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 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 04:26 
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*blah-blah-blah maniac*
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Tomoko
 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 04:49 
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*master*
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Joined: 06 Jan 2012, 06:00
Posts: 184
:o Hey, thanks guys, I always check the thread, so technically I never left :P . Far327, I tried all the new versions and while I love the new features, especially all these night/day/interior changes, 0119 still looks better to me.

Confidence-man, I did it by increasing the curves and setting proper sky colors in CK.

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 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 05:53 
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*sensei*

Joined: 28 Dec 2011, 08:14
Posts: 323
Glad to see good old members rejoining this thread, cheers guys :)

far327>>>
Quote:
Evo's back too?? This is great! Opethfeldt and Evo in the same day? I sense good things to come

and you are probably right ;)


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 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 06:04 
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Joined: 30 Dec 2011, 22:39
Posts: 725
Gionight wrote:
Glad to see good old members rejoining this thread, cheers guys :)


Gionight - i saw you had uploaded some beautiful shots but then took them down. Hope you decide to re-post them all :) Also, please see my hair mod I'm working on in my sig :)

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 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 06:24 
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Joined: 05 Mar 2012, 02:08
Posts: 1938
Ok here is a new and improved Dungeon detection file.

http://www.mediafire.com/?offzyachsmuuk9q


Interior cells with the new Dungeon Sky include which had regular weather before;

Angarvunde - coc Angarvunde01
Angarvunde Ruins - coc Angarvunde02
Avanchnzel - coc Avanchnzel01
Silent City Catacombs - coc BlackreachSewer01
Bleakcoast Cave - coc BleakcoastCave01
Bleak Falls Temple - coc BleakFallsBarrow01
Bleak Falls Sanctum - coc BleakFallsBarrow02
Blind Cliff Bastion - coc BlindCliffCave01


Removed the sky for Abandoned Prison cell as it is with vanilla.


The one problem I have now is that sky during day is darkened and I haven't figured out how to increase the brightness of it without changing imagespaces, thinking of RL users like myself, and to make at as compatible as I possibly can.


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 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 06:27 
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Joined: 30 Dec 2011, 22:39
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--JawZ-- wrote:
Ok here is a new and improved Dungeon detection file.

http://www.mediafire.com/?offzyachsmuuk9q




I will test tomorrow :)

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 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 06:36 
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Joined: 05 Mar 2012, 02:08
Posts: 1938
Do that, the new setting is strictly night time and I may have assigned it to inappropriate cells anyway. But it's still in the testing stage so :P


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 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 07:20 
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*master*

Joined: 27 Jan 2012, 21:46
Posts: 206
K ENB :)

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Last edited by jim2point0 on 15 Jan 2013, 07:50, edited 1 time in total.

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 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 07:37 
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Joined: 30 Dec 2011, 13:18
Posts: 665
Joey4: it's easy to test. Just try another resolution. The first menu screen should have a black background. If it's a bright black then it's fucked. And window mode is always right

Jim: where do we download this K enb? There was never an answee to this right?

Boris: I only just discovered the particle settings now. It's brilliant thanks :-) oh, btw. Window intensity day doesn't do anything

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 Post subject: Re: TES Skyrim
PostPosted: 15 Jan 2013, 07:56 
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*sensei*
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Joined: 10 Jun 2012, 12:31
Posts: 420
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@ jim2point0
ZOMG epic shots! I'm adding more and more wallpapers to my desktop, and they all come from enbdev.com :lol:

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