TES Skyrim SE 0.371

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Re: TES Skyrim SE 0.371

Big Thanks to Boris and aers for the per weather support! :) However I hate to say that I found the same bug mentioned by fadingsignal before. It occurs during Dusk time. After it everything is OK.... But Dont worry Boris, take your time ..........
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Re: TES Skyrim SE 0.371

Well, GetTime is properly doing 20.0+ for those hours, so maybe some math error in ENB. You'll have to wait for his computer to not be broken.

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Re: TES Skyrim SE 0.371

Most likely it's mistake in table which convert time to dawn, sunrise, day, etc blending factors, i did fix for it in some of the mods, then in some others because copied old code, gta5 users reported me the same problem if i remember.
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Re: TES Skyrim SE 0.371

ENBSeries wrote: fadingsignal
I can't do any tests, having issues with computer again and no idea when will fix.
No rush! Best of luck with getting your computer up and running again! :)

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Re: TES Skyrim SE 0.371

If your computer problems turn out to be failing hardware I can send over some republic credits to help. ;)

I am hoping I can persuade you to reconsider revisiting your previous fix for Footprints/Enhanced Blood decal type mods. If it is impossible to provide those fixes without causing other issues like the specular problem, then possibly a toggle for people that find the blood square textures a more jarring immersion disruption?

After working with the author of enhanced blood nothing seems to prevent those nasty boxes from showing up. I know I for one would be satisfied with a simple toggle, but if something more elaborate and more long-term were possible, possibly a different toggle for a mode that comes with a performance hit but fixes both problems for those with the hardware to handle it would be a possible second option?

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Re: TES Skyrim SE 0.371

Footprints works OK when Alpha Testing is enabled. I haven't tested EBT.
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Re: TES Skyrim SE 0.371

LE engine forces alpha testing in places SE engine doesn't so it would make sense if you need to add alpha testing to a ton of stuff.

This is why tree and object LOD reflections in water are broken in SE.

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Re: TES Skyrim SE 0.371

aers wrote:LE engine forces alpha testing in places SE engine doesn't so it would make sense if you need to add alpha testing to a ton of stuff.

This is why tree and object LOD reflections in water are broken in SE.
Working with the author of EBT, enabling alpha test manually for every texture in the mod does not resolve the issue. Nor does completely removing specular maps and even re-saving as 1-bit explicit alpha.

Interestingly it does not appear to happen in all scenarios. Mainly interiors, and specifically snow landscape textures appear to trigger the problem. Possibly due to high albedo?

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Re: TES Skyrim SE 0.371

Phinix
Guzio reported with video https://www.youtube.com/watch?v=1E9GmpctM3c bug when i enabled one fix. Then i did other and this viewtopic.php?f=21&t=6148 was reported as global bug in many places, so in 0.371 i removed this fix and now getting complains here. I am patching shaders and if shader is the same for different objects, how can i fix it? These fixes are based on passing alpha output from scene color to multiple render targets as alpha output to make the same blending. Or on the contrary disable blending by 1 when alpha is wrong. Don't know, may i should ignore performance loss and add another render target to defer and not use alpha channel data to avoid transparency problems (and pray this could help). I can also try to not draw all those "fixed" objects to subsurface scattering as amount of it, but if i understood correctly, those objects can be rendered not just decal on something, but as individual mesh, so if it not produce masking for sss, any character behind such object will be kinda overlayed when sss applied.
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Re: TES Skyrim SE 0.371

ENBSeries wrote:I am patching shaders and if shader is the same for different objects, how can i fix it?
I don't know enough about the shader process to imagine possible solutions however I can appreciate how this would be challenging. Perhaps if there was a way to gain some knowledge about the type of object that would allow only applying the fix when a certain type that does not cause bugs is detected? I don't know if that is even feasible.

Of the options you suggested the first would probably be better, depending on how much performance cost is involved. It could maybe have a toggle option under the [FIX] section and a note on the release page that it comes with a performance cost?

I have a lot of time available currently and would be happy to do extensive testing of anything you might try if you do decide to tackle this.
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