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 Post subject: Re: TES Skyrim 0.250
PostPosted: 12 Feb 2014, 04:12 
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*blah-blah-blah maniac*
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Have you tried setting enbhost.exe to run as administrator? This'll require TESV.exe to run as administrator and whatever launcher you use (default or SKSE) to also be run as administrator... but it MIGHT work...

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 Post subject: Re: TES Skyrim 0.250
PostPosted: 12 Feb 2014, 04:32 
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I tried setting all four to run as admin but no dice :/ enbhost still didnt load


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 Post subject: Re: TES Skyrim 0.250
PostPosted: 12 Feb 2014, 08:30 
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Joined: 22 Aug 2012, 08:17
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Location: Logroño (Spain)
Boris
ok, understood

mostlyhuman

I have tried to make work 3dvision and enb together several times, but my fps dropped down to 12 fps... xD But now I have 2 gtx680 in SLI and I'd like to try again.
The problem I mainly found was with shadows. Shadows rendered in one eye, but not in the other so it was dizzying and unplayable. This happened to me even with helix mod. The only solution I found was setting referred shadows to off in skyrimprefs.ini, something that Boris has said NOT to do.
So, do you have managed to run 3dvision and enb properly with deferred shadows on, all enb features enabled, etc without problems?
Can you tell me steps to follow? If you are so kind to advice me, can do it by PM, for not off-topic this thread.
Thanks!

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 Post subject: Re: TES Skyrim 0.250
PostPosted: 12 Feb 2014, 08:53 
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Joined: 27 Dec 2011, 08:53
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ENBSeries and 3d incompatible, no sense to even try.

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 Post subject: Re: TES Skyrim 0.250
PostPosted: 12 Feb 2014, 23:00 
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Joined: 12 Feb 2014, 00:19
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It will work for me in indoor areas, or outdoor areas if you dont use a lot of high res textures and it looks great! This is how I did it, i just downloaded the helix mod v1.04.12, rename enb's d3d9.dll to d3d9enb.dll, and drop helix's mod into the directory and it has its own d3d9.dll, it also has a file called DX9Settings.ini, open this file and under general make sure it has these lines (with the path being the correct path, this is just my path)

[General]
UseEndScene = false
ProxyLib=H:\Program Files (x86)\Steam\steamapps\common\skyrim\d3d9enb.dll

and then it will run for me, it will load .250 enb and also run in 3D Vision. Not sure how much difference this is making but I do have a somewhat fast system, overclocked i7-3960x, 32GB RAM and an nVidia GTX 690. it has a smooth framerate for me though in stereo.

it wont load enbhost so theres not memory management which of course is the issue that I guess as Boris says just wont work. I hope something gets figured out for the oculus rift and ENB when it comes out so that everything is smooth since its probably going to be several more years until we get another elder scrolls game :)


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 Post subject: Re: TES Skyrim 0.250
PostPosted: 13 Feb 2014, 04:53 
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Joined: 20 Jul 2013, 00:34
Posts: 318
I finally figured out why the Wilds enbeffect.fx was having day and night difference in a cave. It was not related to not having day and night separation, but the EInteriorFactor value was not available when HD6 wrote the enbeffect.fx for cave to ignore daytime.
HD6 used this logic to always set ENightDayFactor value to zero.
// Some caves are seen as daytime, so I set key 3 to force nightime
// This doesnt work very well >_<
hnd=tempF1.z < 1 ? 0 : ENightDayFactor;

I replace that with this, and I can now use DetectorOldVersion=false correctly.
hnd=ENightDayFactor;
if (EInteriorFactor)
{
hnd=0;
}

With the DetectorOldVersion=false, all interior settings for day and night are now independent from each other. When it was true, one was effecting another inside interior.

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 Post subject: Re: TES Skyrim 0.250
PostPosted: 13 Feb 2014, 08:39 
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Joined: 22 Aug 2012, 08:17
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Location: Logroño (Spain)
mostlyhuman thanks. I'll give it a chance

Boris (or whoever...) I'm a bit confused about mist parameters: Skylighting, sun influence, tint and density is clear, but I don't know how to handle with the other parameters (bottom, vertical offset, vertical fade...). For me, it seems all are doing the same, makeing the mist to be upper or lower. The thing I'm trying to achieve is to have a dense mist in horizon (far mountains), BUT not misting the sky above my head. This is the main problem I find handleing with mist parameters; whenever I try to achieve a dense mist IN FRONT of me, I can't get rid of the mist above me.
Think, e.g., in a sunny but foggy cold morning. You can see a dense fog in the mountains in front of you, but the sky above your head is clear and blue (what a poethic... xD)
So, any advice to handle mist parameters to achieve this? thanks

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 Post subject: Re: TES Skyrim 0.250
PostPosted: 13 Feb 2014, 09:23 
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Joined: 28 Jul 2013, 23:26
Posts: 372
@skysan4298

Having no InteriorFactor in a DayNight separated file creates Day Night cycle in Interiors. What you did now is the same as setting all Interiors to Night setting..


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 Post subject: Re: TES Skyrim 0.250
PostPosted: 13 Feb 2014, 18:22 
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Maegirom
This is simple, reduce Vertical fade for experimental purposes (later increase it a little), set BottomTop to zero, set VerticalOffset to lower than zero and RelativeToCamera=1, then modify ExponentialFade and Density according to required look. At last, make changes to previous parameters i mentioned to make fog not sharp on VerticalOffset level and may be position absolute in the world, not relative to camera. This is hard to explain, you must understand by yourself how it work.

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 Post subject: Re: TES Skyrim 0.250
PostPosted: 13 Feb 2014, 20:11 
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Joined: 22 Aug 2012, 08:17
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THX Boris. I'm on it!

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