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PostPosted: 25 Jan 2016, 11:47 
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I built a Skyrim/Fallout 4 compatible preset editor. I am wondering if it would be possible to use/build a .net wrapper for the enb series so that I can incorporate a preview into my application. I know how to build a .net wrapper. I am just wondering if this is possible and what functions I would need to call/incorporate/info I would need to know in order to get this to work.


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Tomoko
PostPosted: 25 Jan 2016, 14:06 
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If you mean to make enbseries mod .net based - no way, i hate .net very much and will never develop anything with it. If you want just modify setting and see them applied in action (don't know how with single window focus, may be control parameters via Android devices?), new version have sdk which works with almost any programming languages which allow Windows programming.

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PostPosted: 25 Jan 2016, 15:05 
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There are two ways I can see accomplishing this... but I am not exactly sure how the setup would work. I took a brief look at the SDK and I might be able to use that if I can control the parameters used in Skyrim directly using the external .NET application. Would the SDK allow for that? If so, it is an even better idea since I would not need to set up a scene myself. I would prefer this solution over my original one if it is possible.

The only other option is more along the lines of what I was thinking in my first post; and that is to set up a scene in my own application and somehow run the enb series from within my own program. The issue that I was referring too in my original post was that .NET uses a managed DLL to access DirectX (there are separate directX dlls for .NET... they may wrap the originals but I can't tell). So I am not sure whether or not it would be possible to actually make use of your ENB dll from a .NET program. The answer would lie in understanding exactly how your d3d9.dll works. How does Skyrim connect to your DLL to allow it to control graphics within the application?

I can use C++. I could rewrite my application in C++ if I felt it was a good approach. The problem is that I want my app/mod easily maintained. While I can see/understand both sides of the C++/C#/.NET argument for those who don't like one or the other, the fact is that many people find c# applications easier to learn and to maintain when coming into a project from the outside. (i.e. someone who is not the original developer). So I want to keep it a C# application if possible.


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PostPosted: 25 Jan 2016, 17:24 
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SDK of ENBSeries allow to set any variables of enbseries.ini or defined in shaders (and saved to enbeffect_fx.ini, etc), so your external manipulations with them will be visible in real time. You don't need to rewrite application to c++ for that, just use GetProcAddress calls to connect to every function of the mod.

Regarding own scene for testing, it will be tricky, because mod require render pipeline of the Skyrim and all bugs of it too. You may capture all device states and manually replace meshes and textures only, but it's too much work, simpler would be to create subscene in Skyrim and load it. Hope i understand properly what you asking for.

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PostPosted: 25 Jan 2016, 21:35 
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Sounds like I can do the first solution then. I will try that out. Thanks!


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