Fallout 4 0.288

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Re: Fallout 4 0.288

MonarchX
As i said, bloom and adaptation are not applied, but this not means what you think. Skyrim and other versions have default code for post processing, but i ignored it in Fallout 4, because preset makers replace it anyway. You see game game post processing, which can't work properly with bloom and adaptation made by me.
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Re: Fallout 4 0.288

MrCasual
Serialization of parameters will take some time, need to figure out how safely allow their removing when shader code changes.
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Re: Fallout 4 0.288

djekmiami wrote:
MrCasual wrote:
ENBSeries wrote:MrCasual
No, i don't know any scenarios to use that and don't believe anybody will make kind of director tool to adjust mod parameters via animated tracks together with camera and other animations.
I may be going at this backwards, it has been a long time since I codded for games, here is my scenario. I like the lens effect, but want it to change depending on goggles or a face mask my actor is wearing. I can write a script extension to check for this and access the ENB configs, but ENB would need a call to load and apply.

So if I am wearing a face mask from a power suit, it would have one type of lens effect. But if I put on welding googles the lens effect would change.

Just me thinking outside the box on some ideas. I am crazy like that and would give it a try...
I like the way this guy thinks! :idea:
I have some other ideas. Back in the day modding for Quake 3 CTF, I even did things like allow for Capture the Flag teams to have their own custom base flags and colors schemes. On the fly color and texture changes for teams.

I know most of the ideas I have may not work with ENB. but want to look into some of my ideas.

I think the one above I mentioned would be very cool to implement.

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Re: Fallout 4 0.288

ENBSeries wrote:MrCasual
Serialization of parameters will take some time, need to figure out how safely allow their removing when shader code changes.
I appreciate you looking into this. It was just one of the first things I thought of, playing with my ENB preset and wondered if it was possible.

I thought to myself, how cool would it be to have a API call or something to make a call to reload a config change. We can do it in game using the ENB menu, be nice if we could do through a script extender.

No worries if it cannot be done. I am new to ENB and need to learn my limits and separate them from my dreams :P

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Re: Fallout 4 0.288

I guess this is another stupid question - is there a reason why default FPS limit is set to 61fps and not 60fps in ENBLocal.ini?
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Re: Fallout 4 0.288

MonarchX
To prevent very rare one frame delay because of vsync enabled together with fps limiter.
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Re: Fallout 4 0.288

Hey,

May I ask, and I guess others also have asked this before:

1.) Why do we "need" ---> enabled by defaults at enblocal.ini

.......... ENBSeries V-Sync enabled
.......... + FPS limiter (enabled)

at the same time?

2.) I ask this, because I am a little bit confused, we already have some FPS settings:

..... V-Sync enabled at enblocal.ini
..... FPS Limiter 61 %
+ 55-58 at the shadowboost.ini file.

I am sure they are fine, just seems too much FPS seeting at the same time. I found it strange, but as far as I know your knowledge they are must be fine that way.

But if anyone (Boris) :) have some time, I would be glad a little bit more infos about these.

Thank you!
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Re: Fallout 4 0.288

Boris
ok. and how about sv_position? I've tried a little bit and looks like they also didn't reset and need to revert size if modified.
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Re: Fallout 4 0.288

svposition is same as vPos in dx9, it don't need to be set.
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Re: Fallout 4 0.288

Is there some kind of a priority list for features (like improved water reflections, better SSAO, Parallax support, etc.) you plan to work on first or is it random?
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