TES Skyrim 0.112 KAGE

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
*master*
Posts: 102
Joined: 15 May 2012, 18:15

Re: TES Skyrim 0.112 KAGE

WoodManGamer wrote:and the Night settings. It was the night ones I was trying to set ;)
FogColorMultiplierNight
FogColorCurveNight
Yep, of course. I forget.
Tywele wrote:Yep I have the same problem with the fog.
@Boris: Why do you use the old SSAO? Isn't the new one better?
It seems, because he always said it, that users (so, us), prefer the old one. I think it should be a good idea to re-think about it. Maybe the new users prefer the new one. I have never see the new one by the way.

Offline
Posts: 77
Joined: 25 Mar 2012, 10:41

Re: TES Skyrim 0.112 KAGE

I have the issue with fog also in fullscreen, i request it a few days ago, i´m glad to see that i´m not alone...

About the SSAO, i prefer the new one, is more deep and dense

Offline
User avatar
*master*
Posts: 184
Joined: 06 Jan 2012, 06:00

Re: TES Skyrim 0.112 KAGE

For the fog issue i just figured out a temporary fix: open and close the map in game (M key) and you will see the changes :mrgreen:
_________________
Opethfeldt ENB v7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17528
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.112 KAGE

I don't know anything about fog issues, told already, it's working perfect for me and it's code is the same as some other parameter like ColorPowDay, even computed at near by. If to guess that's because of optimizations when i compare previous and new value, why then it work for me, and why similar parameters work for you? May be some external factor exist?
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*master*
Posts: 184
Joined: 06 Jan 2012, 06:00

Re: TES Skyrim 0.112 KAGE

Ok, tried everything, disabled all .esp that could cause problems by modify cells, using default enbeffect.fx, loaded old savegames, etc, same result. But using the map immediately activate fog changes. I'm using a nvidia gtx680 and 301.42 drivers, same with 301.24.
_________________
Opethfeldt ENB v7

Offline
Posts: 60
Joined: 28 Dec 2011, 02:33

Re: TES Skyrim 0.112 KAGE

Works great for me I dont have any problems :3

Offline
Posts: 27
Joined: 24 Jan 2012, 23:57

Re: TES Skyrim 0.112 KAGE

And yet, I'm having inverted DoF. Why, why that? It is fading at close range instead of focusing.

Offline
*master*
Posts: 102
Joined: 15 May 2012, 18:15

Re: TES Skyrim 0.112 KAGE

The fog problem seem to be caused by using the HD6 shader. If those who have the problem could confirm that they are using it. :)

Opethfeldt
Thanks for the tips! I will try it. :D

Offline
*blah-blah-blah maniac*
Posts: 1509
Joined: 20 Mar 2012, 08:37

Re: TES Skyrim 0.112 KAGE

@Boris
Could you implement a Splittscreen Render mode (Left side = Vanilla, Right Side = ENB) ?
_________________
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17528
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.112 KAGE

CruNcher
No i can't. It's additional work for nothing and could be implemented only in special debug version, because will affect performance when playing in normal mode. I don't have time for various silly things.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
Post Reply