TES Skyrim 0.126

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Re: TES Skyrim 0.126

огромнейшее СПАСИБО!

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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.

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Re: TES Skyrim 0.126

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?..
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.

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).
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Re: TES Skyrim 0.126

nicely done thanks

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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.
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whitewater_fix.zip
(144.53 KiB) Downloaded 214 times

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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?

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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.

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Re: TES Skyrim 0.126

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.
Using the UNBLEAK ENB (0.119) from Nexus which i'm adjusting for myself.

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 :P 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.

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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:

Code: Select all

float toobright = max(0,tex2D(_s2, _v0).xyz - 0.10);
color.xyz *= 1-(0.35 * toobright);
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.

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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.
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