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PostPosted: 15 Jan 2013, 17:26 
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DOWNLOAD:

PARTICLE PATCH ALL-IN-ONE

PARTICLE PATCH IN SEPARATE FOLDERS

SUBSURFACE SCATTERING PATCH

BONUS STUFF:

ICE SHADER FIX

HIGH POLY (AND I MEAN REAL HIGH POLY) FERN MESHES

LONG FIELD GRASS (AUTUMN/SUMMER VARIANTS)

CLOVER PATCH FOREST GRASS

Skyrim has a few object meshes that have their shader or blending properties set incorrectly. As a result, many of these objects react to an incorrect category in enbseries.ini; for example, the intensity of whitewater foam might be set by the intensity of [FIRE] instead of [PARTICLE], most likely resulting in bright foam at night. The aim of this little patch is to fix all these inconsistencies so that the affected objects react to a correct category. In addition to that, I have also adjusted a few additional game objects hoping that they will thus work better with ENB.

As of now, there is a separate download for subsurface scattering patch.

The mod should be compatible with all texture replacers, but no guarantees given.

Feel free to distribute the files with your preset, no need to ask for my permission. Also, do tailor the contents to your needs, i.e. remove components you don't want.

SUBSURFACE SCATTERING PATCH CHANGELOG
--------------------------------------------------------
19/09/2013 - Enabled subsurface scattering on wax candles.
21/09/2013 - Disabled scattering on various ice floes.
22/09/2013 - Enabled scattering on Nord and Imperial children (EXPERIMENTAL!)

PARTICLE PATCH CHANGELOG
------------------------------------
16/01/2013 - Fixed a one additional type of torch (sconce) that I came across.
17/01/2013 - Curbed Dawnbreaker glow so as not to be blinding.
18/01/2013 - Lowered specularity of two mineral pool objects that were over-exposed with most presets.
19/01/2013 - Lowered the glow of Blackreach mushrooms.
25/01/2013 - Fixed a few types of water splashes and Windhelm towers.
26/01/2013 - Fixed a couple of blowing snow objects.
06/02/2013 - Added many fog and mist type of objects as well as Deathbell (plant), also fixed a bug in one torch.
09/02/2013 - Added a compatibility patch for W.A.T.E.R. 1.6 - thanks to SparrowPrince for granting the permission to use his files.
10/02/2013 - Added optional fixes for hinged trap and Falmer totem.
16/02/2013 - Added fixes for a few light shafts as well as a couple of food items and ingredients (tomato, carrot, long taffy, nutty bread and Daedra heart).
20/02/2013 - Added lumbermill gear and glow meshes as well as fixed a bug in one of the light shafts and added a texture for finer dust.
22/02/2013 - Added Solitude window shutters and Whiterun display cases, fixed a bug in carrot and lowered Daedra heart glow even further.
23/02/2013 - Added a few types of spider webs with fixes to combat excessive brightness, more to come later.
24/02/2013 - Added modified Dragonsreach LOD windows (i.e. those seen from the distance) so that they react to [WINDOWLIGHT] parameters as well as more types of webs.
07/06/2013 - Added waterfalls, a few more light shafts and a glow found in Windhelm square.
09/06/2013 - Added wall-mounted elk head.
10/11/2013 - Added wall-mounted female elk head (thanks, Jawz!).
08/01/2014 - Added more light shafts from Jawz.
11/01/2014 - Fixed chaurus eggs and glowing mushrooms.
14/04/2014 - Fixed a number of Soltsheim water meshes.
11/05/2014 - Fixed the glowing mushrooms cluster + one missed waterfall.

INSTALLATION
------------------
Copy the contents to your Skyrim folder, adhering to the folder structure.

NOTE to users of Ultimate HD Fire Effects by BuzzDee84: Install Ultimate HD Fire Effects after my particle patch, overwriting my files when asked.

To uninstall, delete the included files.

PARTICLE PATCH CONTENTS
----------------------------------
All-In-One installation package contains everything released so far for ease of install.

Contents of selective installation package are broken into two categories, core and optional. Core components include the main particle bug fixes, whereas optional components contain other stuff that may be of interest to an ENB user. If you want just the particle bug fixes and nothing else, only install the core components.

PARTICLE PATCH CORE COMPONENTS:
Many types of whitewater foams and water splashes that incorrectly reacted to [FIRE] parameters
Various types of waterfall meshes that reacted to [FIRE] parameters
Many types of fire sources that reacted fully or partially to [PARTICLE] parameters
A couple of types of blowing snow objects that reacted to [FIRE] parameters
Many fog and mist objects that reacted to [FIRE] parameters
Deathbell (plant) that was categorized under [WINDOWLIGHT]
Many types of light shafts that reacted to [FIRE] or nada
All types of glow meshes that reacted to [FIRE]

OPTIONAL COMPONENTS:
Solitude doors and market stalls that didn't shadow properly
Mineral pools that had too high specular intensity
Dawnbreaker sword that had too bright glow
Blackreach mushrooms that had too bright glow
Windhelm towers that had too high specularity
Bedrolls that had too much glossiness
Hinged trap that didn't shadow
Falmer totem that had too much glow
Food ingredients with various issues
Lumbermill gear that didn't shadow
Solitude window shutters that didn't shadow
Whiterun display cases that had opaque lids
Finer dust to replace the floating Duplo bricks
Most types of spider webs
Dragonsreach LOD windows
Wall-mounted elk head that didn't shadow
Chaurus eggs and glowing mushrooms

Examples:

Image

Image

Image

Image

Image

Image

Image

I will keep updating the mod as necessary, so if you come across an object that looks buggy to you, please let me know. Also, if you notice I have made a mistake (possible), please drop me a line.

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Tomoko
PostPosted: 15 Jan 2013, 17:31 
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MindFlux
Hell, with the right bloom settings, this makes fire look like... fire. At last :D
Great job, sir ! And thank you ;)

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PostPosted: 15 Jan 2013, 17:33 
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Screenshots or it didn't happen :D No seriously, I haven't had time to tweak my own preset, so I'd appreciate it (not to mention that your preset rocks!).

And thank Boris for telling about the fire issue and giving the debug binary, also Svarog for reporting.

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PostPosted: 15 Jan 2013, 18:27 
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Screenshots, huh ? Particles ? Fire ? :D You're talking straight to heart.
More to come later, trust me :lol:

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PostPosted: 15 Jan 2013, 18:36 
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This looks great mindflux! Thanks for sharing!

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PostPosted: 15 Jan 2013, 18:37 
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far327
That's quite something ingame, believe my word ;)

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PostPosted: 15 Jan 2013, 18:59 
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Oyama wrote:
far327
That's quite something ingame, believe my word ;)


why take your word when I can just look at your crazy awesome screenshots! LOL! :D

Polo had also made some changes similar to this in his ENB. I don't think he covers as much ground as mindflux, but there might be some that he did that mindflux hasn't gotten to yet.

http://www.mediafire.com/?33ecgrgav6b8jqn

http://blog.livedoor.jp/polo702/archives/52032888.html Some screens there...

And I believe he goes over the changes in his change log. (translated for Japanese)


Version 2.6-0.119
-I have to adjust the lighting of indoor and night.
· When you have finished editing the model of "glass box" exhibition, "and static light source lamp" Lights "," lamp "magic" modified, "first-person model of Dawn Breaker", "candlestick glow of torches."



P.S. - mindflux, thank you for fixing that damn door in Solitude!! Arggh that thing was such an eyesore!

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PostPosted: 15 Jan 2013, 19:08 
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I'll post link on front page.

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PostPosted: 15 Jan 2013, 19:15 
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Boris
Thanks, hopefully it'll help some users.

Oyama
Thank you sir, I knew I could trust you. Looks damn delicious, I have to say.

far327
You're welcome, old chap. The door was driving me crazy as well every time I saw it... And thanks for linking polo's preset, I remember you mentioned in passing it had some fixes, but I thought it was just the bright foam texture fix and forgot about it. Those fixes look very interesting, however. I don't think I have even noticed bugs with some of these objects, I guess it tells how much I actually play the game, eh.

By the way, does anyone else have issues with vegetation not shadowing properly? The severity of the issue depends on the way your preset is set up, but it's pretty major for me now, so I thought about fixing it, see here:

Image

Image

Also notice the hanging moss shadowing partially on the left side.

Worth the time?

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PostPosted: 15 Jan 2013, 19:26 
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Mindflux
Strange. No issues on my side.
I mean, not THESE issues :lol:

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