Those images are both with ENB 156 enabled, the 'bleached' image is just 1 hour before the 'regular' image.
The files to download are 'NSkies 0-6 Data' and 'NSkies 0-6-3 ESP' from here: http://newvegas.nexusmods.com/mods/35998
If you want to take a look, much appreciated!
The mod does not require NVSE.
I will try with ENB 150 and report back...
EDIT: The same issue occurs with ENB 150...
Fallout New Vegas 0.156
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Re: Fallout New Vegas 0.156
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Re: Fallout New Vegas 0.156
Installed nevada skies, the message about it appear in the game, "set timescale to" don't allow to find the problem. May be it's because of difference in your presets, send them to me (and better save game when the problem occur).
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Re: Fallout New Vegas 0.156
Hmmm, ok will send you...
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Re: Fallout New Vegas 0.156
Ok, below is my ENB 156 configuration, and two savegame files only modded with Nevada Skies.
One savegame is right before the 'bleach' effect occurs, and the other savegame is during the 'bleach' effect. Let me know if you see the same thing?
LINK: tapioks.com/filehosting/FNVES_NSKIES_Beta_and_Saves.zip
Also, another question about this same configuration ... I cannot seem to get the Sunsprite effect to ever appear in the game? Is this effect set up correctly in my configuration files? I have this issue with or without Nevada Skies.
Oh, and one more question
In the enbeffect.fx file I see there is some code to fix Khajiit Night Eye (from Skyrim), but at the cost of color degradation.
- Would this code also work for similar Fallout effects (i.e. cat-eye, night vision) that are applied by the game in a similar way?
- How do you enable this code in the enbeffect.fx file?
- Does the fix degrade colors at ALL TIMES or only when a night-eye effect is being used?
I'm looking for some kind of fix for the night-eye kinds of effects without having to use #define APPLYGAMECOLORCORRECTION...
One savegame is right before the 'bleach' effect occurs, and the other savegame is during the 'bleach' effect. Let me know if you see the same thing?
LINK: tapioks.com/filehosting/FNVES_NSKIES_Beta_and_Saves.zip
Also, another question about this same configuration ... I cannot seem to get the Sunsprite effect to ever appear in the game? Is this effect set up correctly in my configuration files? I have this issue with or without Nevada Skies.
Oh, and one more question
In the enbeffect.fx file I see there is some code to fix Khajiit Night Eye (from Skyrim), but at the cost of color degradation.
- Would this code also work for similar Fallout effects (i.e. cat-eye, night vision) that are applied by the game in a similar way?
- How do you enable this code in the enbeffect.fx file?
- Does the fix degrade colors at ALL TIMES or only when a night-eye effect is being used?
I'm looking for some kind of fix for the night-eye kinds of effects without having to use #define APPLYGAMECOLORCORRECTION...
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Re: Fallout New Vegas 0.156
Nevada Skies have background clear color too high (orange) at sunset, so day/night detector turning on day mode. The actual brightness came from enbeffect.fx, variable ENightDayFactor used as interpolator factor there. Of course extreme brightness means that your enbseries.fx variables are not tweaked to day time, they are lower. Night/day detector properties may require changes too, but whatever you do, nevada skies will not act properly, it's internal issue, but editable in tools like CK for skyrim. I can't detect day/night from sun direction, because it's not always rendered (depends from weather).
How to setup config ideally. First of all, you need to replace this:
by this:
and inside shader function PS_C1DAE3F7 add
Changes will make local variable instead of local and it will be forced to day time, so any dependent parameters like EAdaptationMinV2Day/Night will be used for day only and you can tweak them to not to be oversaturated. At least such trick save you from atomic explosion look, always, with any weather mod. When day time is fixed, set local ENightDayFactor=0.0 and configure all night parameters (and of course set game time to darkest night). Next step is to restore global ENightDayFactor variable and remove local. Finally you need to tweak [NIGHTDAY] values, lower DetectorLevelDay makes days brighter in Nevada Skies, but do not set it too small, 0.4 guess is minimal. DetectorLevelNight - don't know, probably down to 0 in Nevada Skies.
Sun sprite work properly for me. It depends from sun intensity and visibility, if you don't want to increase sun intensity, then edit enbsunsprite.fx, increase ELenzIntensity (i tried 50.0, looks ok).
The code of vanilla game post processing compute "night-eye" effect simultaneously with any other color corrections, so separation of it is not possible without corrupting colors. All you can do is to get any input shader variable and create own effect attached to it, the same night-eye f.e., but to make it work properly, all image space modifiers (weather? i don't know how everything is called in these games) must be edited to make such parameter 1 or 0 by default in all conditions, except night-eye itself. All other solutions require collaboration between me and fallout scripters.
How to setup config ideally. First of all, you need to replace this:
Code: Select all
float ENightDayFactor;
Code: Select all
//float ENightDayFactor;
Code: Select all
float ENightDayFactor=1.0;
Sun sprite work properly for me. It depends from sun intensity and visibility, if you don't want to increase sun intensity, then edit enbsunsprite.fx, increase ELenzIntensity (i tried 50.0, looks ok).
The code of vanilla game post processing compute "night-eye" effect simultaneously with any other color corrections, so separation of it is not possible without corrupting colors. All you can do is to get any input shader variable and create own effect attached to it, the same night-eye f.e., but to make it work properly, all image space modifiers (weather? i don't know how everything is called in these games) must be edited to make such parameter 1 or 0 by default in all conditions, except night-eye itself. All other solutions require collaboration between me and fallout scripters.
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Re: Fallout New Vegas 0.156
Thanks for the input. Will give it a try...
EDIT: Ok great! I was able to make it work. I see what you mean about the clear color ... during the day the input value is at 0.35 and then at sunset it jumps to 0.65! haha! I did what you said with local variable, recalibrated the enbeffect.fx, and then just set day value at 0.35 and night at 0.0. Works pretty good!
Now, the dawn and dusk look decent, they just happen rather quickly ... I mean, it stays daytime until about 8pm ... and then nighty falls quickly
Thanks for the help. It was good advice on how to debug and run quick tests, I like that stuff.
For the Night-Eye question, I think I understand. There is no unique shader input variable specifically for Night Eye, so you are not able to apply an effect only for that condition... wish there was some other way : /
EDIT: Ok great! I was able to make it work. I see what you mean about the clear color ... during the day the input value is at 0.35 and then at sunset it jumps to 0.65! haha! I did what you said with local variable, recalibrated the enbeffect.fx, and then just set day value at 0.35 and night at 0.0. Works pretty good!
Now, the dawn and dusk look decent, they just happen rather quickly ... I mean, it stays daytime until about 8pm ... and then nighty falls quickly
Thanks for the help. It was good advice on how to debug and run quick tests, I like that stuff.
For the Night-Eye question, I think I understand. There is no unique shader input variable specifically for Night Eye, so you are not able to apply an effect only for that condition... wish there was some other way : /
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Re: Fallout New Vegas 0.156
Hi Boris,
A couple users of my config for ENB 156 have reported the issue shown in the following video. Basically, any time they open a container and then close it, a very quick 'flash' happens when they close the container. You can see it each time when they close a container in the video, particularly in the sky:
http://youtu.be/DQF5bTd1NAo
Do you have any idea what might cause this? I tested myself and I am able to reproduce this issue.
Also, I notice that when you 'wait' in the game (hit the 'T' key), the ENB effects do not look correct as time is passing. Once the waiting has finished, everything is fine again. This is not an issue with the Skyrim version of ENB; everything still looks correct while waiting. Is it possible to also have this for the Fallout version?
Thanks as always.
A couple users of my config for ENB 156 have reported the issue shown in the following video. Basically, any time they open a container and then close it, a very quick 'flash' happens when they close the container. You can see it each time when they close a container in the video, particularly in the sky:
http://youtu.be/DQF5bTd1NAo
Do you have any idea what might cause this? I tested myself and I am able to reproduce this issue.
Also, I notice that when you 'wait' in the game (hit the 'T' key), the ENB effects do not look correct as time is passing. Once the waiting has finished, everything is fine again. This is not an issue with the Skyrim version of ENB; everything still looks correct while waiting. Is it possible to also have this for the Fallout version?
Thanks as always.
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Re: Fallout New Vegas 0.156
@Tapioks
I've noticed the colours when lockpicking also get intensified. Kinda a neat effect, I guess.
I've noticed the colours when lockpicking also get intensified. Kinda a neat effect, I guess.
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Re: Fallout New Vegas 0.156
tapioks
I'll test this, saw myself with your config.
I'll test this, saw myself with your config.
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Re: Fallout New Vegas 0.156
Are you sure it's only 0.156 issue? I don't have fallout nv installed now, but in fallout 3 i see in gui statistics that interior is toggled when picking treasure boxes, i don't think it's differ between versions and have no idea how to fix (right, without help from scripters or nvse modders).
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