TES Skyrim 0.266

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Re: TES Skyrim 0.266

I am also having the "blue bug" with the new Z-prepass option. It seems to be some incompatibility with parallax, as I only have the bug on surfaces with parallax. It occurs on several of Pfuscher's (a.k.a. Zerwas1's) parallax textures and the farmhouse roofs from the Vivid Landscapes mod. If I remove the parallax textures, the blue outlines/specks do not occur with the Z-prepass.

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Re: TES Skyrim 0.266

Guredo
English only.

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Re: TES Skyrim 0.266

SkyrimTuner -

YES, this issue I have had on and off as well, and posted some findings on VERDANTS grass forum.

Taken from forum :

Just noticed this issue :

https://www.youtube.com/watch?v=Z_1QrmVo1JQ


This was found in the bog area near Solitude.
Looks like two grass that are getting conflicted in which to render.

*NEWS*

Further testing I have found that there is a clash with this mod and Vivid Landscapes - All in One by Aron.
Disable one or the other and all is well.
Explains also why I sometimes see rock texture, also apart of Vivid. I was using the LOOSE file version of Vivid and now trying the BSA version to see if it will help compatibility.

*UPDATE*

BSA file version seems to work fine with this mod now, therefore I suggest those that see rock textures and flickering plants review to see if they also have VIVID LANDSCAPES mod as well.

Issue returned. In the bog near Solitude and finding this annoying cycling slideshow of different grass +
Well further head scratching and thinking , I went and tried Unique Grasses and Ground Covers and things were even worse. I was getting 3 types of grass circulating as I turned my head, so this was not a single issue with Verdant but was effecting other grass mods to.

I then looked at The Skyrim Distance Overhaul LOD Improvement by Grieche and decided to uninstall it for testing purposes and it stopped the issue. I then went back to Verdent and low and behold all ok again.

I went out of the cell and came back, still okay.

Could it be this time fixed I wonder. But why would it be SDO be causing me issues this time is what puzzles me.
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Re: TES Skyrim 0.266

Jay_ombie
We already know the issue is caused by EnableZPrepass=true. Those other mods may exacerbate the problem but the root cause is that parameter. Disable it and it's solved. It could be that it may be a parallax related issue but I'm not sure. Once Boris has some time he can look into it. Until then we're missing out on 0.5-1 fps as prod mentioned. No need to uninstall all those mods.
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Re: TES Skyrim 0.266

Ahh okay... I was just lending my thoughts and findings on the matter.
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Re: TES Skyrim 0.266

Jay_Ombie
I just realized, after reading your response, that my post seemed a little angry or something. Sorry!
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Re: TES Skyrim 0.266

No problem. ;)

But for input, I was getting these issues even with 'EnableZPrepass=false' in my enblocal.
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Re: TES Skyrim 0.266

Boris - is it possible to have a saturation control over the fresnel reflections on water?
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Re: TES Skyrim 0.266

Hi,

I just registered to be able to ask the following question:

I searched almost 4 hours to find any solution for my problem and I'm not sure if there even is a solution. My question is, is it normal that the sky reflections of the water change in third person view? I mean if I zoom in/out or use different angles, the reflection almost disappears (only talking about the sky reflection).

I read about some sky reflection fix, but I was not sure if it should fix this problem (it is activated in my enbseries.ini). Could it be that this is a known problem everyone has or is there something that can be done?

Thx for an answer!

PS: Love your work!

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Re: TES Skyrim 0.266

Yes it is normal... the reflections are based off the position of your character not the camera as you move it around in 3rd person or free form.
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