Hi Boris,
I'm trying to figure out the bloom/lens flare/adaptation issue a number of users have reported, where the image looks like this: http://i.imgur.com/jhCGqTp.jpg
I can reproduce this in my game with my 'standard' ENB configuration and no mods installed ... except OmegaRed, so this is related.
Attached is a FNV savegame with only the OmegaRed mod, and my ENB configuratuion just in case. Right when you load the savegame you should see the issue right away. As always, am on Shaderpack 17...
Can you identify what is setting off the bloom/lensflare to extreme values?
EDIT: file downloaded and deleted
Fallout 3 / New Vegas 0.173
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Re: Fallout 3 / New Vegas 0.160
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Re: Fallout 3 / New Vegas 0.160
Damn it! I'm tired to install/uninstall new vegas, it takes time to download it from steam. Uh well, go to do this again...
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Re: Fallout 3 / New Vegas 0.160
Haha, sorry Boris ... I try to catch all the bugs at once, but sometimes I cannot. Maybe I need a bigger net? ^_^
Also, I think Marcurios may be willing to help to create an 'ENB-helper mod' for Fallout New Vegas, like something similar to what is being made for Skyrim.
As I understand, you would need the mod to:
- Create a number of spheres in grid formation across the entire game world
- The spheres should have a large number of vertices / triangles so that it is easy for ENB to identify
- The spheres should be configured to respond in a certain way to the Night Eye effect (i.e. should turn RED or something), so that this variable can be passed to ENB through the object
That is probably not entirely accurate ... can you help make my description more accurate so I can share with Marcurios?
Also, I think Marcurios may be willing to help to create an 'ENB-helper mod' for Fallout New Vegas, like something similar to what is being made for Skyrim.
As I understand, you would need the mod to:
- Create a number of spheres in grid formation across the entire game world
- The spheres should have a large number of vertices / triangles so that it is easy for ENB to identify
- The spheres should be configured to respond in a certain way to the Night Eye effect (i.e. should turn RED or something), so that this variable can be passed to ENB through the object
That is probably not entirely accurate ... can you help make my description more accurate so I can share with Marcurios?
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Re: Fallout 3 / New Vegas 0.160
Yes, you described how i see this should be done, but helper mod is created not by me, so i don't know all details. Unfortunately there are many issues with visibility of objects, i found that in skyrim in some interiors they not draw and AndyW said it's because of clippers. Today he gave me another version, which place several objects to player position and their scale is the factor of distance between them and center of game world, but it's not work because camera free fly mode makes these objects not rendered as player position is not same as camera position and objects get lost from camera frustum very fast. First version with huge single object other entire world and centered/rotated to zero of world axes (with fixed scaling) do not work because it's stop drawing when moving about half miles away from it's center and as author said it's probably because of cells unloaded which contained the object. The last chance we thinking about is the 3d space grid to cover all environment by huge objects, but amount of such objects is very big, for example 10*10 km *0.5 is 400 objects only in horizontal plane, but vertical axis also must be filled by them. Not sure if game engine can handle them at stage of checking visibility to camera.
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Re: Fallout 3 / New Vegas 0.160
Downloaded the game, but i see now that you forgot to add savegame to the file, it's only have config inside.
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Re: Fallout 3 / New Vegas 0.160
Sorry, I forgot. It is too large to attach here, I have uploaded to my server:
http://www.tapioks.com/filehosting/ENB_160_BrightGlitch_Save.zip
http://www.tapioks.com/filehosting/ENB_160_BrightGlitch_Save.zip
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Re: Fallout 3 / New Vegas 0.160
Hello, I am getting the same crash on start up problem with this version of the ENB as with the last one. I'm sorry I can't provide any more information but there really isn't any, no error message or anything, it just starts up to a black screen and then crashes. Anyone else getting this? Any help would be much appreciated.
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Re: Fallout 3 / New Vegas 0.161
tapioks
Fixed, download 0.161 and redirect users to it.
Eat Thy Figs
I have an idea (if it's drivers). Version 0.150 use different directx library named d3dx9_40.dll, but newest use d3dx9_43.dll. Grab _40, put it to game folder and rename to _43.
Fixed, download 0.161 and redirect users to it.
Eat Thy Figs
I have an idea (if it's drivers). Version 0.150 use different directx library named d3dx9_40.dll, but newest use d3dx9_43.dll. Grab _40, put it to game folder and rename to _43.
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Re: Fallout 3 / New Vegas 0.161
Thanks Boris!
Another question for you (I seem to have a million at all times)...
The attached effect.txt file for 'animated noise' does not seem to work with the recent versions of ENBseries for Fallout...
Is there just some simple thing set up incorrectly in the file? The file works fine with some older versions of ENBseries...
Another question for you (I seem to have a million at all times)...
The attached effect.txt file for 'animated noise' does not seem to work with the recent versions of ENBseries for Fallout...
Is there just some simple thing set up incorrectly in the file? The file works fine with some older versions of ENBseries...
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Re: Fallout 3 / New Vegas 0.161
it's not working, because have a bug,the lines:
do not pass res.x, res.y, res.z as inputs with current definitions set. If you don't use ESHARPENING, then before it res.xyz must be set to origcolor. Also tcol in the cycle is not required without ESHARPENING, so better to move it under #ifdef ESHARPENING.
fixed version:
Code: Select all
float origgray=max(res.x, res.y);//dot(res.xyz, 0.333);
origgray=max(origgray, res.z);
fixed version:
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