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Differentiation between interior types?

Posted: 23 Oct 2015, 02:13
by chinagreenelvis
Are there any ENB mods that treat the interiors of buildings (inns, homes, etc.) differently than the interiors of dungeons? Are there any image space mods that do this independently of ENB?

Re: Differentiation between interior types?

Posted: 23 Oct 2015, 15:37
by ENBSeries
All interiors in the game are the same, any workaround for this limitation require editing every interior location in the game to somehow notify the mod about type of that place. Also i can detect that internally from worldid, but even split in two interior types makes crazy amount of parameters for editing, it's a very bad idea.

Re: Differentiation between interior types?

Posted: 24 Oct 2015, 03:48
by chinagreenelvis
Unless that differentiation meant you had to split *every* parameter, I think the only ones necessary would be ambient, direct, and point lighting in the environment section. That way you could have really dark dungeons and ruins, etc. but normal lighting inside inns and houses. Maybe not worth it, but I wish it were possible.

Re: Differentiation between interior types?

Posted: 24 Oct 2015, 11:18
by --JawZ--
It's possible to do so with Creation Kit and ENBSeries in it's current form, without Boris having to resort to unnecessary coding.
As far as I can remember he had to "split" every commmand with the dungeon feature. That's why certain controls aren't being used for anything, they're just there in the GUI menu.

Anyway, such a feature, dungeon separation, is featured in my ELE mod for Skyrim. And can be implemented into any game which allows modification of that particular game and have some game post-processing registers in the enbeffect.fx shader file. You can have dungeon specific enbseries.ini controls as well as .fx shader controls.

Re: Differentiation between interior types?

Posted: 27 Oct 2015, 07:33
by chinagreenelvis
I'd be interested in doing the work to achieve that, but I'm at a total loss when it comes to scripting .fx data. I don't suppose you'd be interested in contributing?