The Elder Scrolls Skyrim (TES Skyrim, Скурим Свитки)
Graphic mod / patch ENBSeries 0.211
Replaced protection from other software by message at start. Also not terminating those processes, it's your problem. Using of proxy funtionality also bring warning.
TES Skyrim 0.211
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TES Skyrim 0.211
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Re: TES Skyrim 0.211
быстрее всех пока. самая крутая версия, час игры и никаких проблем
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Re: TES Skyrim 0.211
could fixparallaxbugs be moved to enblocal for those who are not using enbseries.ini for graphics?
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Re: TES Skyrim 0.211
I don't believe it can (Boris can correct me) because that parameter is part of the graphics element and can't be used with the memory patch only.Gekko64 wrote:could fixparallaxbugs be moved to enblocal for those who are not using enbseries.ini for graphics?
I'll download and do some testing with 0.211
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Re: TES Skyrim 0.211
Lazy preset authors should get off their behinds and get their game looking good the proper way rather than relying on pseudorandom magical image boosting effects in SweetFX to do it for them.
But here's a version of LumaSharpen ported to effect.txt I've used for those who complained.
But here's a version of LumaSharpen ported to effect.txt I've used for those who complained.
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Re: TES Skyrim 0.211
Boris
Thank you. Really. But you should take some rest, really.
rorahris
Thank you really for the effect.txt file ! People should use it instead of SweetFX. Would prevent some issues and improve performances (no third party dll).
Thank you. Really. But you should take some rest, really.
rorahris
Thank you really for the effect.txt file ! People should use it instead of SweetFX. Would prevent some issues and improve performances (no third party dll).
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Re: TES Skyrim 0.211
I agree with you to a point, but some enb preset authors have an artistic vision and enough know-how to get most of what they want out of ENB but some things are beyond their knowledge (i.e. writing code) and so use SweetFX to get the final look they want without knowing exactly how to code. Think about some of the great authors you put into that category: Oyama, Unreal Warfare, Bronze316, SkyrimTuner, ewi65, and quite a few more. So perhaps there is a "proper" way to do things, but that's not the only way to do things and the other way may actually work better in some situations. It's just very official now that those methods are not supported by Boris and issues should be directed to the enb preset author.roxahris wrote:Lazy preset authors should get off their behinds and get their game looking good the proper way rather than relying on pseudorandom magical image boosting effects in SweetFX to do it for them.
But here's a version of LumaSharpen ported to effect.txt I've used for those who complained.
That said, if authors have these sorts of assets available to them, I would agree that these be used instead to avoid 3rd party involvement.
EDIT: Btw, I should say thanks for that file. I started using it to test it out and everything is much sharper than before (wasn't using SweetFX or anything else), so thank you!
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Re: TES Skyrim 0.211
Boris
Uhmm looks like I am only one interested for some reason (maybe people missed it, I don´t know)... but does this mean there will be no ENB shader suite or will you still have a look at it when time is good? :>
Still would love to see this realized ^^
roxahris
Thank you for the code
Uhmm looks like I am only one interested for some reason (maybe people missed it, I don´t know)... but does this mean there will be no ENB shader suite or will you still have a look at it when time is good? :>
Still would love to see this realized ^^
roxahris
Thank you for the code
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Re: TES Skyrim 0.211
@Boris - Thank you for all of your hard work. I would have stopped played skyrim a long time ago, but ENB keeps pulling me back.
@Whoever - I wonder if anyone would be willing to port all of SweetFX functions to an effect file?
@Whoever - I wonder if anyone would be willing to port all of SweetFX functions to an effect file?
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Re: TES Skyrim 0.211
roxharis
Nicely done
I recently modified the LumaSharpen shader myself by adding different patterns and modifying existing ones.
All
Indeed, lots of things could be moved to an effect.txt, some could be right in the effect.fx, some in the prepass.fx, and so on.
Thus being said, I think Boris took the right decision with the warning message.
Everyone of us should be able to feck his game as he wants to , since Boris is free as well to not support any resulting bug from these experimentations.
I personally didn't had any issue related to SweetFX, I even chained PostSharpen from FXAA shaders (even more simple to port to effect.txt) after SweetFX and ENB without any problem.
All that counts in the end is the resulting look, the final render.
Depending on where and how the code works, results may greatly vary.
Imagination shall be our only boundary I say.
Thanx for all, Boris, simply ignore what you have to ignore and all will be fine
I didn't update my presets to post 0.2xx yet on Nexus, since I added a lot to my existing shaders.
Supporting the new options would be too much work right now
Nicely done
I recently modified the LumaSharpen shader myself by adding different patterns and modifying existing ones.
All
Indeed, lots of things could be moved to an effect.txt, some could be right in the effect.fx, some in the prepass.fx, and so on.
Thus being said, I think Boris took the right decision with the warning message.
Everyone of us should be able to feck his game as he wants to , since Boris is free as well to not support any resulting bug from these experimentations.
I personally didn't had any issue related to SweetFX, I even chained PostSharpen from FXAA shaders (even more simple to port to effect.txt) after SweetFX and ENB without any problem.
All that counts in the end is the resulting look, the final render.
Depending on where and how the code works, results may greatly vary.
Imagination shall be our only boundary I say.
Thanx for all, Boris, simply ignore what you have to ignore and all will be fine
I didn't update my presets to post 0.2xx yet on Nexus, since I added a lot to my existing shaders.
Supporting the new options would be too much work right now
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