TES Skyrim 0.308

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Re: TES Skyrim 0.308

Checked the issue with custom resolution, it's something wrong on game side how it treats custom resolutions. Real size of back buffer still 1920*1080, i don't see any point continue looking wtf bugthesda is doing there, it's not custom resolution at all. Mod reads size of back buffer, not viewport size for internal textures and render targets.
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Re: TES Skyrim 0.308

Version updated, download again
Fixed bug with position of some particles (was reported), added key for toggling depth of field effect (shift+f7 by default).
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Re: TES Skyrim 0.308

Boris
I've been coming back slowly to gaming and modding once more, and saw that you asked if anyone was working on the localization feature.
I am, and I'm currently laying out the ground for the various .ini files, your original ones as an example, as well as giving preset author's
various base content to easily add in their own info about their own variables and preset content.

Also going to restart my Youtube channel and do some instructional videos.


Implementation example, link to picture only;
https://www.flickr.com/photos/142441312@N02/29781897026


And by the way, thanks for the continued support on Skyrim and ENBSeries in general, boris.
Thanks a lot.

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Re: TES Skyrim 0.308

Hi there. Well, thanks to you for still doing something.
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Re: TES Skyrim 0.308

So here is an early release of the enblocalization.xml file, with added info. Currently only a single version, there will be multiple ones for end-users and preset authors alike.
http://www.nexusmods.com/skyrim/mods/78892?

It's not finished yet, but figured I could get some feedback on the layout of things while I continue adding info into it.


Boris
You're welcome.

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Re: TES Skyrim 0.308

So somethings that has bothered me a bit, and feedback I also recieved from end users of the localization feature, is the font and the readability of said font in-game.
The spacing in between the letters, as well as the font itself, is not optimal for reading. It's small and weirdly curved aswell as thin.

So the solutions I can think of, is to re-arrange the order of the letter spacing in the .png so they are more narrow, more tightly squeezed together.
But that require some updates to the code you are using, to compensate for the new coordinates the letters are placed at.

How users perceive the text;
E x a m p l e 1 2 3 4 .
How users want to percieve it;
Example1234.


Other solution is to just make the font in bold format, least amount of editing. Shouldn't require anything other than editing of the .png file.
The coordinates would be intact, the text would just be "fatter"/bolder.

Bold example;
How the text is now: E x a m p l e 1 2 3 4 .
How it could be changed: E x a m p l e 1 2 3 4 .

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Re: TES Skyrim 0.308

It looks like it's rendering all characters as double-width characters, but the Latin characters in the font are designed as half-width characters. Perhaps the width could be halved for Latin characters.
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Re: TES Skyrim 0.308

It's unicode character set, do you imagine yourself how much pain in the butt for me to make coordinates table for each symbol in bitmap?
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Re: TES Skyrim 0.308

Would this help? It looks like they have character ranges for each width. Obviously, if it's not something you can just switch easily there's no point.

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Re: TES Skyrim 0.308

Such things must be done manually. You better open bitmap and see yourself how many fails will be for different characters.
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