TES Skyrim 0.264

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Re: TES Skyrim 0.264

No, i don't have. All solutions for shadows cost too much cpu performance, i gave up.
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Re: TES Skyrim 0.264

ENBSeries wrote:Still can't find perfect solution against the bug with mist, when far clouds of mountains (volumetric fog) covered by some transparent object close to camera. In the only one scenario different bug appear (when computing mist for volumetric fog separately). I thought the idea will came itself, seems not. Don't know, bypass and do something else or what.
I would vote for something else.
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Re: TES Skyrim 0.264

Is there a way to fix the grass being unable to receive light from torches / point lights?
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Re: TES Skyrim 0.264

DaemonWhite
This has been discussed before and I think it's a limitation with the engine. I believe Prod80 tried to change that flag in CK but that caused Skyrim to crash upon load. So it seems impossible.
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Re: TES Skyrim 0.264

wild guess... create new flag in ENB .dll with unused var from textures with code for effect for the textures, too. isn't that how many ENB effects are done? SSS and so on...

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Re: TES Skyrim 0.264

Per object illumination of grass is hardly possible because of huge amount of grass and they are almost all drawed via instances. For deffered lights this also a problem, because all objects are affected, including already illuminated (so twice brighter).
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Re: TES Skyrim 0.264

question: is it possible to add "depth information" to enbeffect.fx? because, i want to put a shader with depth before enbeffect shaders. i can put things in enbeffectprepass but when people disable DoF it also gets disabled. thank you

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Re: TES Skyrim 0.264

Don't think so. Dof already modify image to be incompatible with depth based effects, all your modifications with dof enabled will be buggy.
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Re: TES Skyrim 0.264

Version updated, download again
Added texOriginal texture input to enbeffectprepass.fx. It's the same as in effect.txt texture.
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Re: TES Skyrim 0.264

Ah, that sucks about the grass. But, oh well.

I ran into this error while modding the weathers in the creation kit: Snow particles are behaving weird when there is a strong DoF effect using the game engine. Like the snow's depth is only rendered on top of whatever is on screen using object-based depth instead of having it's own depth.

http://i2.minus.com/iPOYjSXRr2pZT.png

Is there a way to fix this?
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