Dante_Draven
No, grass with normal map is fine, the buggy are from original game, they do not have normal map often and vertex normal is pointed to the sky for any pixel.
TES Skyrim SE 0.330
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Re: TES Skyrim SE 0.330
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Re: TES Skyrim SE 0.330
Boris. You're a legend mate. You're obviously dedicated to doing things properly which is rarer than it should be in the world of programming.
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Re: TES Skyrim SE 0.330
I thought about one thing. How preset makers will share screenshots on Nexus from VR game, so users can see and decide which one is good for their taste?
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Re: TES Skyrim SE 0.330
No way. My past mods for Dard Soul games are not popular and i learned lesson.
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Re: TES Skyrim SE 0.330
This is going to be a bit selfish of me, sorry about that, but... is there any chance for the [Fix] DisableFakeLights from FO4 ENB in SkyrimSE ENB?
SkyrimSE suffers of that exactly same problem, where characters glow weird and it can't be disabled through INI in SkyrimSE. This effect is called Character Lighting and it's almost same shader from FO4, just not tweakable in SkyrimSE.
To see the effect in-game, look at a character and type in console "cl toggle" to turn off/on the shader. "cl toggle" is the only way to turn off that shader, it requires manually typing the command after every restart of game.
This effect is very bad, it shines the characters only if the character is facing North. Then, in snowy regions, it makes the hairs and eyes look brighter than normal which is not good.
SkyrimSE suffers of that exactly same problem, where characters glow weird and it can't be disabled through INI in SkyrimSE. This effect is called Character Lighting and it's almost same shader from FO4, just not tweakable in SkyrimSE.
To see the effect in-game, look at a character and type in console "cl toggle" to turn off/on the shader. "cl toggle" is the only way to turn off that shader, it requires manually typing the command after every restart of game.
This effect is very bad, it shines the characters only if the character is facing North. Then, in snowy regions, it makes the hairs and eyes look brighter than normal which is not good.
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Re: TES Skyrim SE 0.330
Not sure if i can separate just one light, i will check.
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Re: TES Skyrim SE 0.330
Back when I used MXAO I would fix the dark AO grass blending badly with the LOD textures by setting the effect distance fadeout to make sure the furthest grass was lighter AO. Is it possible to implement that parameter for ENB AO?
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Re: TES Skyrim SE 0.330
What is the point to fix grass, if its problem of grass models, not the effect? And why to disable it this way, if it will be computed anyway, wasting performance? It adds volume feeling to objects of any distance and size.
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Re: TES Skyrim SE 0.330
Its easier to just adjust the texture that looks off to your ENB config, as we do with tree LODs. Take screenshots of where the grass is too dark and use them to check how much you need to lighten the grass textures (or darken the ground) on GIMP or similar.
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Re: TES Skyrim SE 0.330
Hey Boris,
thanks for all the nice work.
I noticed that the fire parameter also changes the dust particle intensity that shines from windows.
and I wanted to ask if there is a plan about the enb shadows for body shadowing
thanks for all the nice work.
I noticed that the fire parameter also changes the dust particle intensity that shines from windows.
and I wanted to ask if there is a plan about the enb shadows for body shadowing