Ok, if that's the case. I thought that it doesn't matter which way to project the fake caustics - up or down from the water surface. And since the underwater caustics work ok, I thought that the opposite might work as well. (Underwater and above-water environments must be different if this doesn't work. I didn't know that.)ENBSeries wrote:It doesnt matter what they are, doesnt change fact they must be applied in other way, not in the mod like i do. For some creepy game like gta san andreas it may work, but here amount of bugs more than benefits.
TES Skyrim SE 0.396
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- *blah-blah-blah maniac*
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Re: TES Skyrim SE 0.396
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Re: TES Skyrim SE 0.396
This is one of those very rare times that I have solved a seemingly unrelated issue by completely power cycling (unplug and drain power) my PC. As soon as I did that, everything started working no problem. It really is strange how something like that can happen, but the issue is resolved. I have never once posted here before because I know that 99% of the time, the problem is on my end, but I thought that surely since I tried everything, it can't be. Sorry to waste any time, now I can go back to enjoying your fantastic work. Thank you!
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Re: TES Skyrim SE 0.396
Oh, that's weird, have no idea how to explain this technically. I tested most recent patch, but sss works https://imgur.com/nJxrRN9
PS: i'm so sick of game updates, what they are doing there? Can't even fix savegame thumbnails.
PS: i'm so sick of game updates, what they are doing there? Can't even fix savegame thumbnails.
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Re: TES Skyrim SE 0.396
Boris, I noticed that in the newer versions of ENB, the 3D LODs casted shadows on the terrain but they did not have any shadow on themselves. But the 2D billboard LODs do have shadows. This is not the case in the prior version which introduced this feature. Is there a fix for this?
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Re: TES Skyrim SE 0.396
C'mon, the list of changes is written in news page, i didn't touch anything else and distant shadows unable to not cast on themselves at all, they applied to anything with depth data and including casting and receiving both.
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Re: TES Skyrim SE 0.396
Hey Boris, ever since you said that Mist was kinda unfeasible for SSE I've been looking for alternatives since it was one of my favo effects and I found the Volumetric Mists mod on the Nexus, Idk if you know of it but the way he did it was basically using the CK to place custom made mist meshes into the game at places like the Tundra where it works really well. Only problem is because they're added as static objects they don't blend with the distant fog from the base game. I hoped that I could add these mist statics to my own weather mod so I could link them to the fog myself but the Creation Kit only allows objects to be added to the sky statics list, like the mountain clouds.
So I was wondering, in Oldrim you manged to let the mist use the fog color values from the weather at that time right? In Oldrim it blended really well with the base game's distant fog. Would it be possible in SE to use ENB to tell those statics which color they should use? It's not possible to do in the CK so my only other guess was that it might be feasible to do with ENB.
PS: the author said in the comments he switched to "double sided rendering" not that I know what that means lol but I thought it was curious since he said that in early dev he had problems with transparant objects disappearing kinda like you said you also had when playing around with it in SE ENB
So I was wondering, in Oldrim you manged to let the mist use the fog color values from the weather at that time right? In Oldrim it blended really well with the base game's distant fog. Would it be possible in SE to use ENB to tell those statics which color they should use? It's not possible to do in the CK so my only other guess was that it might be feasible to do with ENB.
PS: the author said in the comments he switched to "double sided rendering" not that I know what that means lol but I thought it was curious since he said that in early dev he had problems with transparant objects disappearing kinda like you said you also had when playing around with it in SE ENB
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Re: TES Skyrim SE 0.396
Double-sided rendering means they checked the "double-sided" flag on the mesh in NifSkope.
The offset of the double-sided flag probably changed in the new nif format used in SE though, so if somehow something was referencing that flag in the pipeline, its pointer might have to get updated to the new address. I know nifs are referenced at some point otherwise we wouldn't have gotten complex particle lights.
The offset of the double-sided flag probably changed in the new nif format used in SE though, so if somehow something was referencing that flag in the pipeline, its pointer might have to get updated to the new address. I know nifs are referenced at some point otherwise we wouldn't have gotten complex particle lights.
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Re: TES Skyrim SE 0.396
Without a double-sided material the object will become transparent when the backside faces are viewed from the camera so it's no wonder if the author has issues with the objects seemingly disappearing without it.
But that's about it, there's nothing special about it.
But that's about it, there's nothing special about it.
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Re: TES Skyrim SE 0.396
Rilax
Yes, i can modify colors of such objects, but of course only work if i make special version with such feature. I can't make mist in SE version cause of transparent objects will not have it and will be visually cut off by mist, in old skyrim i did many tricks to fight with alpha objects, including separate depth buffer for them and masking, but it's very complicated thing to do in Skyrim SE, too many shaders game have to patch them. So placement of objects by mod without bugs only possible which are non transparent,
Yes, i can modify colors of such objects, but of course only work if i make special version with such feature. I can't make mist in SE version cause of transparent objects will not have it and will be visually cut off by mist, in old skyrim i did many tricks to fight with alpha objects, including separate depth buffer for them and masking, but it's very complicated thing to do in Skyrim SE, too many shaders game have to patch them. So placement of objects by mod without bugs only possible which are non transparent,
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Re: TES Skyrim SE 0.396
Yeah I'd figure, SE has been a mess to reconfigure with my weather mod as well can't properly imagine how coding Enb for it must be. Thanks for the reply and all the work you've already done though, people honestly don't give you enough credit.