I just wanted to try it but unfortunately I can't get it to work.
The log states: unsupported runtime version 010A06F0.
I don't know if there's another problem but saving profiles currently doesn't work either.
Any chance that this'll be updated and kept up to date?
Would really love to use it!
Search found 19 matches
- Author
- Message
- 02 Sep 2018, 20:41
- Forum: Download
- Topic: [Skyrim/FO4] enb script extender
- Replies: 54
- Views: 107636
- 16 May 2016, 19:48
- Forum: Bugs
- Topic: Fallout 4 v0.307 turning lights off
- Replies: 17
- Views: 3351
- 15 May 2016, 14:53
- Forum: Download
- Topic: Fallout 4 0.307
- Replies: 128
- Views: 36588
Re: Fallout 4 0.307
Great! Tested for about an hour and there doesn't seem to be any flickering left. Didn't come across any AO problems also.
- 16 Mar 2016, 17:46
- Forum: Other
- Topic: Using string to organize GUI
- Replies: 1
- Views: 864
Using string to organize GUI
Hey there, as I've seen this with some Skyrim shaders I tried to make the GUI in Fallout 4 a little bit more neatly arranged with strings. The problem I have is that I see the strings in the shader window with green color (as expected) but they won't display at the position between the GUI elements ...
- 04 Feb 2016, 08:06
- Forum: Bugs
- Topic: Fallout 4 - on the flickering
- Replies: 2
- Views: 1478
Re: Fallout 4 - on the flickering
If I can help on this by testing certain things, please let me know. It seems that this issue occurs as soon as time is being stopped / static. So prewar world, pipboy and tfc 1 trigger this issue. As the prewar world is the spot this occurs the first time, may it be possible that the game forces a ...
- 03 Feb 2016, 22:25
- Forum: Bugs
- Topic: Fallout 4 - on the flickering
- Replies: 2
- Views: 1478
Fallout 4 - on the flickering
I do know that version 0.293 is not supported anymore and currently not available - I still haven't switched back to 0.291 and I just want to write down what I've been observing with the widely discussed flickering in case this might help in the process of fixing this. Probably someone has already w...
- 31 Jan 2016, 17:44
- Forum: Effects
- Topic: [HLSL CODE] 3D LUT
- Replies: 68
- Views: 140198
Re: [HLSL CODE] 3D LUT
The difference between 4096x64 to 256x16 is pretty subtle (at least for me). The difference is visible if you blend two screenhots with "difference" in photoshop. Seems like edges are affected especially.
256x16
4096x64
difference
256x16
4096x64
difference
- 24 Jan 2016, 09:40
- Forum: Effects
- Topic: [HLSL CODE] 3D LUT
- Replies: 68
- Views: 140198
Re: [HLSL CODE] 3D LUT
Could you upload your neutral 4096 x 64 LUT for testing? If there's a noticeable effect I'd like to implement that too.MonarchX wrote:Awesome job, but can 4096 x 64 LUT be supported? It would be more accurate than 256 x 16, which is important for those who would use this feature to calibrate their display.
- 20 Jan 2016, 07:48
- Forum: Bugs
- Topic: Face Shading Bug
- Replies: 6
- Views: 1176
Re: Face Shading Bug
Tom, do you have this same issue, or does your face just turn 100% black? I've read about issues with faces turning black, but none about weird shading like this. Turning off SLI also doesn't fix the problem for me. Only way to fix it is to uninstall ENB, otherwise it happens within 5 minutes. Some...
- 18 Jan 2016, 21:09
- Forum: Bugs
- Topic: Face Shading Bug
- Replies: 6
- Views: 1176
Re: Face Shading Bug
Are you using SLI/Crossfire? Turning off SLI fixes the problem for me.