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The Elder Scrolls IV
Oblivion:
Qarl and Timeslip's Depth of Field
by Qarl,
qarl@earthlink.net, and Timeslip
Screenshots:
http://xs411.xs.to/xs411/07032/QTdof01.jpg
http://xs411.xs.to/xs411/07032/QTdof02.jpg
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Index:
1. Description
2. Quick Install
3. Tweaking
4. Credits
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1. Description
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This mod attempts to create a rudimentary Depth of Field effect
in your game. It's more like a camera focusing on close objects
with the distance a bit blurry, than what the human eye does. It's
very similar in look to the DOF in Gothic III.
If you just want to just jump in and try it, skip to the Quick
Install instructions below!
What this mod actually does is put a big sphere around the player
which moves with them at all times. Timeslip coded a special
shader to make the blur effect on the sphere. This is basically
a kludge to put this effect in the game despite Bethesda not
programming it into the game engine. Thus there are a number of
drawbacks:
1. Sky, stars, moons, are also blurred.
2. Chameleon effect is no longer as cool looking and is, in fact,
almost too subtle to see. This is because we needed to use the
refraction shader for this project to work.
3. The Oblivion Gates are also effected because they use the same
shader.
4. When in an interior cell, you can see some edges of the sphere
in the overhead map. This isn't a very big deal at all.
5. Potential to cause fps slow-down due to a big sphere needing to
stay at the player's coordinates every frame.
The cool thing is that to turn it off, all you have to do is uncheck
the esp. And if you want to turn it back on, just check it again.
So it'll be easy to experiment.
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2. Quick Install
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IMPORTANT: Back up your Oblivion\Data\Shaders folder!
Extract everything to your Oblivion\Data\ folder, overwriting
anything already there.
Check QTdof.esp and play!
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3. Tweaking
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To increase or decrease the blur effect:
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1. The code for Timeslip's shader is in a file called
refract2000.txt which I put in the Shaders folder. This is the
file you need to edit to change the blur effect.
2. Look for these lines:
res+=tex2D(s0, tex + float2(x*0.000975,0))*blurweights[x+5];
res+=tex2D(s0, tex + float2(0,x*0.000985))*blurweights[x+5];
res+=tex2D(s0, tex + float2(x*0.000975,0))*blurweights[x+5];
res+=tex2D(s0, tex + float2(0,x*0.000985))*blurweights[x+5];
3. You'll need to change the 0.000975 and 0.000985 to different
values to change the level of blur. Larger numbers increase the
blur and smaller numbers decrease it. (Start with small changes. Always
make the 2nd number greater than the first.)
4. Download Timeslip's Oblivion Shader Editor here:
http://timeslip.chorrol.com/
5. Look in your RendererInfo.txt file (same location as you
Oblivion.ini file) for the Shader Package line and note its
value.
6. Open ShaderEditor up and open the correct shader package,
specified in your RendererInfo.txt file. These are located in
your Oblivion\Data\Shaders folder and have an SDP suffix.
7. In the lower-right pull-down menu, scroll down and select:
REFRACT2000.pso.
8. Click the Import/Export button and select Import HLSL.
9. Select your newly edited refract2000.txt file, tick the ps_2_0
radio button, and click Import.
10. Click Save and select the same shader package that you opened,
click Yes when it prompts you to overwrite.
To increase or decrease the size of the blur sphere:
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1. Open QTdof.esp as Activated in the Construction Set.
2. Open the QFOVquest script.
3. Change the SetScale values to your desired size.
4. Save.
2. Credits
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Timeslip - coding the blur shader and for creating his wonderful
Oblivion Shader Editor program!
Qarl - everything else.