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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 00:51 
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skysan4298 wrote:
The Somber Antique 2 v2.11.245 uploaded on Jan 14, 2014.
http://www.nexusmods.com/skyrim/mods/37716


That archive doesn't contain any SweetFX files or reference any SweetFX proxy libraries in the enblocal.ini files from either preset (high or extreme).


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 01:17 
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Sorry, I saw the technique.fxh file from SweetFX and credited Ceejay.dk for SweetFX shader on the mod's description, so I assumed SweetFX was ported and included. nitroviper's screen capture is showing some post processing even UseEffect=false, so something is being injected and post processing.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 03:36 
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I can't do this now, rain will be replaced in the future, including tweaking of wet reflections, lens at rain is too early for now.

nitroviper
Now i don't understand anything with your problem. If mod 0.239 and above do not work even when effects disabled, then it's not new changes in code, because 0.239 differ from 0.236_5 only by moving some computations before drawing transparent objects, so if mod disabled (UseEffect=false), nothing is processed. Memory manager wasn't changed. Crash when loading saved game happen only when some critical memory bug occur, when error in shaders which used by the game, but failed to recompile by ENBSeries. If you set IgnoreLoadingScreen=false, then post processing will happen before game load, so if it crash in same place as before, it's not because of drawing before transparent objects in 0.239. Ask amd users for their skyrimprefs.ini and skyrim.ini and disable memory manager in enblocal.ini by:
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=false
And attach signature with your system and hardware stats, i can't keep in mind everything.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 04:14 
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Boris
I see the newer preset modders have moved all enb*.fx files to the Skyrim/enbseries directory.
If I have your vanilla enb*.fx files in the Skyrim directory while a downloaded preset had his/her enb*.fx files to the Skyrim/enbseries directory, how does ENB handle this? Which one does ENB ignore?

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 04:37 
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nitroviper
Check your PM's. I hope it's helpful.

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 05:24 
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Joined: 08 Nov 2013, 07:42
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Boris
Thanks for replying, " rain will be replaced in the future, including tweaking of wet reflections" :D
I will wait until that day come, until my dream come true :shock:
Thanks again!
-Your humble fan-


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 06:58 
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Joined: 20 Sep 2012, 00:20
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skysan4298 wrote:
Boris
I see the newer preset modders have moved all enb*.fx files to the Skyrim/enbseries directory.
If I have your vanilla enb*.fx files in the Skyrim directory while a downloaded preset had his/her enb*.fx files to the Skyrim/enbseries directory, how does ENB handle this? Which one does ENB ignore?

If you tell windows explorer to show file extensions for known types you will see that the ones in the enbseries folder are actually .ini files. They are like the settings files for the values defined in the main .fx files in the Skyrim directory. So for example, enbeffect.fx defines some base variables, and the values that config tweakers set those variables to using the in-game editor are stored in enbeffect.fx.ini in the enbseries folder. The two files look very different, as you can tell by opening them in notepad. Hope that helps!


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 07:30 
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Joined: 23 Sep 2013, 17:30
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Phinix wrote:
skysan4298 wrote:
Boris
I see the newer preset modders have moved all enb*.fx files to the Skyrim/enbseries directory.
If I have your vanilla enb*.fx files in the Skyrim directory while a downloaded preset had his/her enb*.fx files to the Skyrim/enbseries directory, how does ENB handle this? Which one does ENB ignore?

If you tell windows explorer to show file extensions for known types you will see that the ones in the enbseries folder are actually .ini files. They are like the settings files for the values defined in the main .fx files in the Skyrim directory. So for example, enbeffect.fx defines some base variables, and the values that config tweakers set those variables to using the in-game editor are stored in enbeffect.fx.ini in the enbseries folder. The two files look very different, as you can tell by opening them in notepad. Hope that helps!


...No. The ENB binaries are perfectly capable of referencing enb*.fx shader files residing in the \skyrim\enbseries folder. There is no need for them to clutter the \skyrim folder. All recent versions of Somber and Somber Lut Sepia are packaged this way and Unreal Cinema has done it for even longer. Perhaps others as well.


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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 10:35 
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skysan4298
Root game folder have higher priority above "enbseries" folder, as i remember. First it loading from "enbseries", then check if same file exist in root and load it. This is actual for shaders, presets, images, helper plugin. But weather (again, if i remember) always use "enbseries" folder.

Oyama
Almost did another two improvements for ssao quality to reduce it's noise, cost just a little more performance. Do you plan to create other preset for Nexus?

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 Post subject: Re: TES Skyrim 0.245
PostPosted: 17 Jan 2014, 10:49 
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Oyama
Comparison screenshots without filter for SizeScale=1, supersampling=true, low quality of sampling, without complex ambient occlusions. Performance difference for me 10% higher. Don't know about releasing of this, you know why.
Image
Image

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