TES Skyrim 0.262
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.262
Thanks for report, it's because i did mistake and commented too much code. Will be fixed in few minutes in update.
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Re: TES Skyrim 0.262
Boris
Thanks for the quick fix!
Thanks for the quick fix!
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Re: TES Skyrim 0.262
I'm changing between 0 and 1000, and can't see any difference in any direction I look. Guess I just don't understand what verticlefade is supposed to do.ENBSeries wrote:Vertical fade work properly in all versions, i don't know what kind of issue do you have.
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Re: TES Skyrim 0.262
Btw, i'm still interesting if possible to make a native scripted mod which will move new type of geometry depending from weather id. Because i can draw such objects as volumes for the mist to make it animated. Actually i can do a lot of more, but nobody assist from creation kit side.
PS: guess i'll modify volumetric mist to the totally different look, because with current vertical fade it can't be optimized enough by lowering raytrace steps.
PS: guess i'll modify volumetric mist to the totally different look, because with current vertical fade it can't be optimized enough by lowering raytrace steps.
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Re: TES Skyrim 0.262
I would help you Boris, If I had any idea how creationkit works.. I'm only good with textures and programming :/
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Re: TES Skyrim 0.262
Guzio got me straightened out, so thank to him/her. I can finally play with the mist now. The combination of offset and fade, coupled with trying to place anchors in tfc mode seems to have been what the problem was. It really is an awesome effect. Breathtaking.narphous wrote:I'm changing between 0 and 1000, and can't see any difference in any direction I look. Guess I just don't understand what verticlefade is supposed to do.ENBSeries wrote:Vertical fade work properly in all versions, i don't know what kind of issue do you have.
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Re: TES Skyrim 0.262
When I update from 0.261 to the latest 0.262 release, the game CTD's when exiting from Candlehearth Hall in Windhelm. This is highly unusual as ENB has been very stable as long as I can remember, plus I have a very stable game ATM, plus it crashes very soon after trying to exit - normally IF I get CTD's when exiting to an exterior it happens at the very last instance, just when the game tries to finalize loading the exterior. Also, it's stable when reverting to 0.261.
Let me now if there's anything I can do to try to pinpoint the cause somehow.
Let me now if there's anything I can do to try to pinpoint the cause somehow.
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Re: TES Skyrim 0.262
Arkngt
Does it happen when exiting other interiors or just there? And does it happen from all doors (I think there's 3?) Does it happen if you turn off ENB in-game before leaving? Can you COC out to another location. Does it happen there if you start with a fresh character by doing coc WindhelmCandlehearthHall from the main menu? If you have success with any of those I'm guessing it's not ENB's fault exactly, but something in your save game that 0.262 is exacerbating for some reason. And, as I understand it (Boris correct me if I'm wrong) the latest 0.262 is pretty much identical to 0.261 because the Volumetric Mist was removed... Maybe a couple of small and minor bugfixes/optimizations?
Does it happen when exiting other interiors or just there? And does it happen from all doors (I think there's 3?) Does it happen if you turn off ENB in-game before leaving? Can you COC out to another location. Does it happen there if you start with a fresh character by doing coc WindhelmCandlehearthHall from the main menu? If you have success with any of those I'm guessing it's not ENB's fault exactly, but something in your save game that 0.262 is exacerbating for some reason. And, as I understand it (Boris correct me if I'm wrong) the latest 0.262 is pretty much identical to 0.261 because the Volumetric Mist was removed... Maybe a couple of small and minor bugfixes/optimizations?
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Re: TES Skyrim 0.262
0.262 is not identical even if ignore disabled code, it use some changes made for future fixes of clouds and volumetric mist. But these changes is game shaders specific, so everybody must have new bug, so better to test it at exactly same conditions (i can't, even don't know what Windhelm is). Basically, the code i use for shadows from clouds is active for all objects in 0.262, this is the only suspect (functions for anchors don't have much changes and new are disabled).
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Re: TES Skyrim 0.262
I just tried from an "all main quest done" save, a newly started save not discovered Windhelm, and from the game boot console window COC command, and all worked with the latest 0.262 when exited from both the west door and the south door.
Arkngt
When you are inside Windhelm Candlehearth Hall, try bring up the ENB gui and see the weatherID and time of day from the "Statistics" section. We need to duplicate the weather right before exit to Windhelm city. Also, is your save finished the "Battle for Windhelm" quest?
Arkngt
When you are inside Windhelm Candlehearth Hall, try bring up the ENB gui and see the weatherID and time of day from the "Statistics" section. We need to duplicate the weather right before exit to Windhelm city. Also, is your save finished the "Battle for Windhelm" quest?
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