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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 11:16 
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Jafin16:

It's not about Tonemapping and saturation, i spend my most of time in shader files not on enbseries already btw. But my point is pretty clear and practise; Changing opacity of clouds will destroy the everything related with SKY parameters and those changes will also effect the scene color grading and lightning balance etc... So as i said meaning of changing it is meaning remake everything per weather. But with Cloud shadow opacity option we could have make easy and quick setups on our presets we have already. Without change anything related with clouds, sky.., by just changing opacity of shadow, no sky and scene lightning would be harmed.

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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 14:57 
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I'm seeing this in the Ragnvald Canal water layer, but not other places like Darkwater Pass.
coc Ragnvald03 and look for the water pool at the entrance. I lowered the Caustic Amount to 1.0, but still happened.
The first one next to the ENB GUI is when I panned the camera, and ghosting or ENB water disappeared.
The 2nd one in the middle is how caustic looked.
The 3rd is a ball of light appeared and kept getting bigger until filled the whole screen.
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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 15:00 
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I can confirm this bug. Noticed it at "the ragged Flagon" by the thieves guild..

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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 15:23 
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Joined: 28 Jul 2013, 23:26
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^

That bug is because you have ELFX installed. ELFX causes it (at least for me)... have you tried without any Lighting mods?


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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 15:23 
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This bug is actually there since a dozen versions of ENB and it is not related to ENB as far as I know, but an ELFX (maybe RLO too) mesh thing, that happens while using ENB.

I experienced it in two spots so far, Ragged Flagon and a cave in Solstheim.

I already reported this on the ELFX site weeks ago and the modder said he will look at it. Yesterday an new ELFX update was uploaded, maybe it is fixed now.

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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 15:31 
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I'm using RLO not ELFX


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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 16:12 
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ELFX author says update 0.4.2 fixes the giant reflections in some water pools, mainly Ragged Flagon. Havent tested yet. If RLO causes the same issue it should be addressed to RLO team to fix, or fix yourself in CK. Not ENB related issue... Either Vanilla lighting is wrong, or lighting mod is wrong.


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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 16:37 
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Joined: 07 Mar 2013, 10:14
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Tansarville:
Shadow intensity etc. is in fact in the realm of tonemapping and adaptation (Also you already have ambient lighting based on pixel brightness in the enbseries.ini that you can make shadows brighter with). I do understand your concern that you do not really want to redo the enbeffect.fx file etc. from the ground up to make the changes, if you could just have a simple enbseries.ini option that could alter it a little bit.
However I can also understand why Boris would not be bothered making the option when you already have the tools to fix the issue.


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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 17:00 
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Aiyen wrote:
Tansarville:
Shadow intensity etc. is in fact in the realm of tonemapping and adaptation (Also you already have ambient lighting based on pixel brightness in the enbseries.ini that you can make shadows brighter with). I do understand your concern that you do not really want to redo the enbeffect.fx file etc. from the ground up to make the changes, if you could just have a simple enbseries.ini option that could alter it a little bit.
However I can also understand why Boris would not be bothered making the option when you already have the tools to fix the issue.



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First of all i didn't report any issue related with Cloud Opacity, i'd just shared my opinions about it. There is no such an ''issue'' (you can call it whatever you want cause i don't mean it's an issue) during night time or day time under most of weather types. But some specific weather types gives really pretty dark result. I made observation on cloud movements, when clouds move away etc... scene gets the original brightness/lightning level. So there is no such an issue, it works as well.

So no need to change enbeffect, my tonemapping or adaptation settings. Cause it occurs only during some specific weather types and again, it' not an issue, weather is heavily overcast and covers the scene lightning.

As you mentioned my point is pretty clear: why wouldn't i tune up shadow opacity indepent from cloud opacity ? First, as i stated before it gives me better control to create more groovie scenes and more important than that, it would allow me to retune my overall scene lightning balance without making everything from ground up...

It's not an important job if i would working with NON-MW preset, but i'm trying to build 7-10 different template per weathers (each weather also tuned again) and if i would have Shadow Opacity i could make new arrangements on em easily.

Plus i don't think i want a ''weirdo'' parameter, sounds no big deal to me. It's just cloud shadow opacity, wouldn't harm anyone to have it there on ENB GUI.

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 Post subject: Re: TES Skyrim 0.240
PostPosted: 16 Dec 2013, 17:25 
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Joined: 07 Mar 2013, 10:14
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Perhaps issue is a wrong word for it, but I do not know what else to call it atm.

My point is just that between altering CK values, and editing the enbseries, and enbeffect.fx file you can sort out any "too dark, or not dark enough" "shadow issues" you might have in your presets during certain weathers. Hence I can understand why Boris would not want to spend time on it. It is not his problem that the default image spaces and weather cloud alpha levels are badly done.

But if a feature like you want is coming, then sure I would also happily use it! But just saying that I understand why it might not!


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