TES Skyrim SE 0.345

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Re: TES Skyrim SE 0.345

I'm guessing it has something to do with how decals are drawn, since the problem only shows up if you hit a corpse that actually bleeds.

EDIT: Also, while we're on the subject of AO. Is it normal that there is still some in-game AO active when you do this:

Code: Select all

[SSAO_GAME]
ColorfulMix=true
AOAmount=0.0
AOAmountInterior=0.0
I get the feeling it is applied twice.

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Re: TES Skyrim SE 0.345

So I installed v0.345 without a preset to try it out.

Some things I noticed:

1) When animated star intensity/density is set to any level where animations are noticeable, I get these bands of light coming off the stars. Is this normal?

2) If I have UseOriginalPostProcessing and UseOriginalBloom enabled, the game looks identical when ENB is on or off. However, I noticed the night sky is noticeably darker with ENB on, why is this?

thanks

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Re: TES Skyrim SE 0.345

Hi boris , i wonder, do you think you will implement sunsprite.fx and godrays that existed in Skyrim's enbs ?
thanks

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Re: TES Skyrim SE 0.345

riki199973
I do not think about such things now, busy with others, so can't tell for sure. But it's not complicated feature, so not a problem to make it.

drift123
If you mean horizontal lines, it's lens flare game effect, disable it in game video options or reduce amount in enbseries.ini.
Sky have wrong color operation in game shaders which make it impossible to set black, i disabled that code. If you want original game look, you came to wrong place.
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Re: TES Skyrim SE 0.345

I see. The dark sky is no issue as I am actually trying to get darker nights without losing the night eye effect and keeping vanilla weather, so this is useful.

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Re: TES Skyrim SE 0.345

Thanks boris, good to know as sunsprite was so cool when looking at the sun :o

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Re: TES Skyrim SE 0.345

Hello boris. Loving your updates and work and thanks for updating SSE constantly. I saw you said you were working on SSAO for VR/optimizing it for both. I'm curious if you think water shaders for SSE is possible in the future?

Thanks.

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Re: TES Skyrim SE 0.345

Thanks again for all your hard work, Boris.

Just thought I'd throw my 2 cents in: the feature I'd most like to see for SSE going forward is removing the 5 light in an area limit, which you'd mentioned wouldn't be hard to do as it is already removed in FO4, or something like that. That'd be a serious game changer for lighting in a lot of areas.

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Re: TES Skyrim SE 0.345

I asked Boris about that before, and unfortunately, it's not really possible without having access to the game's source code.
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Re: TES Skyrim SE 0.345

It's not possible without game source code because the lighting shadow info is stored in the RGB channels for some reason. It boosts performance I think. SSE was a half assed port that is like halfway between Oldrim and FO4.
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