TES Skyrim 0.119
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *master*
- Posts: 112
- Joined: 13 May 2012, 19:27
Re: TES Skyrim 0.119
Don't forget to update the main page with the .119 update. If I wouldn't have come into the forum to check, I would have missed it. I usually just check the front page for updates.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17553
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.119
It was updated, probably your browser cache.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 25
- Joined: 07 Aug 2012, 19:20
Re: TES Skyrim 0.119
Perfect! Now all interiors works with new settings
Thank you very much, Boris!
Thank you very much, Boris!
-
Offline
- Posts: 50
- Joined: 04 Sep 2012, 06:47
Re: TES Skyrim 0.119
Thank you so much for publishing these ENB binary files! It takes time to figure out how each of the variables work, but it's totally worth it.
The moment I found out that you had release v119, I immediately downloaded it, stripped the INI file so that the dll would re-write it with default values (extremely handy feature, that) and then got to work changing the values in the enbeffect.fx and enbeffectprepass.fx files.
I finally have a baseline version of your ENB that's nearly a 100% match to the vanilla skyrim colors. I've enabled and corrected the Bokeh DoF, ambient occlusion, Indirect Lighting, Godrays, AND the Sunlighting (why is it called that? It just makes shadows darker?).... It's literally glorious. Looks almost like real life. I'm only getting about a 10% FPS loss too., even at high quality rendering!
Thank you for making this!
I do have two questions for you:
I'm a shader application programmer in my spare time (actually, my thesis is on a new version of parallax occlusion mapping which uses surface coordinate derivatives in order to create the 3D to 2D mapping construction that's a prerequisite for the PoM technique. :ugeek: I work strictly in GLSL though, not HLSL.
Why do you publish the mods with settings that are so...umm....strange? :?: Like having curves with values of 6 or 8, when they should be 1...or setting min/max values at near 100.0 when there's no effect over 1.0? It makes creating a decent ENB very difficult for idiots.
Also, why are you publishing obfuscated code in the ENB project? It'd be much easier for us to improve upon your work if you'd use higher level language code instead of assembly style systax. That's what the modding community is all about: improving things. :geek: It's like free and open source software...we like making software better! but...if we can't understand how the code works, we can't improve it.
I'd love to take a stab at getting SSAO to apply the AO effects BEFORE the water texture distortion. so that we could get back the fancy water shaders that come with Skyrim. Just imagine: water ripples working correctly with SSAO.
Better yet, what about an option to implement full blown parallax occlusion mapping? I'm sure this is something you'd like to see implemented at some point as well.
The moment I found out that you had release v119, I immediately downloaded it, stripped the INI file so that the dll would re-write it with default values (extremely handy feature, that) and then got to work changing the values in the enbeffect.fx and enbeffectprepass.fx files.
I finally have a baseline version of your ENB that's nearly a 100% match to the vanilla skyrim colors. I've enabled and corrected the Bokeh DoF, ambient occlusion, Indirect Lighting, Godrays, AND the Sunlighting (why is it called that? It just makes shadows darker?).... It's literally glorious. Looks almost like real life. I'm only getting about a 10% FPS loss too., even at high quality rendering!
Thank you for making this!
I do have two questions for you:
I'm a shader application programmer in my spare time (actually, my thesis is on a new version of parallax occlusion mapping which uses surface coordinate derivatives in order to create the 3D to 2D mapping construction that's a prerequisite for the PoM technique. :ugeek: I work strictly in GLSL though, not HLSL.
Why do you publish the mods with settings that are so...umm....strange? :?: Like having curves with values of 6 or 8, when they should be 1...or setting min/max values at near 100.0 when there's no effect over 1.0? It makes creating a decent ENB very difficult for idiots.
Also, why are you publishing obfuscated code in the ENB project? It'd be much easier for us to improve upon your work if you'd use higher level language code instead of assembly style systax. That's what the modding community is all about: improving things. :geek: It's like free and open source software...we like making software better! but...if we can't understand how the code works, we can't improve it.
I'd love to take a stab at getting SSAO to apply the AO effects BEFORE the water texture distortion. so that we could get back the fancy water shaders that come with Skyrim. Just imagine: water ripples working correctly with SSAO.
Better yet, what about an option to implement full blown parallax occlusion mapping? I'm sure this is something you'd like to see implemented at some point as well.
-
Offline
- *blah-blah-blah maniac*
- Posts: 665
- Joined: 30 Dec 2011, 13:18
Re: TES Skyrim 0.119
Amazing work Boris!! Thanks!
_________________
Ronnie Stormly Ree
Animator on Hitman 2016
My Skyrim ENB
My Gaming youtube Channel
My Animation youtube Channel
Ronnie Stormly Ree
Animator on Hitman 2016
My Skyrim ENB
My Gaming youtube Channel
My Animation youtube Channel
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: TES Skyrim 0.119
I would say that the dungeons should fall under the night settings Boris. Cause interior's should or are more lit up, by more light sources which also are closer together, which isn't the case with dungeons (Or atleast shouldn't be)
But I noticed in a cave (Whiter River Watch, if any one wonder) that it used the day time settings. So I went into the CK, changed almost everthing I could find that had something to do with lighting. To other templates that I knew used the night settings, but to no avail. It would still use the day settings, and that screwed some of my settings up.
Maybe it's something specific with what ENB choose's to be night or day, or I missed something in the CK :/
But I noticed in a cave (Whiter River Watch, if any one wonder) that it used the day time settings. So I went into the CK, changed almost everthing I could find that had something to do with lighting. To other templates that I knew used the night settings, but to no avail. It would still use the day settings, and that screwed some of my settings up.
Maybe it's something specific with what ENB choose's to be night or day, or I missed something in the CK :/
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: TES Skyrim 0.119
Jawz, are using my Dark Dungeons mod or just vanilla game? By chance I was in that same dungeon yesterday and as far as I could see with DD enabled it looked as dark as the other dungeons, ie. almost pitch black with my settings. Is the whole dungeon too bright or just the parts with natural daylight? I can't remember if I've done any changes to that specific dungeon, but when you changed the lighting template in CK, did you remember to tick in the check boxes to disable custom settings for the cell? Also check that the imagespace is correct because it necessarily isn't. Generally speaking making the fog darker is a pretty good way to make dungeons darker, also decreasing light fall-off rate when necessary.
And Boris is right, the developers must have been on something since the discrepancies in the lighting settings are just out of this world.
And Boris is right, the developers must have been on something since the discrepancies in the lighting settings are just out of this world.
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: TES Skyrim 0.119
I'm not using your darker dungeons mod right now. But it isn't a problem with darkness. I have the RL-vanilla to control the base brightness, contrast, coloring and some lighting. (I've also added some imagespaces that you can't customize with the default RL)
It's just that it uses some of the day time settings, atleast the contrast of the day's are being used in that dungeon. The contrast values I changed was in the default HD6 11-4 enbeffect file. Seems to me the enbseries.ini contrast values won't change anything, or is in need of a restart to take effect.
It made it look like a blurred bloom layer on top of the screen, when looking in dark areas. Fixed it by commenting out the //#define HD6_COLOR_TWEAKS and //#define HD6_DARKER_NIGHTS. And now I only use the PP2 values instead.
At default all boxes was ticked, it used the "Green Cave Fog" lighting template and the "DefaultImageSpaceDungeon"
Tried changing them into other lighting templates and imagespaces (even created some new for testing purposes) altered the color values of the fog, ambient and directional lighting. Also checked the location dialog window for any oddness, from another dungeon which used the correct values (can't remember which one though) And it still would use the day settings :/
So what i'm trying to say here, is that it would use ENB day time values, instead of like other dungeons that use night time values (or perhaps interior values now with 0.119) That is the problem I had with that dungeon. Not that it needed to be darker, just use the night settings instead of the day settings
It's just that it uses some of the day time settings, atleast the contrast of the day's are being used in that dungeon. The contrast values I changed was in the default HD6 11-4 enbeffect file. Seems to me the enbseries.ini contrast values won't change anything, or is in need of a restart to take effect.
It made it look like a blurred bloom layer on top of the screen, when looking in dark areas. Fixed it by commenting out the //#define HD6_COLOR_TWEAKS and //#define HD6_DARKER_NIGHTS. And now I only use the PP2 values instead.
At default all boxes was ticked, it used the "Green Cave Fog" lighting template and the "DefaultImageSpaceDungeon"
Tried changing them into other lighting templates and imagespaces (even created some new for testing purposes) altered the color values of the fog, ambient and directional lighting. Also checked the location dialog window for any oddness, from another dungeon which used the correct values (can't remember which one though) And it still would use the day settings :/
So what i'm trying to say here, is that it would use ENB day time values, instead of like other dungeons that use night time values (or perhaps interior values now with 0.119) That is the problem I had with that dungeon. Not that it needed to be darker, just use the night settings instead of the day settings
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: TES Skyrim 0.119
Now I know exactly what you mean, and indeed, I experienced that same issue with some dungeon locations when I was still using RL in an effort to achieve brighter interiors.
I eventually gave up because of all the problems I encountered that I think were mainly down to the crazy vanilla imagespace contrast and brightness settings, although I can't be sure. Anyway, it seems like ambient lighting and fog values have quite a lot to do with the issue, and low ambient lighting and high fog intensity values can bring out the washed-out look in certain interiors. My guess is that to make everything work smoothly you would need to go through all the interior locations in CK and normalize their imagespace and lighting template values, as otherwise there will always be some sort of discrepancies.
Now, have you also checked the roombounds? The developers have sometimes placed modifiers there. Might also be worthwhile to try without RL.
I eventually gave up because of all the problems I encountered that I think were mainly down to the crazy vanilla imagespace contrast and brightness settings, although I can't be sure. Anyway, it seems like ambient lighting and fog values have quite a lot to do with the issue, and low ambient lighting and high fog intensity values can bring out the washed-out look in certain interiors. My guess is that to make everything work smoothly you would need to go through all the interior locations in CK and normalize their imagespace and lighting template values, as otherwise there will always be some sort of discrepancies.
Now, have you also checked the roombounds? The developers have sometimes placed modifiers there. Might also be worthwhile to try without RL.
-
Offline
- *sensei*
- Posts: 288
- Joined: 24 Mar 2012, 16:21
Re: TES Skyrim 0.119
Now, that's exactly why dungeons should be (and are) interior too.--JawZ-- wrote:I would say that the dungeons should fall under the night settings Boris. Cause interior's should or are more lit up, by more light sources which also are closer together, which isn't the case with dungeons (Or atleast shouldn't be)
Dungeons have less light sources, so they are darker than "normal" interior like houses.
It's not a question of how much light is there, but how that light should behave - and for that night and day settings are not very good.
You want (house) interiors be brighter than dungeons. They are already, because they have more light sources.
So in my opinion, putting dungeons under night settings a no good idea.