TES Skyrim SE 0.386

Forum rules
new topics are not allowed in this subsection, only replies.
Post Reply
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17551
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.386

Still i need to process 378 shaders to find which of them are old and i don't even know software which can automate process of finding most equal files between two lists. Doing this manually is weeks, i have no time for this shit.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 1
Joined: 14 Jun 2019, 02:08

Re: TES Skyrim SE 0.386

ENBSeries wrote:Still i need to process 378 shaders to find which of them are old and i don't even know software which can automate process of finding most equal files between two lists. Doing this manually is weeks, i have no time for this shit.
I think you can create a svn (or git) repository. Put into the old shader files, and commit, then put into the newer shader files. Then you can find the diff between all files.

The gui svn client is TortoiseSVN. The svn server software is visual svn server. They are all free.

Offline
Posts: 40
Joined: 02 Sep 2018, 10:41
Location: China,Shanghai

Re: TES Skyrim SE 0.386

aers wrote:
Lire_ wrote:They always bring the useless updates to ruin modder's work,what a suck :(
While it may seem that way as a PC player fixing the lighting shader at the source was the only way PS4/XBOne were ever getting fixed.

That's ashamed,i forget to consider about this.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17551
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.386

weiweiwitch
Files have different names and their content also, like registers numbers, so to do that i need to grab one file from each and compare to each another. And the problem is that it's difficult to make some automatic algorithm for me cause i'm not familiar with such things and similarity between almost all shaders is very high cause generated by uber shader method. I refuse do this manually, it's many thousands of times to open up and compare files.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
*master*
Posts: 171
Joined: 01 Feb 2013, 07:45

Re: TES Skyrim SE 0.386

that is really bad news. shame on bethesda. Thanks Boris anyways for all the good work you do. I can understand that its just a hideous process of going through all the shader code.

Offline
Posts: 2
Joined: 15 Jun 2019, 16:10

Re: TES Skyrim SE 0.386

Dear all,

I can't find a download link for the latest version. I just followed the steps of the Skyrim Beautification project but can't find any download link on the designated page. Any help would be appreciated.

Offline
*master*
Posts: 171
Joined: 01 Feb 2013, 07:45

Re: TES Skyrim SE 0.386

Hey you,

just go to download section scroll down find Skyrim SE -> press on the word -> scroll down again until you see the word download press and download.

Offline
Posts: 2
Joined: 15 Jun 2019, 16:10

Re: TES Skyrim SE 0.386

Dragens wrote:Hey you,

just go to download section scroll down find Skyrim SE -> press on the word -> scroll down again until you see the word download press and download.
Thanks, I wasn't aware there was a link. Much appreciated.

Offline
*sensei*
Posts: 286
Joined: 20 Sep 2012, 00:20
Location: the perfect system

Re: TES Skyrim SE 0.386

It sounds like we need to crowd source this work so that every time Bugthesda decides to break SKSE, ENB, and 90% of the best mods for PC that rely on them, individual authors are not each expected to recreate the entire wheel, duplicating the work each other is doing, often resulting in them quitting modding altogether (.NET Framework, etc.).

A central wiki type site with addresses to each specific function by application (SKSE, ENB) and game client version would be best. That way as the SKSE team updated their list they could push it online so others had it, and if others wanted to help remap ENB-related addresses, they could publish there too.

Would help take this unfair and frankly poorly designed burden off of developers.

What I don't quite understand is why with as advanced as technology has become we cannot manage some form of global reference system that allows you to hook these addresses by a universal identifier that remains unchanged across client updates, that could then be redirected internally instead of having to recreate a roadmap just to access internal functions every time an update happens.

Is it intentionally obfuscated this way as part of some anti-reverse engineering/anti-tampering strategy, or just a poorly thought out technology?

Offline
Posts: 37
Joined: 04 May 2018, 18:15

Re: TES Skyrim SE 0.386

ENB doesn't hook game addresses and 0 things moved in the binary between 1.5.73 and 1.5.80. Regardless, I'm not sure you even understand what you're talking about.

Anyway if people want to fix SSS and character stuff they can download the old shader bsa via steam depot and install it as a mod.

edit:

I uploaded 1.5.73 shaders as an optional file here https://www.nexusmods.com/skyrimspecial ... ?tab=files

I dont have the ability to test it right now but it should make all enb features fine on 1.5.80
Post Reply