Wolfstryder:
Why wouldn't it work?
TES Skyrim 0.172
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Re: TES Skyrim 0.172
Wolfstryder
Yep i fiddled out and sorted all Weather ID's of CoT already and its working find. Next update of Vividian ENB will have it all covered
Yep i fiddled out and sorted all Weather ID's of CoT already and its working find. Next update of Vividian ENB will have it all covered
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Re: TES Skyrim 0.172
Because as far as I know COT doesn't use the vanilla weather id's.--JawZ-- wrote:Wolfstryder:
Why wouldn't it work?
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Re: TES Skyrim 0.172
Heh, how many id's did you find? COT is nice and a pain in the ass at the same time.Mangaclub wrote:Wolfstryder
Yep i fiddled out and sorted all Weather ID's of CoT already and its working find. Next update of Vividian ENB will have it all covered
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Re: TES Skyrim 0.172
Hi Boris, just a report/update.
Tried new game, no mods with exception of DLC (Dawnguard and Dragonborne), enb helper mod does not activate, or at least the weather detection does not. Time of day, however, appears to be working. I tried TAA enabled and not, I could not see a difference so I assume it is not working either.
I am now back to running older version of helper mod and latest V.172, which works great except for TAA (flickering and ghosting as expected) and does not stop working when entering/exiting interiors. The new sun parameters are great BTW!
One other thing I should mention is that I am also running SKSE but I would have to guess that most of the people on these forums likely are as well given its ubiquity.
Tried new game, no mods with exception of DLC (Dawnguard and Dragonborne), enb helper mod does not activate, or at least the weather detection does not. Time of day, however, appears to be working. I tried TAA enabled and not, I could not see a difference so I assume it is not working either.
I am now back to running older version of helper mod and latest V.172, which works great except for TAA (flickering and ghosting as expected) and does not stop working when entering/exiting interiors. The new sun parameters are great BTW!
One other thing I should mention is that I am also running SKSE but I would have to guess that most of the people on these forums likely are as well given its ubiquity.
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Re: TES Skyrim 0.172
Wolfstryder:
Well you mentioned the weathers imagespaces which only handles saturation, brightness, contrast, DoF, Bloom, adaptation and some "HDR" values and is not restricted to weathers or their ID's. They determine the overall look of previously mentioned things like saturation and brightness and can as well as is applied to more things than just weathers.
Weathers are completely different and uses mostly RGB values to determine specific coloring of objects such as the sky, cloud layers, ambient lighting, direct lighting, Fog color, intensity and distance etc.
Open up the CK and write them down in a list like I have done for the Skyrim and DLC weathers, and if you feel generous share them with the public People have mentioned there being 500 weathers in CoT, I'm unsure if that is the correct amount though as I don't use CoT and never will, again.
Well you mentioned the weathers imagespaces which only handles saturation, brightness, contrast, DoF, Bloom, adaptation and some "HDR" values and is not restricted to weathers or their ID's. They determine the overall look of previously mentioned things like saturation and brightness and can as well as is applied to more things than just weathers.
Weathers are completely different and uses mostly RGB values to determine specific coloring of objects such as the sky, cloud layers, ambient lighting, direct lighting, Fog color, intensity and distance etc.
Open up the CK and write them down in a list like I have done for the Skyrim and DLC weathers, and if you feel generous share them with the public People have mentioned there being 500 weathers in CoT, I'm unsure if that is the correct amount though as I don't use CoT and never will, again.
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Re: TES Skyrim 0.172
Sorry, I misspoke. I meant weathers. :?--JawZ-- wrote:Wolfstryder:
Well you mentioned the weathers imagespaces which only handles saturation, brightness, contrast, DoF, Bloom, adaptation and some "HDR" values and is not restricted to weathers or their ID's. They determine the overall look of previously mentioned things like saturation and brightness and can as well as is applied to more things than just weathers.
Weathers are completely different and uses mostly RGB values to determine specific coloring of objects such as the sky, cloud layers, ambient lighting, direct lighting, Fog color, intensity and distance etc.
Open up the CK and write them down in a list like I have done for the Skyrim and DLC weathers, and if you feel generous share them with the public People have mentioned there being 500 weathers in CoT, I'm unsure if that is the correct amount though as I don't use CoT and never will, again.
There is a couple I'd like to tweak/change.
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Re: TES Skyrim 0.172
Well then when in game and those weathers occurs open up the GUI and look in the statistics tab to find out the weather id currently in use and write it down, or do it the other way go inside the CK open up an exterior in the render window and start going through the weathers until you find those that you want to be able to change specifically and put the others in a general customization file that does not need any specific customization applied to them..
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Re: TES Skyrim 0.172
Dinkledorf
If you are sure that previous helper mod work and new is not, i'll try to experiment with it, but don't think it's simple to fix as i see everything work fine, so it's damned engine doing something to you.
If you are sure that previous helper mod work and new is not, i'll try to experiment with it, but don't think it's simple to fix as i see everything work fine, so it's damned engine doing something to you.
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Re: TES Skyrim 0.172
Boris
Thanx for the update !
So far, added hidden vars for bloom work as intended for day/night separation, I need to fiddle a bit with the code to have interiors working as I want.
Most effects are setup, and it allows for nice effects, such as having separated anamorphic lens flares with different intensities and tints depending on circumstances.
More to come, and it can allow for VERY good things
Now, could you clarify something very basic : if one needs to basically update from .168 to .172 while preserving the look to the exact AND enabling TIMEOFDAY, can you consider it's correct to replicate Day values for Sunrise and Night Values for Sunset, as a starting point ?
Thanx for the update !
So far, added hidden vars for bloom work as intended for day/night separation, I need to fiddle a bit with the code to have interiors working as I want.
Most effects are setup, and it allows for nice effects, such as having separated anamorphic lens flares with different intensities and tints depending on circumstances.
More to come, and it can allow for VERY good things
Now, could you clarify something very basic : if one needs to basically update from .168 to .172 while preserving the look to the exact AND enabling TIMEOFDAY, can you consider it's correct to replicate Day values for Sunrise and Night Values for Sunset, as a starting point ?
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