--JawZ-- wrote:
If i have understood you correctly you want to have the ENBSeries preset to look like vanilla but be customizable with the commands in the ENBSeries.ini like for example the Direct, Ambient and Specular settings and SSAO, bloom etc effects. Or am I missing something here?
The only thing I have seen that is not vanilla looking is the sky. Which is weird because I know I have achieved Vanilla skies with ENB running before, it seems like the ENB Sky is still enabled even if you have disabled it by setting the command "Enable=false" under the [Sky] section. I will try and revert back to a few older stable versions of ENB to see if I was just imagining having a ENB look that looked exactly like the vanilla game.
This is close, but still not quite what I was trying to do. I wanted to start with a 90+ percent vanilla appearance, then be able to control things like color correction, contrast, and saturation via the palette and postprocessing files, along with the lighting, sky, SSAO and other effects done via the enbseries options so that I can get on the screen what I see in my head as "ideal". All these have an effect, but it seems the detail that I pointed to in the screenshots above is already lost by the time ENB gets to the point of running through the postprocessing, etc. I just thought that with everything at a default setting, I should see something that looked closer to vanilla. It would seem I was wrong again, as the colors seem to get shifted or lost or whatever somewhere in the objects processing section of the code. Or at least that's the only thing I was able to think of to explain what I'm seeing.
As far as the sky, I can make it look more vanilla, but then I get pretty far away from 1 for the sky intensity and curves, so I just made it closer to vanilla then called it good enough and left it alone. Since I'm trying to support both vanilla and CoT in one ENB, I didn't want to stray too far from defaults. The sky appearance might or might not be related to the loss of detail/darkening of the more subtle colors in the flame atronach. I don't know. I never looked at that part that closely. I also haven't been able to figure out what knobs in the ini the flame bits on the atronach responds to, since I've tried them all, and nothing seems to affect the actual flame pieces, though the light on the horns and rest of the body is from what enb calls lightsprites.
So, though, just to try to clear up a bit more what I'm specifically referring to, here's a few more screens in the same order.... UseOriginalObjectsProcessing false, then true, then false with UseOriginalPostProcessing set true. You can see a lot of redish-orangeish-greyish color around the hip with useoriginalobjectsprocessing on, but as soon as you switch over to enb objects processing, a lot of those subtle colors get pushed to a much darker shade, almost black, and a lot of color detail is lost in that area. Any way... moving on...


