Mod: ScreenEffects 0.90
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This is a pretty interesting mod from quetzilla. More a modders resource, but doesn't have to be, that allows for full control over screen contrast, brightness, saturation, and posterization.
Expand Full Description & Credits
- File Instructions:
- Name: Screen Effects
Category: Visual Effects
Requirements: Oblivion Patch 220.127.116.11, Oblivion Script Extender 0014a (OBSE)
Included Requirements: Oblivion Graphics Extender (OBGE)
Recommended: Oblivion Mod Manager
Adds mod-configurable controls for full screen contrast, brightness, saturation, and posterization. Comes with a simple UI for controlling the values manually as well.
There are two parts: ScreenEffects.esm and ScreenControls.esp
- ScreenEffects.esm -
This is the core file that allows modders to create a plethora of possible shader effects for use in their mods. It provides any script with the capability to control fullscreen contrast, brightness, saturation and posterization. The way to do this is excessively simple:
To access the controls in your own scripts make sure that ScreenEffects.esm has a checkmark next to it when loading your mod in the Construction Set. Now all you have to do to mess with the settings is change the following global variables:
SCContrast - controls contrast, default is 1.00
SCBrightness - controls brightness, default is 1.00
SCSaturation - controls saturation, default is 1.00
SCPosterizeSteps - Number of posterization steps to apply, default is 0
Posterization has one special quality: 0 steps actually applies no posterization at all (normally 0 posterization steps would render the screen entirely in one color).
After changing any of the first 3 variables above, ScreenEffects.esm will execute a quick blend transition to the new settings. Changes to posterization take place immediately as there is no way to smoothly transition between posterization steps. You can also change the other three settings instantaneously by changing these three variables:
If you do this you must change both of the relevant variables at the same time. For example if you want it to instantly change to double brightness, you should do:
set SCBrightnessX to SCBrightnessX * 2
set SCBrightness to SCBrightnessX
Otherwise the script will transition back to whatever SCBrightness was originally.
This mod is designed to be used by other modders to easily create graphic effects without having to learn HLSL, and as such there may be multiple mods adjusting the above values. For that reason I recommend making relative changes to the settings (as illustrated above), rather then setting them to new values explicitly. For example, do NOT do:
set SCSaturation to 3.00
set SCSaturation to SCSaturation * 3
This way when you undo your changes they will revert back to whatever value other mods had previously set them to which will prevent odd conflicts and borked graphics.
Another small recommendation would be to check the current Saturation setting before changing it. If Saturation has been set to 0.00, then another mod/effect probably wants the world to be rendered in grayscale, in which case you should probably just leave that alone as messing with it will probably ruin the other effect.
There are a lot of possible graphic effects that you can create via changing the 4 settings provided, for examples make sure to check out the screenshots section on the TESNexus page for this mod. In the future I may add more controls, such as hue shifting as well as desaturation of red/green/blue individually.
- ScreenControls.esp -
This is an example mod that illustrates how to control the settings in ScreenEffects.esm via script. After enabling the mod an 'Matrix of Perception' item will be added to your inventory. Activating the item will bring up a UI that will let you manually adjust the 4 values described above to your liking, using a nifty slider widget. This can be very useful for anyone wanting to make a graphic effect, as you can use this to figure out exactly which values to change the settings to in order to get the effect you want.
The slider widgets have a maximum value at which point the slider won't go any higher. These values are the values at which there isn't a very discernible effect to increasing the variable. You can still increase the value by pressing the right arrow key, it just won't show the slider moving higher. The variables all have a minimum value of 0 as they won't do anything differently below 0. I recommend never setting contrast very much below 1.00. 0.00 will turn the entire screen middle grey. Contrast only needs tiny changes to have a big effect.
This archive is distributed in OMOD-Ready format.
It allows you to manually extract and install like most other mods but it also
allows you to use Oblivion Mod Manager and import this archive with all the
settings pre-configured for an OMOD file.
Pick which method you are going to use for installation:
- = or = -
1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder. You can ignore or delete the "omod conversion data" folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).
Create the OMOD (Do this section only once)
1. Copy archive to (install folder)\Oblivion\obmm\omod\
2. Start Oblivion Mod Manager.
3. Click the Create button.
4. Click the Add Archive button, find and select the archive, then click Yes.
5. Click the Create omod button, then click OK when it finishes.
Install the mod using OBMM
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen.
(icon should turn blue)
Pick which method you are going to use for uninstall based on how you installed it:
- = or = -
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with this mod.
If you have no other OBGE plugins, you can also delete:
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen,
click Yes. (icon should turn green)
May produce *slightly* weird effects when used in conjunction with other OBGE shader mods depending on the order the shaders are loaded in. The effects will probably not be noticeable.
Known Issues or Bugs
0.90, 2008/04/01 - Initial release.
You can find me on the official Elder Scrolls forums as 'qzilla'
You can find me on TESNexus as 'quetzilla'
If you need to get in touch with me for some reason, PLEASE use the official forums, as I cannot check the comments pages for all of my mods very often.
Thanks to tombofsoldier for the initial idea and request.
Thanks to Timeslip for OBGE and help with HLSL on the OVEP thread.
Thanks to Bethesda for creating Oblivion.
Thanks to LHammonds for the Readme Generator this file was based on.
FX Composer 2 - http://developer.nvidia.com/object/fx_composer_home.html
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
You must contact me and obtain my permission before re-packaging any part of
this mod. If I do not respond within 3 weeks, feel free to do whatever you
like with this mod.
|File Name: ScreenEffects_090.rar|| Author: Admin
|File Size: 806 KB||Files Added: 10,690|
|Downloads: 2,282 (2 last week)||Author Downloads: 18,125,039 (57,157 last week)|
|Posted: 11.04.2008||Supporters: n/a|