the target actor when option 2 is set.
DialogThird = 2
Sets the camera on dialog for third person view (0 = vanilla, 1 = no switch to first/focus/zoom/centering, 2 = no switch to first/no focus/zoom/centering + custom position).
Camera will look at the target actor when option 2 is set.
DialogOffsetX = 50.0
Sets the custom camera X offset (on dialog) from the center of the player's head when option 2 is set in DialogFirst or DialogThird.
DialogOffsetY = -10.0
Sets the custom camera Y offset (on dialog) from the center of the player's head when option 2 is set in DialogFirst or DialogThird.
DialogOffsetZ = 10.0
Sets the custom camera Z offset (on dialog) from the center of the player's head when option 2 is set in DialogFirst or DialogThird.
[SleepingMode] Sleeping mode settings.
Rest = 0
Enables/disables resting out of the bed (0 = You can rest only in a bed, 1 = vanilla).
RestMessage = You must be in a bed to rest.
Sets the UI message when you press the rest key out of the bed and Rest setting is set to 0.
[Shaders] These options enable or disable the relative shader overriding.
EnableWater = 1
EnableGrass = 1
EnablePrecipitations = 1
EnableHDR = 1
EnablePOM = 1
EnableSkin = 1
EnableTerrain = 1
EnableBlood = 1
EnableShadows = 1
[Effects] These options enable or disable the relative effect (effects are applied after the shader rendering and BEFORE the HUD rendering).
EnableUnderwater = 1 (disabling the underwater effect requires to restore vanilla water settings disabling the water management)
EnableWaterLens = 0 (underwater effect must be enabled for WaterLens effect)
EnableGodRays = 0
EnableDepthOfField = 0
EnableAmbientOcclusion = 0
EnableColoring = 0
EnableCinema = 0
EnableBloom = 0
EnableSnowAccumulation = 0
EnableBloodLens = 0
EnableMotionBlur = 0
EnableLowHF = 0
EnableWetWorld = 0
EnableSharpening = 0
EnableSMAA = 0
[Menu] Configures the ingame menu.
Font = Calibri
Sets the menu's font.
TextColorNormal = 180,180,180
Sets the color (R,G,B) for the text.
TextShadowColorNormal = 50,50,50
Sets the shadow color (R,G,B) for the text.
TextColorSelected = 255,255,255
Sets the color (R,G,B) for the text when selected.
TextShadowColorSelected = 50,50,50
Sets the shadow color (R,G,B) for the text when selected.
TextColorEditing = 255,100,50
Sets the color (R,G,B) for the text when in editing mode.
TextShadowColorEditing = 50,50,50
Sets the shadow color (R,G,B) for the text when in editing mode.
TextSize = 22
Sets the size of the text.
TitleX = 60
Sets the position X of the title.
TitleY = 120
Sets the position Y of the title.
TitleRect = 800
Sets the width of the title's rectangle.
X = 80
Sets the position X of the menu.
Y = 160
Sets the position Y of the menu.
Rect = 250
Sets the width of the row's rectangle for each column.
ExtraRect = 50
Sets the distance between the second and third column.
RowSpace = 4
Sets the space between the rows.
RowsPerPage = 30
Sets how many rows must be rendered for each page.
KeyEnable = 24
Sets the key to enable/disable the menu.
KeyUp = 200
Sets the key to move up in the column.
KeyDown = 208
Sets the key to move down in the column.
KeyLeft = 203
Sets the key to change column (to left).
KeyRight = 205
Sets the key to change column (to right).
KeyPageUp = 201
Sets the key to change the page (if the rows are > RowsPerPage).
KeyPageDown = 209
Sets the key to change the page (if the rows are > RowsPerPage).
KeyAdd = 78
Sets the key to add a StepValue to the selected value (when you are in the third column) or to enable/disable an effect (if you are in the first column).
NOTE: shaders cannot be enabled/disabled at runtime.
KeySubtract = 74
Sets the key to subtract a StepValue to the selected value (when you are in the third column) or to enable/disable an effect (if you are in the first column).
NOTE: shaders cannot be enabled/disabled at runtime.
KeySave = 28
Sets the key to save the current settings into the relative ini file.
KeyEditing = 156
Sets the key to enter/exit direct editing mode (in direct edit mode you can edit the value directly using the NUM keypad and the backspace to delete). See section 101 Ingame menu.
StepValue = 0.1
Sets the value that must added/subtracted to the selected value every time the KeyAdd/KeySubtract is pressed.
Decimals = 3
Sets the decimal precision for the values.
[Develop] These options enable or disable the develop section.
CompileShaders = 0 (If enabled, it compiles the shaders. Enable this option to compile the shaders after a modification to the shaders' source code; turn off when finished)
CompileEffects = 0 (If enabled, it compile the effects. Enable this option to compile the effects after a modification to the effects' source code; turn off when finished)
TraceShaders = 0 (If enabled, it logs the shaders tandems injected by OR)
Location: Data\Ini\OblivionReloadedEsp.ini
[Loader configuration] These options manages the main esp features.
set ORLoaderQuest.Purger to 1
Enables/disables the memory purger (cleans the memory from the garbage to avoid CTD for out of memory)
set ORLoaderQuest.ExternalCamera to 0
Enables/disables the external camera (uses custom camera views that you can change by a custom key)
set ORLoaderQuest.StayOnTarget to 0
Enables/disables the target tracking from the first hit until the combat is finished or when you press the "Grab" key
set ORLoaderQuest.LowHFSound to 1
Enables/disables the sound effects when the health and/or fatigue are low
set ORLoaderQuest.DualWielding to 1
Enables/disables the dual wielding combat (when enabled allow to equip the left weapon and attack also by the left weapon)
NOTE: EquipmentMode MUST be enabled in the plugin configuration to use this feature.
set ORLoaderQuest.CombatEquipment to 1
Enables/disables the auto-equipping/unequipping when combat (the chosen equipment is equipped on entering combat and viceversa)
set ORLoaderQuest.SwimEquipment to 1
Enables/disables the auto-equipping/unequipping when swimming (the chosen equipment is equipped on swimming and viceversa)
set ORLoaderQuest.SleepEquipment to 1
Enables/disables the auto-equipping/unequipping when sleeping (the chosen equipment is equipped on sleeping/resting combat and viceversa)
OR detects if DarNified UI is installed.
- If you do not use DarNified UI, OR adds an item (Equipment Manager) to your inventory. Click on it to manage the equipment.
- If you use DarNified UI, OR adds the access to the equipment manager in your inventory menu. Click on the icon in the picture to manage the equipment.
Close the inventory menu or press again the icon to exit from the Equipment Manager.
See inside the OblivionReloadedEsp.ini to configure the keys and other settings.
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.
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.
WindEnabled = 1
Enable/disable if the grass movement is wind based.
WindCoefficient = 100.0
Wind power general multiplier.
GrassDensity = 6
Density of the grass. From 1 to 16 (range type of distribution is 1-4, 5-8, 9-12, 13-16).
It sets dinamically the internal grass size and texture picture threshold.
case 1:
MinGrassSize = 240
TexturePctThreshold = 0.3
case 2:
MinGrassSize = 240
TexturePctThreshold = 0.2
case 3:
MinGrassSize = 240
TexturePctThreshold = 0.1
case 4:
MinGrassSize = 240
TexturePctThreshold = 0.0
case 5:
MinGrassSize = 120
TexturePctThreshold = 0.3
case 6:
MinGrassSize = 120
TexturePctThreshold = 0.2
case 7:
MinGrassSize = 120
TexturePctThreshold = 0.1
case 8:
MinGrassSize = 120
TexturePctThreshold = 0.0
case 9:
MinGrassSize = 80
TexturePctThreshold = 0.3
case 10:
MinGrassSize = 80
TexturePctThreshold = 0.2
case 11:
MinGrassSize = 80
TexturePctThreshold = 0.1
case 12:
MinGrassSize = 80
TexturePctThreshold = 0.0
case 13:
MinGrassSize = 20
TexturePctThreshold = 0.3
case 14:
MinGrassSize = 20
TexturePctThreshold = 0.2
case 15:
MinGrassSize = 20
TexturePctThreshold = 0.1
case 16:
MinGrassSize = 20
TexturePctThreshold = 0.0
ScaleX = 2.0
Scalemask for X.
ScaleY = 2.0
Scalemask for Y.
ScaleZ = 1.0
Scalemask for Z.
MinHeight = 0.8
Min height of the grass. 1 = Vanilla. Values from 0 to 1 make grass lower, over 1 make grass taller.
MinDistance = 11000.0
Min distance for drawing the grass. This value is linked to the uGridsToLoad.
MaxDistance = 12000.0
Max distance for drawing the grass. This value is linked to the uGridsToLoad.
One cell is 4096 units so you can set the MaxDistance up to (MAX values):
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.
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.
NOTE: CameraMode MUST be enabled to use OR camera commands.
NOTE: OR AnimGroup commands doesn't work on DynamicIdle and SpecialIdle animgroups.
ORPurgeResources
It purges the resources from the vram.
ORScreenshot
It grabs a shot without the HUD directly from the rendering pipeline (it works only in game mode, not in menus).
ORGetLocationName
It is a console command only. It is used to get the current worldspace and cell to create unique location setting sections in ini files.
ORLoadSettings
It reloads settings from ini files (the OblivionReloaded.ini and OblivionReloadedEsp.ini are not reloaded by this command. You need to restart the game to apply changes).
ORSaveSettings
It saves settings into the shader configuration ini file.
ORGetSetting
It gets a setting value of a shader.
ORSetSetting
It sets a setting value of a shader.
ORGetValue
It gets the current value of a shader/effect parameter (under construction).
ORGetCustomValue
It gets the current value of a custom effect.
ORSetCustomValue
It sets the current value of a custom effect.
ORGetEnabled
It gets the current status of a shader/effect.
ORSetEnabled
It sets the current status of an effect.
ORGetShaders
It gets the shaders/effects list; not custom ones.
ORGetSections
It gets the sections of the ini of a shaders/effects; not custom ones.
ORGetSettings
It gets the settings of a section of the ini of a shaders/effects; not custom ones.
OREquipLeftWeapon
It equips the weapon in the left hand (ref required).
ORCameraMove
It moves the camera to a position in relation of the ref. The WORLD ROTATION is allowed (moving the mouse).
Position x = Right/Left, Position y = Forward/Backward, Position z = Up/Down
Passing zero as position, reset the command. (nothing) ORCameraMove ref:actor x:float y:float z:float
ORCameraRotate
It rotates the LOCAL ROTATION by given angles in relation of the ref. The WORLD ROTATION is allowed (moving the mouse).
Angle x = Pitch (rotation on X axis), angle y = Roll (rotation on Y axis), angle z = Yaw (rotation on Z axis)
Passing zero as parameters, reset the command. (nothing) ORCameraRotate ref:actor xangle:float yangle:float zangle:float
ORCameraLook
It provides a dynamic LOCAL ROTATION looking at the ref's head. The camera is placed at current position as default. If the actor moves, the camera follows him. The WORLD ROTATION is locked. A shift from the head can be provided, otherwise pass zero. (nothing) ORCameraLook ref:actor xshift:float yshift:float zshift:float
ORCameraMoveTo
It moves the camera to a position in the world. Rotates the LOCAL ROTATION at zero for all axis (looking to north, no roll) as default. The WORLD ROTATION is NOT allowed (the POV is locked).
Position x, Position y, Position z are in world coordinates.
Passing zero as parameters, reset the command. (nothing) ORCameraMoveTo x:float y:float z:float
ORCameraRotateTo
It rotates the LOCAL ROTATION by given angles in the world. The WORLD ROTATION is NOT allowed (the POV is locked). The camera is placed at current position as default.
Angle x = Pitch (rotation on X axis), angle y = Roll (rotation on Y axis), angle z = Yaw (rotation on Z axis) in the world reference axis.
Passing zero as parameters, reset the command. (nothing) ORCameraRotateTo xangle:float yangle:float zangle:float
ORCameraLookTo
It provides a fixed LOCAL ROTATION to look to a point in the world. The WORLD ROTATION is locked. The camera is placed at current position as default. (nothing) ORCameraLookTo x:float y:float z:float
ORCameraReset
It resets the camera to normal state. (nothing) ORCameraReset
ORCameraGetPosX, ORCameraGetPosY, ORCameraGetPosZ
It gets the current camera position in the world. (nothing) ORCameraGetPosX (nothing) ORCameraGetPosY (nothing) ORCameraGetPosZ
ORSetAnimGroup
It sets a specific animation for the specific animgroup.
NOTE: You cannot set power animgroups.
Permanent: specifies if the animation must be set as permanent until you reset the anim to default or only for one time.
PlayAnim: specifies if the animation must be reproduced immediatly (if Permanent = 0, PlayAnim is not used and the Anim is played immediatly).
AnimGroup: the anim's group from the AnimGroupEnum.
AnimType: the anim's type from the AnimTypeEnum.
Filename: the anim's path. (Actor) ORSetAnimGroup Permanent:bool PlayAnim:bool AnimGroup:AnimGroupEnum AnimType:AnimTypeEnum Filename:AnimationPath
AnimGroupEnum
Idle = 0
DynamicIdle = 1
SpecialIdle = 2
Forward = 3
Backward = 4
Left = 5
Right = 6
FastForward = 7
FastBackward = 8
FastLeft = 9
FastRight = 10
DodgeForward = 11
DodgeBack = 12
DodgeLeft = 13
DodgeRight = 14
TurnLeft = 15
TurnRight = 16
Equip = 17
Unequip = 18
AttackBow = 19
AttackLeft = 20
AttackRight = 21
AttackPower = 22
AttackForwardPower = 23
AttackBackPower = 24
AttackLeftPower = 25
AttackRightPower = 26
BlockIdle = 27
BlockHit = 28
BlockAttack = 29
Recoil = 30
Stagger = 31
Death = 32
TorchIdle = 33
CastSelf = 34
CastTouch = 35
CastTarget = 36
CastSelfAlt = 37
CastTouchAlt = 38
CastTargetAlt = 39
JumpStart = 40
JumpLoop = 41
JumpLand = 42
AnimTypeEnum is a bitmask but you can simply create it as the sum of the weapon value and the relative movement value.
Weapon Values:
No combat = 0
HandToHand = 1
OneHand = 2
TwoHand = 3
Staff = 4
Bow = 5
Movement Values:
Normal = 0
Sneak = 16
Swim = 32
If you want you can use the (Anims.log) file as example for some AnimGroupEnum values and AnimTypeEnum values (it works in the same way for creatures).
First person animgroups are only for the Player and when OR CameraMode is disabled otherwise they are not used.
Additional animations must be placed in the relative actor's vanilla folder and they must have the same name of the relative vanilla animation + _OR_ + something + the file's extension.
Example: onehandattackright_OR_test.kf
Examples.
Setting a specific animation (and makes it permanent) for the player when third person fast right group, two hand weapon is out and the player is swimming:
PlayerRef.ORSetAnimGroup 1 0 10 35 "Characters\_Male\swimtwohandfastright_OR_test.kf"
Resetting the permanent animation to the default state:
PlayerRef.ORResetAnimGroup 10 35
Setting and playing a specific animation (only once) for a Goblin for the attack right group, one hand weapon is out:
GoblinRef.ORSetAnimGroup 0 1 21 2 "Creatures\Goblin\onehandattackright_OR_test.kf"
Check out the ORDualWieldingQuestScript in the OblivionReloaded.esp to see how the dual wielding animations are managed.
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):
O (letter O; it not a zero) -> Opens/closes the menu
Arrow up -> Moves the selection up
Arrow down -> Moves the selection down
Arrow right -> Jumps on the right menu
Arrow left -> Jumps on the left menu
Page up -> Scrolls the page up
Page down -> Scrolls the page down
Enter -> Saves settings of the current shader/effect
+ (on the keypad) -> On the shader list: enable/disable an effect (you cannot enable/disable a shader at runtime); on the value list: raises/switches the value (for fine tuning)
- (on the keypad) -> On the shader list: enable/disable an effect (you cannot enable/disable a shader at runtime); on the value list: lowers/switches the value (for fine tuning)
+ (on the keypad, maintain pressed) -> On the value list: raises/switches the value (for fine tuning, fast mode)
- (on the keypad, maintain pressed) -> On the value list: lowers/switches the value (for fine tuning, fast mode)
Special keys (you cannot change them in the OblivionReloadedEsp.ini):
Numbers (on the keypad) -> On the value list: edit a value directly
Enter (on the keypad) -> On the value list: confirm the value
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)
renderTexture (type texture2D) -> the render surface (at the first pass the surface contains the final image from all other effects)
sourceTexture (type texture2D) -> the final image from all other effects (if you have a multipass technique, this is the last pass of other effects, it is useful when you need to recombine your render pass with the initial image)
depthTexture (type texture2D) -> the Oblivion's depth buffer
rcpres (type float4) -> the reciprocal resolution (x = 1.0f / W; y = 1.0f / H; z = W / H; w = W * H)
m44world (type matrix) -> world matrix
m44view (type matrix) -> view matrix
m44proj (type matrix) -> proj matrix
TikTiming (type float4) -> frequency clock timing from the QueryPerformanceFrequency, useful to get for example a texture from a 3d texture dds file
f4SunDir (type float4) -> sun direction vector
fogColor (type float4) -> fog color
sunColor (type float4) -> sun color
fogStart (type float) -> fog start plane distance
fogEnd (type float) -> fog end plane distance
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).