TES Skyrim 0.126
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
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: TES Skyrim 0.126
A quick note to anyone having issues with the sun rays being 'short', it's due to custom sun.dds texture.
Boris, do you know off the top of your head what are the correct alpha blending settings for waterfalls? Although I don't really know what I'm doing I managed to make them bright again during daytime, however now they are bright at night as well, basically the same things as with the infamous whitewater foam.
Boris, do you know off the top of your head what are the correct alpha blending settings for waterfalls? Although I don't really know what I'm doing I managed to make them bright again during daytime, however now they are bright at night as well, basically the same things as with the infamous whitewater foam.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim 0.126
It's because of bugs in shaders or nvidia compiler won't eat them. Why "eat"? Because nvidia drivers much less strict than ati and frequently work when developers do mistakes (not all kind). Even thinking to display message which shaders are not compiled, but better to get FXComposer (version below 2.0) and compile shader with it to check bugs.Anyway, it is possible to use nV 310 drivers and the latest ENB but I'm not sure why some work and others do not... anyone know?..
mindflux
I don't know how to edit them and which properties can be selected. First of all you can check any other similar decal which not affected by [FIRE] properties in the mod. If blending types have selection for srcblend and destblend, then src must be set to srcalpha and dest to invsrcalpha. If variables do not have names for each value, then src=5 and dest=6. All fire related are 5 and 2 (src=srcalpha, dest=one).
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: TES Skyrim 0.126
Boris
Thanks for the info, that blending type is exactly what I had set. The object is not affected by fire properties and its brightness is restored during the day, but there's still something wrong as it's now too bright at night. I guess I have to look into the additional properties and compare with other similar objects, like you suggested.
In the meantime, attached is a fix that will get rid of the pesky bright foam at nights. Remember to keep the folder structure when copying over the files. The fix should be compatible with all texture replacers, just don't overwrite my meshes when installing additional mods. Just let me know if you still see bright foam at night somewhere.
Thanks for the info, that blending type is exactly what I had set. The object is not affected by fire properties and its brightness is restored during the day, but there's still something wrong as it's now too bright at night. I guess I have to look into the additional properties and compare with other similar objects, like you suggested.
In the meantime, attached is a fix that will get rid of the pesky bright foam at nights. Remember to keep the folder structure when copying over the files. The fix should be compatible with all texture replacers, just don't overwrite my meshes when installing additional mods. Just let me know if you still see bright foam at night somewhere.
- Attachments
-
- whitewater_fix.zip
- (144.53 KiB) Downloaded 213 times
-
Offline
- Posts: 67
- Joined: 07 Jul 2012, 08:12
- Location: Netherlands
Re: TES Skyrim 0.126
I need some help with an Adaptation problem i can't seem to solve.
http://www.youtube.com/watch?v=XODc0xAgrm8
It might not be really visible in the video but inside the corridor the brightness goes down, and when walking outside the brightness turns up. I first thought it was a Skyrim problem but after using a Adaptation Fix Mod it still has the same problem.
I tried turning it off and also had a look at the enbeffect.fx file but changing values there doesn't make any difference. Is it hardcoded?
http://www.youtube.com/watch?v=XODc0xAgrm8
It might not be really visible in the video but inside the corridor the brightness goes down, and when walking outside the brightness turns up. I first thought it was a Skyrim problem but after using a Adaptation Fix Mod it still has the same problem.
I tried turning it off and also had a look at the enbeffect.fx file but changing values there doesn't make any difference. Is it hardcoded?
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: TES Skyrim 0.126
Svarog
Are you using a HD6 derived enbeffect.fx? If you are, look for a line that starts with 'float toobright' and comment out it and the line directly below.
Are you using a HD6 derived enbeffect.fx? If you are, look for a line that starts with 'float toobright' and comment out it and the line directly below.
-
Offline
- Posts: 67
- Joined: 07 Jul 2012, 08:12
- Location: Netherlands
Re: TES Skyrim 0.126
Using the UNBLEAK ENB (0.119) from Nexus which i'm adjusting for myself.mindflux wrote:Svarog
Are you using a HD6 derived enbeffect.fx? If you are, look for a line that starts with 'float toobright' and comment out it and the line directly below.
Anyways commenting out that line did the trick.
Only problem is that i cannot use 0.126 anymore to tweak it further as the screen goes all black But i guess i can uncomment the line whenever i wanna tweak with GUI.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The ENB looks completely different without the Adaption, colors of lights arn't the same anymore.
I wish there was a way to simply reduce it, but the editing the fx files is simply abacadabra.
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: TES Skyrim 0.126
The screen goes black? Sounds really odd, don't really know what to say.
Anyway, it sounds like you simply need to adjust the adaptation a bit or perhaps even restore default ENB adaptation. I think I've gone through this somewhere sometime, but here goes:
That's the code for HD6 adaptation. The last value on the first line acts like a detector for scene brightness that triggers the adaptation. The higher you go, the brighter the scene needs to be to trigger the adaptation. On the second line, 0.35 is the amount of adaptation applied. So if you want to lower the adaptation intensity, try increasing the detector value and also lowering the adaptation amount.
Then, if you want to restore default ENB adaptation, comment out those two lines, set adaptation to true in enbseries.ini, scroll down all the way to find the actual post-processing code for PP5 (starts with #if (POSTPROCESS==5)), uncomment the line //color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2+EAdaptationMinV2); //*tempF1.x, go back up to the post-process settings for PP5 and set adaptation max and min with AdaptationMinV2 and AdaptationMaxV2. You can also set the adaptation speed in enbseries.ini.
Anyway, it sounds like you simply need to adjust the adaptation a bit or perhaps even restore default ENB adaptation. I think I've gone through this somewhere sometime, but here goes:
Code: Select all
float toobright = max(0,tex2D(_s2, _v0).xyz - 0.10);
color.xyz *= 1-(0.35 * toobright);
Then, if you want to restore default ENB adaptation, comment out those two lines, set adaptation to true in enbseries.ini, scroll down all the way to find the actual post-processing code for PP5 (starts with #if (POSTPROCESS==5)), uncomment the line //color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2+EAdaptationMinV2); //*tempF1.x, go back up to the post-process settings for PP5 and set adaptation max and min with AdaptationMinV2 and AdaptationMaxV2. You can also set the adaptation speed in enbseries.ini.
-
Offline
- *sensei*
- Posts: 420
- Joined: 10 Jun 2012, 12:31
- Location: Sweden
Re: TES Skyrim 0.126
Hi!
I just want to make a request for the next ENB update.
Boris can you please add more options in the [WINDOWLIGHT] section, like intensity/curve at night and indoor.
Windows should glow at night but not at daytime. Also some indoor windows look better if they have a high intensity, but that ruins the exterior looks.
Just a request.
Maybe it's already possible, and if so, sorry for bothering.
I just want to make a request for the next ENB update.
Boris can you please add more options in the [WINDOWLIGHT] section, like intensity/curve at night and indoor.
Windows should glow at night but not at daytime. Also some indoor windows look better if they have a high intensity, but that ruins the exterior looks.
Just a request.
Maybe it's already possible, and if so, sorry for bothering.
_________________
| i5 | 8gb RAM | GTX660 | Windows 8 | Skyrim on SSD |
My music project, Akira Project, website at Sound Cloud
| i5 | 8gb RAM | GTX660 | Windows 8 | Skyrim on SSD |
My music project, Akira Project, website at Sound Cloud