jonwd7
The strobing occurs the moment I start the game. It doesn't go away even if I Save and Apply my configuration.
Then it's not because of volumetric mist, i can't do this. The only code i changed is workaround for that TFC bug in previous version. Volumetric mist just use one more texture and one more matrix, it's other variables are same as for old mist, no separate drawing or anything like that, so i don't have any ideas what to start from to fix and don't have the issue at all. Share your config then and find out where this occur, if any dependency can be seen.
Issue with opacity for all transparent objects occur because mist computed from depth, but transparent objects are not drawed to depth (they can't). If i draw mist before transparent objects, then they all will be visible without mist (water too btw) at any distance, which is much more uglier bug than current. I wwrote various solutions in the time i worked with old mist, but no one implemented yet.
if you have EnableMist=true and EnableVolumetricMist=true when loading the game, then make EnableMist=false, then Save config, apply config, and still have EnableVolumetricMist=true, you still get all mist (both volumetric and not)
No, it is not right. Both mists can be enabled in config, but volumetric have higher priority and only it work then. I can move volumetric mist toggling under [MIST] category, but it's very different looking feature to place it there. Water have parallax parameters, but it's still flat water and player understand where to find parameters, but if he/she see something new in 3d space, where to find that?
but it takes a bit of effort adding lots of anchor
I placed 4 anchors at the corners of the world map at 0 level by Z axis, then it's the basement for any other manipulations.
Jafin16
especially the potential need of 1000+
Why so many anchors? I'm placing about 10 for entire valley of Whiterun and that's enough for mist or fog, even one cumulus cloud have similar size.
how long it took before per weather settings
There is no much work for per weather setting, because anchors are always the same for all weathers, only parameters in the enbseries.ini changes. This is done to make editing much more simple, too much work for unimportant effect.
Aiyen
Would it not be possible for you to calculate a heightmap for the worldspace and export it? Then a utility to auto calculate the anchors based on height could be done.
This will not work, anchors must not be placed on terrain by it's height everywhere. It's not the mist then, rather glowing mountains.
place only anchors at height X with an equal spacing Y across the entire world space.
For what reason? Only one anchor is enough to do that.