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> The Oblivion Screenshot Thread
macole
post Apr 17 2026, 05:06 PM
Post #2221


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Ooh my, how did we get back to Daggerfall?
"Lifts Her Skirt, laugh.gif " "A little desert fer ye, cap'n?" hubbahubba.gif


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Decrepit
post Apr 18 2026, 12:33 PM
Post #2222


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Today's enhancement sees my first-playthrough avatar and Neeshka within the ruins of Fort Wooden Hand, examining the contents of a treasure chest. My contributions are as follows: repositioning both of my avatar's arms and what is held on them; repositioning one of Neeshka's arms; a slight repositioning of the chest; opening the chest's lid; adding contents within the now-open chest; making it so that the appropriate part of my avatar's face is seen within the eye slips of his helmet. Aside from Gemini's positive visual improvements, it errs in misrepresenting Neeshka's head. In the original, she wears an open-faced helmet with a nose guard. In the enhancement, she wears a cowl. I asked Gemini to correct this; the correction was farther off the mark than what it replaced. Ergo, she is seen cowled. To be fair to Gemini, in the original Neeshka's head is little more than a hard-to-decode silhouette, making faithful reconstruction difficult at best.

<link> Neeshka and Hamfat examined the contents of a newly opened treasure chest found within Fort Wooden Hand, a first-playthrough Gemini-enhanced image. <link>


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Decrepit
post Apr 19 2026, 03:43 PM
Post #2223


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Joined: 9-September 15
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The below enhancement is sourced from a third-playthrough screenshot captured solely because this stretch of the Gold Road near its beginning shows high-quality graphics improvement mods to good effect. The original frankly didn't need visual enhancement; Gemini agreed and gave it none. But at the end of the day, it was an image of an empty road, save for a lone mounted legionnaire, with little of interest beyond the quality of its textures. I have nothing against purely scenic images but felt that this one needed something more. With that in mind, I requested that Gemini do the following:

"Using this scenic Elder Scrolls Oblivion outdoor screenshot as a reference, re-render it to be a hyperrealistic photograph. Apply a deep depth of field with everything in sharp, detailed focus. Add subtle film grain and natural lighting and shadowing for the time of day, locale, and atmospheric conditions the image represents. Ensure textures like skin, fabric, wood, stonework, and metal look physically accurate and tactile. Create a troop of 15 heavily armored medieval cavalry who are seen in loose formation traveling forward along the road. All horses are to be given leg animations so that they are seen to be walking forward. All horses should be clad in the same covering as the existing horse wears. All horses should be of the same breed as the existing horse, though their coloring should vary. The near end of the traveling cavalry should be just behind the existing mounted warrior. All created cavalrymen should be seen in a mixture of visorless helmets and helmets with raised visors. All cavalrymen should be seen carrying spears in an upright position, with slight variations in angle between individual riders. The existing mounted warrior should also carry a lance; his lance is to have a small pennant showing the Septim Dynasty emblem."

<link> A troop of patrolling heavy cavalry is seen near the beginning of the Gold Road. <link>

As usual, Gemini didn't follow my instruction to the letter, but it nails the gist of it. The horse breed, which seems to me to be appropriate for heavy cavalry, is from a mod that gives this type of horse to all vanilla mounted legionnaires.


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Acadian
post Apr 19 2026, 05:41 PM
Post #2224


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Nicely done! Love the heavy horses.


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mirocu
post Apr 19 2026, 07:21 PM
Post #2225


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Really liked the treasure chest pic.


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Decrepit
post Yesterday, 08:25 PM
Post #2226


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QUOTE(mirocu @ Apr 19 2026, 01:21 PM) *

Really liked the treasure chest pic.
Of my last two entries, I too favor the cavern treasure chest.

Today's entry is numbered 005, thus an early enhancement. It shows the second-playthrough gang traveling through Faregyl Village (an Arthmoor mod) at nighttime. Gemini does a good job here. All characters look reasonably like themselves, never a given with free-tier Gemini. The scenery is well done, as is the sky. This was enhanced before I realized that I could request basic things like "give the horses reins that the riders hold onto," "give the animals animations so that they are seen to be walking forward along the road," and "reposition the wolf so that it is seen to be at the front of the traveling column, walking forward along the road." I attempted to add these things after the fact; it didn't go well.

<link> A nighttime journey through Faregyl Village, a second-playthrough Gemini-enhanced TES: Oblivion screenshot. <link>


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Acadian
post Yesterday, 10:12 PM
Post #2227


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Really like this one. The window lit cottages and torches provide perfect lighting and the sky looks beautiful.


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Decrepit
post Today, 05:02 PM
Post #2228


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Yesterday's installment being one of my earliest Gemini enhancements, today's is, at the time of posting, my most recent enhancement, no. 201 to be precise. It's another of those "make do with what you can get" enhancements, Gemini refusing to give me the image I wanted despite numerous retakes. That said, it's a decent image, just not quite what I had in mind.

<link> A traveling noble counselor pauses to query Cheydinhal locals, while his companion reminds him that they have a pressing engagement elsewhere. <link>


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Acadian
post Today, 05:57 PM
Post #2229


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Nice carriage!


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