TES Skyrim 0.244
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Re: TES Skyrim 0.244
What a wonderful surprise! +2 to +5 FPS in some of the harder hitting areas of the game (and you fixed the waves for lowly AMD fools like me)! You rock Boris!
Last edited by refusedzero on 06 Jan 2014, 13:35, edited 1 time in total.
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Re: TES Skyrim 0.244
Yup I can also report about 2 FPS increase in performance using my preset. Lovely work!
Sounds really interesting what you got planed Boris! Cant wait to see it!
Sounds really interesting what you got planed Boris! Cant wait to see it!
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Re: TES Skyrim 0.244
Hey Boris, do you have a list of stuff you're planning to implement for Skyrim's ENB? The last one about occlusion culling was really neat.
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Re: TES Skyrim 0.244
I rarely stick to plan and never share it.
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Re: TES Skyrim 0.244
This, I perfectly understand. It's because of too many things in mind, and thinking pretty fast at several things at the same time, am I right ?ENBSeries wrote:I rarely stick to plan and never share it.
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Re: TES Skyrim 0.244
Another reason for it can also be to not receive any nagging from end users of why this and that effect wasn't implemented.
Just a guess here and more of a reason I myself would not release a feature release plan.
I was wondering Boris I recently noticed that there is a difference between ENB v13.7.13 and older vs v0.221 and newer about how it determines
what should be considered [PARTICLE] meshes, did you make any changes in later version on how ENBSeries tells them apart from what each mesh is considered as?
Reason why I ask is because in v13.7.13 and older FXSmokeChimney is adjustable through the [PARTICLE]
settings while in v0.221 and newer it is not handled by the [PARTICLE] settings anymore or any other section.
I can't test any version in between v13.7.13 and v0.221 as I don't have them and can't pin point the exact version the change was made.
Those particle meshes is not covered by the particle patch as it haven't been in need of being covered before, because those meshes reacted "automatically" to the [PARTICLE] section.
Just a guess here and more of a reason I myself would not release a feature release plan.
I was wondering Boris I recently noticed that there is a difference between ENB v13.7.13 and older vs v0.221 and newer about how it determines
what should be considered [PARTICLE] meshes, did you make any changes in later version on how ENBSeries tells them apart from what each mesh is considered as?
Reason why I ask is because in v13.7.13 and older FXSmokeChimney is adjustable through the [PARTICLE]
settings while in v0.221 and newer it is not handled by the [PARTICLE] settings anymore or any other section.
I can't test any version in between v13.7.13 and v0.221 as I don't have them and can't pin point the exact version the change was made.
Those particle meshes is not covered by the particle patch as it haven't been in need of being covered before, because those meshes reacted "automatically" to the [PARTICLE] section.
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Re: TES Skyrim 0.244
Hmm I think Jawz might be onto something there, that would at least explain why there were all of a sudden reports of certain effects not responding.
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Re: TES Skyrim 0.244
Oyama
--JawZ--
There are many reasons to not use any plans. Modding isn't job where i must do something at strict limits, creativity and enthusiasm dying when you push too hard. I starting to hate games which modify or don't like them from the beginning after looking "inside", so the less time spent - better psychic stability. I can't relax and if have something in mind, it fill every part of my life, when i eat, dreaming, watching, playing, working, etc, so if to take todo list seriously i will think entire days and nights how to implement next feature. I'm tired from life and don't have any more interests, nothing to do (it's a long story), at least modding allow to waste time from/till sleep, balancing on the edge. Imagine this like to be an painter artist in prison, walls are not infinite, but you have all life to waste somehow and only able to draw.
--JawZ--
mindflux
I can't find difference between particles and non particles in old versions and new without pointing me which versions differ from each other and what to use as example particle.
--JawZ--
There are many reasons to not use any plans. Modding isn't job where i must do something at strict limits, creativity and enthusiasm dying when you push too hard. I starting to hate games which modify or don't like them from the beginning after looking "inside", so the less time spent - better psychic stability. I can't relax and if have something in mind, it fill every part of my life, when i eat, dreaming, watching, playing, working, etc, so if to take todo list seriously i will think entire days and nights how to implement next feature. I'm tired from life and don't have any more interests, nothing to do (it's a long story), at least modding allow to waste time from/till sleep, balancing on the edge. Imagine this like to be an painter artist in prison, walls are not infinite, but you have all life to waste somehow and only able to draw.
--JawZ--
mindflux
I can't find difference between particles and non particles in old versions and new without pointing me which versions differ from each other and what to use as example particle.
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Re: TES Skyrim 0.244
Boris;
Yes that would certainly cause a loss in creativity and enthusiasm.
It's exhausting, I can relate to it somewhat just modding to have something to do as there doesn't seem to be any other better thing to do or something like that.
I'm just glad I got in to my current educational program involving something I like doing (construction using conventional and CNC mills) which keeps my mind occupied and focused during the weeks.
Except when I need to go after some of the test/"exam" blueprints to mill out a part that has no real challenge to it and can be done in a sleeping state almost, that is just mind numbingly boring.
I will look and see if I can find the versions in between v13.7.13 and v0.221 and pin point in which version the change was made and post it here when I find said version.
But so far I haven't found any resource with the needed binary files, I did however send UnrealWarfare a PM as I know he had all binary files upload to his site before but currently only has the 0.236 binary uploaded now.
As for example particle it would be the fxsmokechimney01/02
Extracted BSA file location: Data/meshes/effects/ambient/fxsmokechimney01
In-game it can be found in Whiterun at the main gate and it is the smoke emitting from the fire scones at the end of the bridge and other scones/pits and chimneys scattered around that world cell.
coc whiterunorigin
Particle type in question marked with blue
Yes that would certainly cause a loss in creativity and enthusiasm.
It's exhausting, I can relate to it somewhat just modding to have something to do as there doesn't seem to be any other better thing to do or something like that.
I'm just glad I got in to my current educational program involving something I like doing (construction using conventional and CNC mills) which keeps my mind occupied and focused during the weeks.
Except when I need to go after some of the test/"exam" blueprints to mill out a part that has no real challenge to it and can be done in a sleeping state almost, that is just mind numbingly boring.
I will look and see if I can find the versions in between v13.7.13 and v0.221 and pin point in which version the change was made and post it here when I find said version.
But so far I haven't found any resource with the needed binary files, I did however send UnrealWarfare a PM as I know he had all binary files upload to his site before but currently only has the 0.236 binary uploaded now.
As for example particle it would be the fxsmokechimney01/02
Extracted BSA file location: Data/meshes/effects/ambient/fxsmokechimney01
In-game it can be found in Whiterun at the main gate and it is the smoke emitting from the fire scones at the end of the bridge and other scones/pits and chimneys scattered around that world cell.
coc whiterunorigin
Particle type in question marked with blue
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Re: TES Skyrim 0.244
Which binary do you need ? i have these :--JawZ-- wrote:
I will look and see if I can find the versions in between v13.7.13 and v0.221 and pin point in which version the change was made and post it here when I find said version.
But so far I haven't found any resource with the needed binary files, I did however send UnrealWarfare a PM as I know he had all binary files upload to his site before but currently only has the 0.236 binary uploaded now.
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