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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 15:08 
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*master*
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Joined: 12 May 2013, 09:51
Posts: 116
Be leery of FINS tho. In my experience of using it it caused npc's after death to play "Stiff as a board and light as a feather". I never had that issue before installing it.

@Unreal Great close up and great resemblance to your avatar. Plus thx for the link to the armor. Looks great for a choice vs the other skimpy UNP. Now if I can only find the ID's for it....

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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 15:30 
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*sensei*
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Joined: 09 Feb 2013, 23:09
Posts: 377
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Some character shots

Which is the real Aela?

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This grass texture sucks close up
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Now there is some cyan in the fog
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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 16:22 
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*blah-blah-blah maniac*
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Joined: 02 Jan 2012, 21:07
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Canlocu wrote:

@Unreal Great close up and great resemblance to your avatar. Plus thx for the link to the armor. Looks great for a choice vs the other skimpy UNP. Now if I can only find the ID's for it....


Just search by "chainmail"...

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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 16:58 
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*blah-blah-blah maniac*

Joined: 31 Dec 2011, 19:42
Posts: 504
Thanks, the Dovahkiin one works good. Such a pain finding anything on Nexus.

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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 17:17 
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*sensei*

Joined: 15 Dec 2012, 19:45
Posts: 349
Something odd with spider webs...anyone else see this in some dungeons? Nothing in GUI affects these :?
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Playing with Fire and Ice :)
These screens are not too dark?
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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 17:37 
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*sensei*

Joined: 30 May 2012, 15:40
Posts: 267
@chan - looks good to me. The webs are a pain, I did an experiment by modifying the mesh and managed to get it to lower its glow but have not followed through with the rest of them, yet.

@jawz - thanks for the suggestion, I did try Kermles code a while back and while it does help, it did not end up working for me so I ended up cobbling together my own which I am working on now.

@mindflux - I hear you, I gave up on adaptation and almost on bloom. I will try something with bloom eventually but I never did look at that code too much yet to try and understand it. For what I am running, bloom mushes everything together and works as a sort of anti-contrast, eliminating a bunch of details especially in the mids and darker areas so out it went, lol. Besides, my intent is to try and avoid a "camera" look altogether which may be a bit weird but that is my intention. Bloom plays a significantly smaller role for me as a result, I think.


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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 17:41 
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*sensei*
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Joined: 03 Mar 2013, 18:42
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JawZ
Apology didnt see until now, going to install your mod when I solved some oddities :> Been *lurking* in the enbeffect.fx code lately, trying to learn and have fun^^ Se alot fun and weird stuff that way, even found some usefull alterations I think :)

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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 17:50 
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*blah-blah-blah maniac*
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Joined: 05 Mar 2012, 02:08
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Dinkledorf:

If you think a bloom that affects the whole screen is "yucky" then maybe something like this as mentioned in this topic is more suitable for your taste then;
viewtopic.php?f=7&t=1041

Enables a contrast command which makes bloom able to be restricted to bright objects alone.


Yersinia79:

Try it out and see if it helps out with the emittance issue, every ELE module is designed to not be dependant on each other. Well if you wan't some reference enbeffect.fx codes I have covered all the most popular enbeffect.fx with new and some altered things + everything has Exterior Day/Night and Interior Day/Night settings, feel free to grab whatever you want from those files that you like :) Link is in my signature.


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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 18:14 
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*blah-blah-blah maniac*
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Joined: 27 Jan 2012, 13:42
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chan
My particle patch includes new web meshes that enable [PARTICLE] parameters for them... It's not a perfect solution, but I kind of gave up at the end, at least they look tolerable.

Dinkledorf
Hear hear. I just spent an hour or so trying to desaturate only the dark areas of the screen but gave up after I couldn't eliminate all color shifting, coding is really not my cup of tea... It would have looked odd anyway, so not a great loss. I'm also tempted not to use adaptation as then I could leave the hideous looking dark areas mostly out of sight. I've also experimented with bloom that affects only the very brightest areas but gave up on it at the end mainly because there's no way to stop the character's face from becoming overexposed. Anyway, like you said a proper use of bloom and contrast can create a pretty cool (semi) low contrast look that I'm currently going for.

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 Post subject: Re: TES Skyrim
PostPosted: 08 Jun 2013, 18:15 
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*sensei*

Joined: 30 May 2012, 15:40
Posts: 267
Thanks Jawz - I will give that a shot. I am currently using (and have been for quite some time) the bloom from Kyo's K ENB.


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