TES Skyrim SE 0.370

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17549
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.370

aers
Done, i hope. Before releasing to public, i need link to binary of helper plugin (on your site or Nexus page) and all other required information. Here is build with weather system

EDIT: file deleted
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

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

Re: TES Skyrim SE 0.370

ENBSeries wrote:Phinix
It doesnt matter image based lighting or anything else, problem is the same - alpha blending do not work for normal map and all other channels cause of how game renderer designed and i can't fix that without ruining other objects. The only way to fix without do any harm is via alpha test for every mod.
Thank you for clarifying. If I understand this is something that needs to be edited on the .ESP of the mod itself? I opened Enhanced Blood Main.esp in SSEEdit and looked at the Texture Set section which appears to be where all of the decal textures are defined. There is a Flags section under DODT DecalData which has check boxes for Parallax, Alpha - Blending, Alpha - Testing, and No Subtexture.

Would the proper way to solve this be to uncheck any that have Alpha - Blending enabled and replace it with Alpha - Testing?

EDIT: Looking at the Footprints mod, which works fine with ENB currently, only one texture has Alpha - Testing enabled (footprintsDummySnow) and that texture has Alpha - Blending enabled as well.
Last edited by Phinix on 04 Feb 2019, 20:13, edited 2 times in total.

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

Re: TES Skyrim SE 0.370

ENBSeries wrote:aers
Done, i hope. Before releasing to public, i need link to binary of helper plugin (on your site or Nexus page) and all other required information. Here is build with weather system
Okay. Gimme 10 minutes and I can release on Nexus.

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

Re: TES Skyrim SE 0.370

Here: https://www.nexusmods.com/skyrimspecial ... ods/23174/

Is just SKSE plugin, so they can install as any normal SKSE plugin in their mod manager.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17549
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.370

aers
Thanks, then ill provide that link in description. But if something will change about game or skse, it's totally your task to do updates.

Phinix
I am not familiar with such things, but alpha blend and alpha test must be enabled both. If value of alpha reference (AlphaRef?) is available, then probably tweak it to avoid wrong cut off by alpha test. The idea is to remove from drawing those areas, which not visible in color channel, but drawed to others (correct alpha blend only applied to color channel, everything else is buggy).
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

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

Re: TES Skyrim SE 0.370

Yeah it's fine.

Offline
Posts: 10
Joined: 15 Jan 2019, 13:13

Re: TES Skyrim SE 0.370

You guys added per weather support - thank you, this is great news and was the main reason I was avoiding SSE until now, but now I can really get to work. Hoo boy, are all those preset makers gonna have a busy few weeks ahead of them!

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

Re: TES Skyrim SE 0.370

ENBSeries wrote:I am not familiar with such things, but alpha blend and alpha test must be enabled both. If value of alpha reference (AlphaRef?) is available, then probably tweak it to avoid wrong cut off by alpha test. The idea is to remove from drawing those areas, which not visible in color channel, but drawed to others (correct alpha blend only applied to color channel, everything else is buggy).
Alas, I have met with no success. I have attempted enabling Alpha Testing + Blending as well as several other combinations, changing the unknown flag in SSEEdit to match that of Footprints (which oddly does not appear to have this issue), even manually re-saving all the blood textures with explicit 1-bit alpha, and nothing appears to avoid this issue.

I was going to contact jonwd7 (Footprints author) to see if he had any suggestions how to avoid the issue, however he has disabled comments and PM's on Nexus.

P.S. I hope you get your computer fixed. It took me the better part of a month to create all the batch files and registry edits I use to fully lock down all the bloated crap in Windows 10 and disable Cortana and automatic updates just so I can use it like Windows 7. :p

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17549
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.370

You see bug because albedo texture is drawed without transparency for multiple render targets. So the only way to do things right without losing performance and extra headache for me to change render targets for all shaders - alpha test. Why it not works, hell knows, there are some guys on this forum who are able to change that, you may ask too. And as i remember, footprints mod also had problems, but they are visible for ssao enabled (dont remember did i removed that fix or not).
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

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

Re: TES Skyrim SE 0.370

If I am following you, this seems to imply that alpha test would need to be switched on for both the blood decal textures, and the landscape snow texture as both are considered shaders send to the final render target, or am I totally misinterpreting that? Just trying to determine if this is something dDefinder1 (author of Enhanced Blood Textures SE) can fix on his own or if it would require a larger patch that incorporated landscape textures and anything else blood needs to be drawn on.
Post Reply