TES Skyrim SE 0.347

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Re: TES Skyrim SE 0.347

I understand why it's a problem. But is there some better way of detecting nightvision other than Params01[5].w? It's very annoying to have it trigger all the time when I cast spells. It's also not an option to play without nightvision on a vampire character. And I don't want to disable ENB or its postprocessing.

Maybe I can put in a time threshold so my nightvision shader only activates when Params01[5].w > 0 is true for a few seconds. Spell effects are usually very short.

EDIT: I can't figure out how to implement a timer, I can only put constant global variables inside enbeffect.

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Re: TES Skyrim SE 0.347

Saeri
Why not just press shift+f12 when you need night vision? This mode do not work well with presets anyway and disabling mod is same key binded thing as you asking. Params01[5].w do active only when night vision mode is enabled by the game, there is no way i could make separate detection of vampire vision vs khajiit or what else game have, its the only thing available to me (internally it's two shaders, i just mixed in to single). You can try make some mod for the game which change that value, but i dont know what is it, image space modifier maybe, im not familiar with native modding in CK or scripts.

kingeric1992
Probably i will make temporary version for you with that feature instead of public, it's less bother for me till you know what do you need. Then i'll port to public version all changes. Wait a bit, i'll send you PM with it.
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Re: TES Skyrim SE 0.347

The ENB Sharder parmeters window's Constants will tell you the Night Eye value, and the final value was 0.09804. I'm using this logic on my OragnicENB. I used 0.098 value on the first check for the gradual raising brightness, but you could you use the 0.09803 for the first value if you want switch on/off like effect.

if(Params01[5].w > 0.098 && Params01[5].w < 0.09805) // Add more brightness for Khajiit night vision (0.09804)
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Re: TES Skyrim SE 0.347

skysan4298 wrote:The ENB Sharder parmeters window's Constants will tell you the Night Eye value, and the final value was 0.09804. I'm using this logic on my OragnicENB. I used 0.098 value on the first check for the gradual raising brightness, but you could you use the 0.09803 for the first value if you want switch on/off like effect.

if(Params01[5].w > 0.098 && Params01[5].w < 0.09805) // Add more brightness for Khajiit night vision (0.09804)
Those values depend on the night vision mod installed, with Predator Vision for example it's somewhere between 0.05 and 0.1 depending on what brightness you configure it at. Other than mod configuration the value stays fixed though, so I could use the formula you suggest. However, there's a slight problem.

Most AoE spells I've tried have a very short pulse of about 0.03, so it would be pretty easy to just fix the threshold somewhere above that. Unfortunately, the vampire lord's movement skill (Bats) goes to a whopping 0.3 and it fades in and out gradually, meaning that whatever value I fix the night vision trigger at, the Bats effect will pass it and flash the effect for a few frames. Not pretty.

I'm going to fiddle around with the night vision effect in the Creation Kit a bit, see if I can force it to a value that no other vanilla effect ever reaches.

BTW, the other 3 floats in that parameter are a colour, I think it's just a screen tint. Doing something like this:

Code: Select all

float3 nv = float3(Params01[5].x, Params01[5].y, Params01[5].z);
color.rgb = lerp(color.rgb, nv, Params01[5].w);
Will produce an effect very similar to how those spells and night vision are supposed to look in vanilla. I still wanna tinker with a night vision trigger some more, so I can do interesting stuff like vignettes and blurring.

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Re: TES Skyrim SE 0.347

Update: as far as I can tell in Skyrim Creation Kit, Params01[5].rgba is just the Fade Color property of the Image Space Adapter. It's very easy to make a plugin that sets this to a very unique value for Night Eye only. e.g. (0,0,0,1) is something that's unlikely to conflict with any other effect.

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Re: TES Skyrim SE 0.347

Discovered a weird thing...

I noticed that ENB [Windowlight] parameters are not working for Whiterun, Solitude and Riften outdoor (houses windows from outside) - windows with ENB are darker than without ENB and changing parameters has no effect at all. ([Windowlight] parameters for interiors and for other settlements are working fine)

I tried disabling many mods and earlied saves - no change.

Has anyone had such problem ?

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Re: TES Skyrim SE 0.347

Anubis wrote:Discovered a weird thing...

I noticed that ENB [Windowlight] parameters are not working for Whiterun, Solitude and Riften outdoor (houses windows from outside) - windows with ENB are darker than without ENB and changing parameters has no effect at all. ([Windowlight] parameters for interiors and for other settlements are working fine)

I tried disabling many mods and earlied saves - no change.

Has anyone had such problem ?
Are you using ELFX Exteriors? It edits exterior building meshes in the cities you mentioned - and specifically the windows.

For [WINDOWLIGHT] to work, meshes need to have glow shader enabled. But ELFX' author replaced glow shader with multilayer parallax shader. This is what gives "depth" (similar to glaciers), but it also means that compatibility with [WINDOWLIGHT] is broken.

The simplest solution would be to remove Exterior module and stick to base ELFX.

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Re: TES Skyrim SE 0.347

Hyareil wrote:
Anubis wrote:Discovered a weird thing...

I noticed that ENB [Windowlight] parameters are not working for Whiterun, Solitude and Riften outdoor (houses windows from outside) - windows with ENB are darker than without ENB and changing parameters has no effect at all. ([Windowlight] parameters for interiors and for other settlements are working fine)

I tried disabling many mods and earlied saves - no change.

Has anyone had such problem ?
Are you using ELFX Exteriors? It edits exterior building meshes in the cities you mentioned - and specifically the windows.

For [WINDOWLIGHT] to work, meshes need to have glow shader enabled. But ELFX' author replaced glow shader with multilayer parallax shader. This is what gives "depth" (similar to glaciers), but it also means that compatibility with [WINDOWLIGHT] is broken.

The simplest solution would be to remove Exterior module and stick to base ELFX.
Thank you for the info. I indeed use ELFX Exteriors. But i already tried to disable it along with some other mods. Did not make any difference. I did not uninstall it completely - just disabled. Does it matter ?

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Re: TES Skyrim SE 0.347

It has likely installed its own meshes in the data/meshes unless they’re in a bsa.

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Re: TES Skyrim SE 0.347

mindflux wrote:It has likely installed its own meshes in the data/meshes unless they’re in a bsa.
Yep. It is indeed installing stuff into meshes and textures folders.
Uninstalled ELFX Exteriors and problem gone. But other bad stuff appears without it: lights popping in and out, no shadows under bridges and all kinds of other crap.

Then i tried to reinstall ELFX Exteriors and delete manually all window related files that this mod installs - it resulted in purple windows.

It is like choosing between several bad things... :(
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