There's a patch available for this mod, here.
I've gotten more than a few requests for this mod to be uploaded, so I went and got permission from Qarl himself, to host the file.
Now after having the file upload all night, here it is!
Quoted from the readme:
* Most textures are 4 times the size of the originals. Some, even more. This makes things seem much clearer and sharper in-game.
* A large number of meshes have been altered to take advantage of the game engine's parallax shader.
* Only parts of the mesh which NEED parallaxing have the parallax flag enabled. This removes unwanted artifacts parallaxing can cause around corners.
* Textures which use the parallax shader have been altered at the mipmap level so that things look very 3D from a distance but do not get the soupy artifacts associated with the parallax effect when viewed close-up.
* Advanced normal map techniques used to make landscape textures seem very 3D.
* Landscape color maps and normal maps edited at the mipmap level to reduce the tiling effect in the distance.
* Mesh fixes from the Unofficial Oblivion Patch are included.
Things retextured: * Architecture * Landscape * Rocks * Dungeons * Blood splatters, falling snowflakes, butterflies * Furniture, and other medium-sized clutter
Things NOT retextured:
* Clothes, armor, weapons, creatures, NPCs * Foliage, the sky * Kvatch, the Arena, and the Oblivion realm
Now I'll put this in bold, text, so nobody misses this:
Not only is this mod a huge 1.7 Gigabytes in size, but you will not be able to run it unless you have a very powerful computer! So NO writing in on the comments complaining that it slows down your game. If you can't run the game on full specs, at 60FPS don't download!
Heed the warning! And enjoy! :) If you can....
Description The purpose of this package is to make TES IV: Oblivion look even better than when you bought it. To do this I've created new textures, normal maps, specular and parallax maps to replace a large number of those in the game with ones which are higher resolution and more photorealistic, while at the same time still very close to the original feel of Bethesda's intentions. Replacement meshes are also included to use parallax mapping. However, due to the increased resolution, machines with lower-end graphics cards may see severe slow-down with this mod. Features: *Most textures are 4 times the size of the originals. Some, even more. This makes things seem much clearer and sharper in-game. A large number of meshes have been altered to take advantage of the game engine's parallax shader. Only parts of the mesh which NEED parallaxing have the parallax flag enabled. This removes unwanted artifacts parallaxing can cause around corners. Textures which use the parallax shader have been altered at the mipmap level so that things look very 3D from a distance but do not get the soupy artifacts associated with the parallax effect when viewed close-up. Advanced normal map techniques used to make landscape textures seem very 3D. Landscape color maps and normal maps edited at the mipmap level to reduce the tiling effect in the distance. Mesh fixes from the Unofficial Oblivion Patch are included. Things retextured: Architecture Landscape Rocks Dungeons Blood splatters, falling snowflakes, butterflies Furniture, and other medium-sized clutter Things NOT retextured: Clothes, armor, weapons, creatures, NPCs Foliage, the sky Kvatch, the Arena, and the Oblivion realm Installation Unzip QarlTP3.zip to your desktop. Double-click on QarlTP3.exe (a self-extracting 7zip file) and extract it to your Oblivion\Data folder. If you have either QTP3 beta or a mod which adds parallax meshes to your game, please read below! Due to unfortunate artifacts which surface from meshes which have the parallax flag enable on surfaces where it's not needed or desired, I've painstakingly gone through all the meshes included in this pack and enabled the parallax flag for ONLY those parts of the mesh which require it. If you have QTP3 beta installed, or have a mod like "Parallaxed Qarl" or one of the other parallax mods, you're going to want to remove the meshes installed by those mods because there are a good number of meshes which they deposit, that don't need to be there -and by being there, they cause the aforementioned parallax artifacts. The best way to remove the previous parallax mods is with OBMM. If you have them installed with an omod, you can just uninstall them. Or if you don't you could make an omod of them, and then uninstall them. If you don't want to go the omod route, you can manually delete the folders of meshes below. Warning: If you have another mod installed that puts custom meshes in any of these folders, you will be removing the mesh it needs and will get big exclamation points in your game unless you reinstall the mod which needs those meshes. Here are the folders to delete: meshes\architecture meshes\rocks meshes\dungeons Archive Invalidation Due to a bug in Oblivion, texture replacements such as those included in this mod will not display correctly unless you take some extra steps to force Oblivion to use them. Unfortunately, Oblivion has major problems loading many replacement textures even if you use an ArchiveInvalidation.txt file (which is the current common practice). This topic is far too complex to explain all the whys, hows, and wherefores here, so we'll stick to simple instructions for known solutions that work well at the moment. The best solution at the moment is to use one of Timeslip's excellent utility programs: Oblivion Mod Manager (OBMM version 0.7.10 or later) or BSA Patcher. What OBMM and BSA Patcher do is to sidestep the ArchiveInvalidation problem by making Oblivion think it never had a copy of the textures you are replacing. In other words, these utilities edit your BSA archives so that Oblivion cannot find the original version of files you have replaced, thus forcing it to load the replacements instead of the originals. Download Oblivion Mod Manager OBMM will keep track of which files have been renamed in your BSAs and provides a Remove BSA edits function to rollback any changes it has made to your BSA just in case you don't like the results. You should probably make a backup of your BSA files if you have the space (or a DVD-burner) just in case, but so far nobody has reported any corruption issues. OBMM requires .NET 2.0 to work, so if you can't run .NET 2.0 then you'll need to use BSA Patcher instead. Assuming you have OBMM 0.7.10 or later installed already, and have already installed this mod, the steps you need to take are as follows: Start OBMM. Click Utilities. Select Archive invalidation. Click Directly Edit BSAs. Check Textures. Check Generate archiveinvalidation entries on hash collision. Click the checkbox for autoupdate on exit and/or click Update Now. Close the Archive invalidation popup (click the red X in the upper-left corner). Quit OBMM or click Launch Oblivion. You can try different settings if you want, but these are known to work. You do need to make sure to check the box for Generate archiveinvalidation entries on hash collision, since that setting is critical. Using the above settings in OBMM will take care of everything for you. Download BSA Patcher Another solution is Timeslip's BSA Patcher. Unlike OBMM, BSA Patcher is a command-line application, although you can launch it by double-clicking the executable. BSA Patcher doesn't include as many configuration options as OBMM, but it accomplishes the same tasks and it only requires .NET 1.1, which means it will work for anyone who is unwilling or unable to run .NET 2.0. It will also work with mono, an open-source version of .NET 1.1. The latest version of BSA Patcher (as of this writing) uses the BSA alteration code from OBMM 0.7.10 and, like OBMM, it will automatically generate an ArchiveInvalidation.txt file for you containing only the textures that could not be safely renamed in your BSA files. It includes support for several command-line options, but you can safely ignore them. To use it, place BSAPatch.exe in your \Oblivion\Data\ folder and double-click it once to rename files in your BSA. Run it again to restore them to their original names. NOTE: If you use either OBMM or BSA Patcher, you should not manually alter your ArchiveInvalidation.txt file. Let one of these programs do it for you. No other solutions are recommended. For more information, installation tips, etc., please see the Oblivion Mods FAQ. Usage If you intend to use my texture for anything, please contact me first for approval. Do not repackage or redistribute this mod without contacting me first. Contact Me Feel free to email me at: firstname.lastname@example.org. For problems with the mod, questions, or comments, the easy way to contact me is Canadian Ice's Forum. Look for my post about this mod in the Oblivion Release Announcements section. Issues Some video cards may not be able to render the 2 textures I put in the game with 1024x4096 resolution. If you see black pillars or other black areas in the Imperial City, your video cards is one of these. You'll need to remove the following files: textures\architecture\imperialcity\iccol01.dds textures\architecture\imperialcity\ichcol01.dds Credits blade9722 for many of the advanced ideas used in this mod, like altering things at the mipmap level. Mikal33 for some of the non-tiling mipmaps used from Blade and his Better Tiling Qarl mod. Dev_akm for a lot of helpful ideas and input. andreasgr for a lot of great input both during beta testing and even before that. Pekka for just being an all-around good participator in the WIP forum discussion. Princess_stomper for being Princess! The Unofficial Oblivion Patch team for their excellent mod. Some meshes from the mod were used, either as-is or slightly altered. Many very helpful people on Canadian Ice's forum for great input during the beta test. The NIFTools team for their wonderful NIFSkope program.
There are no comments yet. Be the first!