Fallout New Vegas 0.156
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 17549
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Fallout New Vegas 0.156
Tested than transparency fix, as expected it works without issues for me. I'm out of ideas, except to spend too much time with beta tests
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 27
- Joined: 27 Aug 2012, 10:56
Re: Fallout New Vegas 0.156
I was in the underground metro tunnel, and the weapon would flicker and go invisible if it was over ground. If I pointed it toward the celling it was fine. Seems to happen only over certain textures. Who knows what's happening. Messed up textures probably.
Thank you for checking it out.
Thank you for checking it out.
-
Offline
- *sensei*
- Posts: 250
- Joined: 29 Mar 2012, 16:39
Re: Fallout New Vegas 0.156
I'm getting a new video card delivered tomorrow (HD 7950 3GB), so it's better that I do the testing with that one before I report any issues or non-issues. I plan on making an ENB preset to be shared with other users. So far the ones out there look fantastic, that's a good sign.
-
Offline
- *sensei*
- Posts: 445
- Joined: 29 Jan 2013, 01:17
Re: Fallout New Vegas 0.156
From what I've read, ATI cards aren't too ENB friendly, but I dunno. :|
-
Offline
- *blah-blah-blah maniac*
- Posts: 849
- Joined: 28 Dec 2011, 00:50
Re: Fallout New Vegas 0.156
_________________
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
-
Offline
- *blah-blah-blah maniac*
- Posts: 849
- Joined: 28 Dec 2011, 00:50
Re: Fallout New Vegas 0.156
Hi Boris,
Would it be possible to add Interior Day / Interior Night separations for the variables in ENB for FNV?
The lighting of interiors changes in the vanilla game between night and day (i.e. interior windows light up etc), so it is hard to achieve settings that work good for both day and night...
Would it be possible to add Interior Day / Interior Night separations for the variables in ENB for FNV?
The lighting of interiors changes in the vanilla game between night and day (i.e. interior windows light up etc), so it is hard to achieve settings that work good for both day and night...
_________________
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
-
Offline
- *blah-blah-blah maniac*
- Posts: 17549
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Fallout New Vegas 0.156
Don't remember now, but i guess night/day for interior not separated because not found how to do this (sky not rendered).
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 849
- Joined: 28 Dec 2011, 00:50
Re: Fallout New Vegas 0.156
Would it be possible, with the help of some industrious modder, to capture the 'time' in the game world and use this to control day/night in ENB? I believe NVSE would allow for the ouput of some variables into a text file or log or something?
Also, would it be possible to make it so that enbpalette.bmp files could be changed in real-time, i.e. alt-tab out and load new file into directory? It seems this is not possible now; I load a new .bmp but the values from the original .bmp are retained...?
Also, would it be possible to make it so that enbpalette.bmp files could be changed in real-time, i.e. alt-tab out and load new file into directory? It seems this is not possible now; I load a new .bmp but the values from the original .bmp are retained...?
Last edited by tapioks on 05 Apr 2013, 23:56, edited 1 time in total.
_________________
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
-
Offline
- Posts: 5
- Joined: 05 Apr 2013, 23:37
Re: Fallout New Vegas 0.156
The ENB for New Vegas really is a godsend, it makes such a huge difference.
One thing i've noticed, is that SSAO-IL greater then... I dunno, around 0.80 tends to produce an odd 'glow' around character models. Fixed just by lowering it, but it does mean I have to alter pretty much every custom enb out there.
Also, a question for the forum at large. Does anyone know of an Nvidia compatibility setting that lets you use MSAA and Trans. Multisampling without water and stuff being visible through the landscape?
0x00400041 allows msaa and Trans. Multisampling via in-game controls to work(Nvidia override alone doesn't do anything) but makes some floors invisible and things like water and other objects from far away show through the landscape at your feet.
I ask because Vurt's Wasteland Flora requires MSAA and trans multi for the trees to appear right(this is actually the best and easiest indicator of whether msaa is applying right i've found, looking at his trees) and without it you have to use a Really watered down version of it and you miss out on all the cool desert flora he's skinned.
One thing i've noticed, is that SSAO-IL greater then... I dunno, around 0.80 tends to produce an odd 'glow' around character models. Fixed just by lowering it, but it does mean I have to alter pretty much every custom enb out there.
Also, a question for the forum at large. Does anyone know of an Nvidia compatibility setting that lets you use MSAA and Trans. Multisampling without water and stuff being visible through the landscape?
0x00400041 allows msaa and Trans. Multisampling via in-game controls to work(Nvidia override alone doesn't do anything) but makes some floors invisible and things like water and other objects from far away show through the landscape at your feet.
I ask because Vurt's Wasteland Flora requires MSAA and trans multi for the trees to appear right(this is actually the best and easiest indicator of whether msaa is applying right i've found, looking at his trees) and without it you have to use a Really watered down version of it and you miss out on all the cool desert flora he's skinned.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17549
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Fallout New Vegas 0.156
tapioks
Palette reloading not supported in new versions, but not in all mods. Don't remember which affected, i did such changes to preserve games from crashing and performance degradations, but only because palette texture created at same time in same functions where all internal textures and render targets are created. I'll try not forget to move palette in to shaders creation function.
Don't know what NVSE can do and how it can interact with enbseries as another application. In general the answer is yes, but i staying away from native modding of the games (simply not interested and don't have much memory in brain). Another way is to make script based objects rendered everywhere, like that one i got as mod for motion blur, but it's tricky walkaround and very limited. Guess with NVSE much more chances to make something useful. If someone describe what NVSE can do, i'll say verdict. Important things are Windows api functions calling, for example for working with memory mapped file as good way to share data.
Garzhad
I did only distance fading changes compared to 0.150, don't know why ssao is more intense for you.
Mod using vendor hack which do not support antialiasing of any kind, except supersampling, so forget about any other types and search how to setup it. I don't know how, but know that's possible on nvidia cards.
Palette reloading not supported in new versions, but not in all mods. Don't remember which affected, i did such changes to preserve games from crashing and performance degradations, but only because palette texture created at same time in same functions where all internal textures and render targets are created. I'll try not forget to move palette in to shaders creation function.
Don't know what NVSE can do and how it can interact with enbseries as another application. In general the answer is yes, but i staying away from native modding of the games (simply not interested and don't have much memory in brain). Another way is to make script based objects rendered everywhere, like that one i got as mod for motion blur, but it's tricky walkaround and very limited. Guess with NVSE much more chances to make something useful. If someone describe what NVSE can do, i'll say verdict. Important things are Windows api functions calling, for example for working with memory mapped file as good way to share data.
Garzhad
I did only distance fading changes compared to 0.150, don't know why ssao is more intense for you.
Mod using vendor hack which do not support antialiasing of any kind, except supersampling, so forget about any other types and search how to setup it. I don't know how, but know that's possible on nvidia cards.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7