TES Skyrim 0.221

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Re: TES Skyrim 0.221

Bronze316
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Re: TES Skyrim 0.221

I found the problem, when i hide game interface with tm command, alpha channel is displayed wrong.
Last edited by Guzio on 23 Sep 2013, 22:58, edited 1 time in total.
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Re: TES Skyrim 0.221

Cool! I downloaded the "old" version earlier today, but now I see that it was updated again. Thanks. ;)

I guess all we need are the separated controls (day/night/interior...) and then we'll be all set.

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Re: TES Skyrim 0.221

Thanks for the reply Boris, that's understood.

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Re: TES Skyrim 0.221

Better males is a good mod. Havent seen any seams with it.
For females use SG textures. Seem pretty good.

Also thanks a million for the day night separated enbeffect.fx!
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Re: TES Skyrim 0.221

mindflux wrote:number6
Could you care to elaborate a bit? Does the bug occur in a specific location, after a specific action, with a specific NPC, or what? Anything really to help find the issue in my game. Thanks.

Contrary to popular belief we don't spend our days wandering around the game, looking for bugs.
Thanks for the response Mindflux. Yeah, I don't really make it a point to go looking for bugs either. But I am always tweaking the ENB settings as I am playing the game and when something looks off to me I try to find a way to adjust it. In this case the fire on people was just getting way blown out with my bloom settings and so I was trying to reduce it's intensity (there's no bloom in the screenshot as I was trying to isolate the issue). The issue is not limited to any specific location, or NPC, but it does always occur with the action of setting someone on fire with a flame like spell. It seems that the fire projected from the hand is different somehow from the fire coming off an NPC body. To recreate it, just walk up to any NPC and flame them up. Then, while they are still on fire, open the ENB GUI and reduce the apporiate (DNI) [FIRE] intensity to 0.0. This makes the flame from the hand transparent, but not the flame coming off the NPC. I thought maybe it was one of the other settings like [LIGHTSPRITE], but none of them make a difference. In the screenshot posted I was fighting some vampire in a frost crag cave or something like that. The vampire's spells coming at me seemed to have the same issue. Hopefully that's more clear :D . Is there a better forum for troubleshooting stuff like this?
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Re: TES Skyrim 0.221

ENBSeries wrote:CruNcher
SSS depends from lighting, it visible the most in contrast of shadows and lights, in all other cases it's just coloring. Dependency from post processing shaders is the same as f.e. ssao and ssil visibility change, not huge, but can be compressed by tonemapping too much. In most cg movies or single shots sss (and gi) is too much high, just to make image look better, instead of realistic, i like this more, because human skin looks very ugly in poor lighting conditions (and especially with bad camera).

Here is another shot, i decided to make negative values for saturation parameters of sss to desaturate diffuse texture as factor of sss
Image

Yeah problem im not hunting for such screenshots i try to get consistent feeling Realtime results over ingame 24 hours (all light stages, and weather conditions) in everything i do im not really a Screenarcher i just try to find some path of consistency also with moders different assets.

You will never see from me some room shot where i place my character into some special condition and say hey look how cool that looks im interested in the Gameplay not some artificial light results (sure they are cool) that are hardly reproducible in the Real Gameplay experience :)
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Re: TES Skyrim 0.221

With ColorPowDay=1 no visible seam

Image

ColorPowDay=1.5, seam starts to be visible. No matter, default or modded textures.

Image
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Re: TES Skyrim 0.221

Guzio wrote:With ColorPowDay=1 no visible seam

Image

ColorPowDay=1.5, seam starts to be visible. No matter, default or modded textures.

Image

Guzio the seam is there in both, your setting change just amplified it and in the end made it visible @ least that's what i see on the Samsung here, i can see this harsh line difference in both of your results @ the neck.

I would say this problem in your example is just blended out but it is there to begin with, if you follow the neck muscle line (normalmap detail) you even see that they aren't matching @ the neck this displaces the result already and that is visible even without the color change making it more obvious, it's not a consistent structure it gets displaced when they get connected head and body mesh are connected.
Last edited by CruNcher on 24 Sep 2013, 00:24, edited 2 times in total.
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Re: TES Skyrim 0.221

CruNcher --- you have right, with default textures for male characters, seam is always slightly visible. But when you increase ColorPow parameter above 1.0, this becomes more evident.
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