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Fallout 3 / New Vegas 0.267

Posted: 03 Apr 2015, 15:54
by ENBSeries
Fallout New Vegas / Fallout 3

ENBSeries graphic mod / ENBoost patch 0.267

Added string annotations to shaders similar to TES Skyrim 0.265 version. Added ShadowDesaturation parameter for detailed shadows (in fallout 3 seems most weathers have ugly ambient color and this parameter is the only solution).

String parameter usage:

Code: Select all

string Param01 = "Brightness parameter begin";

float   EBrightnessV2Day <
      string UIName="EBrightnessV2Day";
      string UIWidget="Spinner";
> = {0.4};

string Param02 = "Brightness parameter end";
and Param01, Param02 is what added.

Re: Fallout 3 / New Vegas 0.267

Posted: 03 Apr 2015, 16:04
by Marcurios
Thank you very much Boris !

Re: Fallout 3 / New Vegas 0.267

Posted: 06 Apr 2015, 04:11
by Portal2x2
All appeared, thanks for the update.

Re: Fallout 3 / New Vegas 0.267

Posted: 15 Apr 2015, 02:34
by number6
Thanks for the annotations!

Re: Fallout 3 / New Vegas 0.267

Posted: 14 May 2015, 01:21
by number6
I'm sure this has already been asked so forgive me, but is it not possible to get controls like the Skyrim ENB has for fire, window light, light sprite, etc?

Re: Fallout 3 / New Vegas 0.267

Posted: 14 May 2015, 06:44
by ENBSeries
Objects do not differ from each other, so can't be split

Re: Fallout 3 / New Vegas 0.267

Posted: 26 May 2015, 04:46
by kingeric1992
Hi Boris,
Is texOriginal also supported in NV's enbeffectprepass.fx ??

There is a user request to port certain Skyrim DOF shader to NV which require texOriginal.

It would be much appreciated.
Thanks.

Re: Fallout 3 / New Vegas 0.267

Posted: 26 May 2015, 06:50
by ENBSeries
No, it's not available.

Re: Fallout 3 / New Vegas 0.267

Posted: 02 Jun 2015, 15:30
by ENBSeries
Version updated, download again
Added by request variable to ignore mod initialization if game editor process detected (GECK.exe).

Re: Fallout 3 / New Vegas 0.267

Posted: 02 Jun 2015, 17:06
by MaxG3D
ENBSeries wrote:Version updated, download again
Added by request variable to ignore mod initialization if game editor process detected (GECK.exe).
Since you are currently on F:NV, I actually stumbled upon an odd problem. I downsample most of my games from 2560x1080 to 1920x1080 to simulate a ultra wide screen. And when I do that, the in-game gamma gets super low and it seems that non of the ENB effects work. Vanilla game works fine, once I turn ENB off by setting "UseEffect" to "false". When I downsample from a different resolution, but in default aspect ratio (like from 2560x1440 to 1920x1080), it works just fine. I guess it's an issue with Driver Downsampling process changing the rendering order by sampling the 21:9 frame to fit 16:9? I dunno...

Anyways, if you want to replicate that, set a 21:9 downsampling resolution in Nvidia Control Panel "change resolution" tab (since you got a CRT monitor, you can use lower resolution than 2560x1080, as long as it's 21:9, it should show the problem) and in "adjust desktop size and position" set "scaling type" to "proportional" and check the "skip the scaling mode set by games/apps" box.