TES Skyrim SE 0.396

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*master*
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Re: TES Skyrim SE 0.396

disregard

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*sensei*
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Re: TES Skyrim SE 0.396

This may be working as intended or necessary, but I wanted to report that to see the new underwater effects, you need to have bDoDepthOfField=1 under the [Imagespace] section in your SkyrimPrefs.ini. Having bDoDepthOfField=0 makes underwater completely transparent and the caustics and other new shaders do not render at all.

The fDynamicDOFBlurMultiplier setting under the [Display] section appears to have no affect on the underwater shader, even when set to 0.

EDIT: Also, underwater effects look pretty cool and are a nice subtle improvement on the game's default underwater blur DoF, thanks for adding it!

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*blah-blah-blah maniac*
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Re: TES Skyrim SE 0.396

That "dof" is used in many places in the game, they try to cover several effects just by it. I can try to apply when it's not enabled, but not sure, in old skyrim long time ago failed.
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Re: TES Skyrim SE 0.396

Yeah, checked that again, with bDoDepthOfField=0 game simply not draw underwater at all, so i am not able to apply it cause no data available.
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Re: TES Skyrim SE 0.396

Maybe it will be easier if i make parameter to turn off game dof.
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Re: TES Skyrim SE 0.396

Version updated, download again
Added DisableGameDOF parameter to enblocal.ini. Of course bDoDepthOfField=1 must be set in skyrimprefs.ini to make this feature work.
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*sensei*
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Re: TES Skyrim SE 0.396

ENBSeries wrote:Version updated, download again
Added DisableGameDOF parameter to enblocal.ini. Of course bDoDepthOfField=1 must be set in skyrimprefs.ini to make this feature work.
This is helpful to allow easy switching between game default and 3rd party DoF through ENB without needing to exit the game and edit the SkyrimPrefs.ini manually every time. Plus the water effects all work either way. Very nice!

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*blah-blah-blah maniac*
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Re: TES Skyrim SE 0.396

Thank you Boris for everything. All is working well.

Now, with working underwater caustisc, I'm thinking if it would be possible to make the reflective caustics work with very little effort ?

Basically, the underwater caustics are an animation, that is calculated from the water surface. In my stupid mind it should be easy to make a copy-paste of them and then, instead of downwards from the water surface - make them appear upwards from the surface. (opposite values or something like that)

It would be awsome:
https://www.shutterstock.com/video/clip ... ark-bridge
https://ak3.picdn.net/shutterstock/vide ... humb/1.jpg
https://i.stack.imgur.com/NgL7F.jpg

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Re: TES Skyrim SE 0.396

I already answered you in the past and once again - no, it is not as simple as you think of it. There is no volume data where it must be applied, where water is. Even by drawing water from the top, there is no way to cut off properly in wrong places occluded by objects.
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Re: TES Skyrim SE 0.396

ENBSeries wrote:I already answered you in the past and once again - no, it is not as simple as you think of it. There is no volume data where it must be applied, where water is. Even by drawing water from the top, there is no way to cut off properly in wrong places occluded by objects.
I know you answered in the past. :) I just thought that maybe things have changed and now, with working underwater caustics, most of the work is already done and needs some adjustments to work as reflective caustics.
When you say there is no way to cut off properly in wrong places occluded by objects, do you mean that reflective caustics would be drawed through objects ?
Does this mean that some objects have no collision ?
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