TreyM wrote:You're obviously not editing the correct files. Don't blame user error on enb. It works fine once you make the proper edits.
there is no mistake with files since both nextgen and NG_first are in the same timecycle_modifier… but since you don't elaborate your answer I can't elaborate mine either.
I tried with vanilla timecycle just to discard and still not working so I guess nothing I can do here except pray for Boris to consider making a standalone MSAA or something
TreyM wrote:You're obviously not editing the correct files. Don't blame user error on enb. It works fine once you make the proper edits.
there is no mistake with files since both nextgen and NG_first are in the same timecycle_modifier… but since you don't elaborate your answer I can't elaborate mine either.
I tried with vanilla timecycle just to discard and still not working so I guess nothing I can do here except pray for Boris to consider making a standalone MSAA or something
If you can't even get it working with vanilla files, then there is clearly something wrong on your end. Again, don't blame the ENB binaries for user error.
TreyM wrote:You're obviously not editing the correct files. Don't blame user error on enb. It works fine once you make the proper edits.
there is no mistake with files since both nextgen and NG_first are in the same timecycle_modifier… but since you don't elaborate your answer I can't elaborate mine either.
I tried with vanilla timecycle just to discard and still not working so I guess nothing I can do here except pray for Boris to consider making a standalone MSAA or something
If you can't even get it working with vanilla files, then there is clearly something wrong on your end. Again, don't blame the ENB binaries for user error.
I don't blame anything I'm just trying to figure out... if you can't help then just don't, the fact that it works for you doesn't mean it works for everyone, see comments on other forums too and you'll realize it doesn't work for everyone even with the given "fix".
I don't like bothering people and I try to read and search forums before doing so, if my comments bothers you somehow it wasn't my intention.
PS: if you read Boris I forgot to mention my settings are dx11 and veryhigh/ultra, except advanced options (where framescaling) everything there is disabled.
Isn't there any debug thing we can run?
lomerta Portal2x2
Debug version can help, but if you have issues like that when mod never turns on post processing, it means many shaders are never activated, so even if for certain time of the day and weather and game setting you will dump shader and i patch them, it's impossible for user to spent arouseveral days sneaking around to dump all possible values.
Here attached debug version, it createing enbseries.log file in game folder when press "end" key. I need this file when post processing not working. And it is different when msaa enabled or disabled, when camera stands still or moving and underwater. So the best case is to set msaa off, capture this file when camera do not moves, then rotate camera by mouse and in that momebt capture file again, then go underwater and do the same 2 captures, then turn on msaa (x2 or any, doesnt matter) and do the same dumps. Of course i need file properly named to understand at which conditions it was captured. And also check values of temporary variables 1,2,3,4,5 - they all should increase and give me info which do not change when bug occurs.