Tywele
I have 1.7 patch, but sun work properly, sun rays too. May be one difference is that sun sprite now fading slower when some occluder intersect it. Post you skyrimprefs.ini, i'll check it.
TES Skyrim 0.114 beta
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Re: TES Skyrim 0.114 beta
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Re: TES Skyrim 0.114 beta
Tywele
This happens If you don't have bfloatingpointrendertarget set to 1 in skyrimprefs.ini. This happened to me after the skyrim launcher reset my inis :V
This happens If you don't have bfloatingpointrendertarget set to 1 in skyrimprefs.ini. This happened to me after the skyrim launcher reset my inis :V
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Re: TES Skyrim 0.114 beta
Борис, можете выложить скриншот где-нибудь у озера с видом на горы ночью? Очень мне хочется узнать как же на самом деле должно быть и как у вас это смотрится. Заранее спасибо
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Re: TES Skyrim 0.114 beta
Entwain
Настройки использую те же, что идут в составе мода, то бишь бесполезный конфиг только для проверки.
Настройки использую те же, что идут в составе мода, то бишь бесполезный конфиг только для проверки.
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Re: TES Skyrim 0.114 beta
Argh, stupid me. >.<MTindle wrote:Tywele
This happens If you don't have bfloatingpointrendertarget set to 1 in skyrimprefs.ini. This happened to me after the skyrim launcher reset my inis :V
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Re: TES Skyrim 0.114 beta
Hallo everyone I have problems with light and with the Depth Of Field effect
For me it’s hard to explain so I’ve makes a little movie http://youtu.be/cgJxpUv67IA (Video at 10% where I write this)(when I deactivate Fraps, the game more Focus problems)
My PC: AMD FX8150; ATI HD5970; 16GB Ram, Win7 Pro SP1; monitor: AOC 27"
The same is in older Versions of 0.114 Beta and in 0.113
In 0.112 it’s only blurred...everything
For me it’s hard to explain so I’ve makes a little movie http://youtu.be/cgJxpUv67IA (Video at 10% where I write this)(when I deactivate Fraps, the game more Focus problems)
My PC: AMD FX8150; ATI HD5970; 16GB Ram, Win7 Pro SP1; monitor: AOC 27"
The same is in older Versions of 0.114 Beta and in 0.113
In 0.112 it’s only blurred...everything
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Re: TES Skyrim 0.114 beta
He, I wonder, if it's possible to enable/disable/activate/deactivate certain effects during game play.
You can disable the whole enb-mod with ++F12 (for me, have edited this, don't know the default anymore), but what about SSAO, SSIL, ComplexIL, Bloom, Adaptation, DoF, DetailedShadows, SunRays und SkyLighting? I know, I could alt-tab out of game, edit enbseries.ini. tab back and hit the reload config key (backspace), but when I do so, the windows mouse cursor won't disappear again, so I have 2 cursors on screen and they dont fit to each other (windows cursor always faster than skyrim cursor), that very annoying. But even without that, it would be very comfortable to be able to disable some effects on the fly.
Is that possible? Maybe like HD6 realized modifing brightness of night (press 1+pgup/pgdówn), day (2+pgup/pgdown) and force night settings (3) in his enbeffects.fx?
You can disable the whole enb-mod with ++F12 (for me, have edited this, don't know the default anymore), but what about SSAO, SSIL, ComplexIL, Bloom, Adaptation, DoF, DetailedShadows, SunRays und SkyLighting? I know, I could alt-tab out of game, edit enbseries.ini. tab back and hit the reload config key (backspace), but when I do so, the windows mouse cursor won't disappear again, so I have 2 cursors on screen and they dont fit to each other (windows cursor always faster than skyrim cursor), that very annoying. But even without that, it would be very comfortable to be able to disable some effects on the fly.
Is that possible? Maybe like HD6 realized modifing brightness of night (press 1+pgup/pgdówn), day (2+pgup/pgdown) and force night settings (3) in his enbeffects.fx?
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Re: TES Skyrim 0.114 beta
Shadowtecdot
Video is not available. But if dof not work, then something wrong with rendering scene to depth. Did you set bFloatingPointTarget=1 in skyrimprefs.ini? What with lights, don't know, may be FixParallaxBugs=true in enbseries.ini do this or may be you mean the same issue as with bFloatingPointTarget=0.
CosmicBlue
This is possible, but the problem is how to attach keys and not to get tons of questions "wtf". And if i will do such toggling, then next question which parameters to handle and how link them to all keys. More than that, how to tweak every parameter on the fly. The only one solution - own HUD. And i don't want to do it now, saw the tool for configuring the mod, so i need to wait some time, don't wish to be concurrent to that developer.
Video is not available. But if dof not work, then something wrong with rendering scene to depth. Did you set bFloatingPointTarget=1 in skyrimprefs.ini? What with lights, don't know, may be FixParallaxBugs=true in enbseries.ini do this or may be you mean the same issue as with bFloatingPointTarget=0.
CosmicBlue
This is possible, but the problem is how to attach keys and not to get tons of questions "wtf". And if i will do such toggling, then next question which parameters to handle and how link them to all keys. More than that, how to tweak every parameter on the fly. The only one solution - own HUD. And i don't want to do it now, saw the tool for configuring the mod, so i need to wait some time, don't wish to be concurrent to that developer.
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Re: TES Skyrim 0.114 beta
Mapping keys can be tricky. I'm already finding that when typing commands in the in game console it sometimes alters effects/colors and I'll end up having to alt/tab anyways to fix it. So only if the keys serve no other in game function.
This latest beta seems pretty solid from the limited testing I've done with it.
This latest beta seems pretty solid from the limited testing I've done with it.
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Re: TES Skyrim 0.114 beta
@Johnny5srv
I just have that problem when not remapping keys, so they are standard.
But I use to remap them. Always, in any game. They are very often mapped in a way, I can only call senseless.
For example "X" for crouching. Crouching starts with an C, so I remap it to C. Inventory I, Map M, View V etcpp.
And another thing is, they must be accessable fast and quick from WASD movement keys. Quicksave F8 is useless for example.
At least in my eyes.
I would never remember something like companion inventory beeing J, or through grenade beeing H.
So remapping is essential for me. And it's the best hint I can give to anyone.
Remap the Keys in a way, it's senseful to you and you can get there quick.
And of course, there is always the thing between a QWERTZ keyboard and a QWERTY keyboard.
Playing a game, that has keys mapped for QWERTY but playing without remapping on a QWERTZ is really a pain.
@Boris:
I don't see the need of a HUD.
You toggle the complete mod with
KeyCombination + KeyUseEffect
Why not the most important other on/off-switches? (well, okay, who decides, what the most important are?)
For example
For me
would be enough.
If left clear, the Key is undefined, so no toggling of that feature is possible. And perhaps it is better, to make all Keys work only, if hit together with KeyCombination?
Just an idea, but I'd really love to see this and I do think, others would find this usefull too.
I know, it's some work. I would do it, if I had any idea or any clue how to do it, but I have no idea of programming.
But I'll write the comments to enbseries.ini, if you want
I just have that problem when not remapping keys, so they are standard.
But I use to remap them. Always, in any game. They are very often mapped in a way, I can only call senseless.
For example "X" for crouching. Crouching starts with an C, so I remap it to C. Inventory I, Map M, View V etcpp.
And another thing is, they must be accessable fast and quick from WASD movement keys. Quicksave F8 is useless for example.
At least in my eyes.
I would never remember something like companion inventory beeing J, or through grenade beeing H.
So remapping is essential for me. And it's the best hint I can give to anyone.
Remap the Keys in a way, it's senseful to you and you can get there quick.
And of course, there is always the thing between a QWERTZ keyboard and a QWERTY keyboard.
Playing a game, that has keys mapped for QWERTY but playing without remapping on a QWERTZ is really a pain.
@Boris:
I don't see the need of a HUD.
You toggle the complete mod with
KeyCombination + KeyUseEffect
Why not the most important other on/off-switches? (well, okay, who decides, what the most important are?)
For example
Code: Select all
[input]
KeyShowFPS=
KeyScreenshot=
KeyFPSLimit=
KeyReadConfig=
KeyCombination=
KeyUseEffect=
KeyUseBloom=
KeyUseAO=
KeyUseDoF=
KeyUseSunRays=
KeyUseSkyLight=
KeyUseIndirectLight=
KeyUseComplexIndirectLight=
Code: Select all
[input]
KeyShowFPS=
KeyScreenshot=
KeyFPSLimit=
KeyReadConfig=
KeyCombination=
KeyUseEffect=
KeyUseBloom=
KeyUseAO=
KeyUseDoF=
KeyUseIL=
KeyUseComplexIL=
If left clear, the Key is undefined, so no toggling of that feature is possible. And perhaps it is better, to make all Keys work only, if hit together with KeyCombination?
Just an idea, but I'd really love to see this and I do think, others would find this usefull too.
I know, it's some work. I would do it, if I had any idea or any clue how to do it, but I have no idea of programming.
But I'll write the comments to enbseries.ini, if you want