TES Skyrim

post screenshots of enbseries
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Joined: 05 Jun 2012, 05:25

Re: TES Skyrim

orclover wrote:So how does everyone play on .126 without AA from the drivers or from the launcher. I have SMAA on with some supersampling run through the driver that helps a bit with transparency textures but the shimmering outlines of buildings and fences make it tough to run around with immersion. Does every just use .126 for screenshots? Or is there a trick to getting it to look like .119.

I didn't mean to complain I would love to use your .126 release but can't because of the shimmering. .119 doesn't have the shimmering, the only thing I change is the .dll, I of course have x8 supersampling, and have SMAA and the change is astounding between .119 and .126.... I spent literally a week trying to figure out why every alpha texture was shimmering in the game, I actually replaced video cards, put in an old one because I thought my card was corrupted...since so many people love .126 I thought they had a fix for the shimmering. Just for the record, I would not play skyrim without your ENB work I am just greedy and want the best there is to offer.

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Re: TES Skyrim

jim2point0 wrote:
mindflux wrote:WOWZERS
I've finally decided to replay this game. After installing the game fresh, I already have 102 mods installed and still need better textures here and there :) I'm using TV's ENB... but I've already butchered it to the point where you can't call it that anymore. Sorry Trill :)

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Any chance you might share your presets, jim2point0? Sayings it looks epic doesn't do it justice.

Edit: Great, and you just posted new pics and I'm all drooling over my keyboard. Gotta grab a towel brb.

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Re: TES Skyrim

My last saved games somehow crashed during loading (don't ask me how. I haven't the slightest clue) so I had to delete them and start a new game. In the meantime, here are a couple more screens before they crashed.

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Re: TES Skyrim

joey4track wrote:I think I'm going to give up on ENB tweaking and just wait for mindflux to release his config. Something tells me I am going to need a lot of patience for that though, haha ;)
Lol, you me and a whole lot of others. I can't wait til he decides it to share it :lol:

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Re: TES Skyrim

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Re: TES Skyrim

hi to all and thanks for your support. i guess i m not yet allowed to post images. because i dont have an url, just my local pc
however, boris suggested me to restore previous installation (with 119 enb) and then just copy / paste the d3d9.dll of new version 126
i ll try in this way and i hope
thanks again

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Re: TES Skyrim

mat257 wrote:hi to all and thanks for your support. i guess i m not yet allowed to post images. because i dont have an url, just my local pc
however, boris suggested me to restore previous installation (with 119 enb) and then just copy / paste the d3d9.dll of new version 126
i ll try in this way and i hope
thanks again
Have you tried image hosting sites such as imageshack.us?
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Re: TES Skyrim

Or try imagebam.com. You can upload full-res pictures for free.

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Re: TES Skyrim

chan: It's just plain ol' vanilla weather. I totally get you about the SSAO. I still haven't got my SSAO to a level where I am satisfied, actually not even close to satisfied. In some weather types ssao is almost totally gone, and in other weather settings it very strong. But no matter what the settings are, I can never get it sharp and defined as in .119 I think.. I am considering just turning it off and save those extra fps, since I can't get it right anyways.. And about the rock. I'm sure it's the camera angle that is placed so it looks like there's no shadow on the rock. the sun raises right in front of the camera and sets right behind it..

mindflux: I kind of agree on the road texture, but it's nice to see something different than vanilla road.. And about skyrealism. It DOES do things alot different than boris base enb. I was also intiminated by having to learn all new settings again, when I don't even get all the stadard settings to begin with.. And I don't think I like the skyrealism config settings better. but as a base to work from, it's quite awesome. It even has a vanilla setting, where you don't see any difference when you hit shift-f12, so everything is perfectly ballanced like vanilla skyrim. So it's much safer to start tweaking from there on. but tweaking colors in skyrealism is something I just don't understand at all. I'm trying to get my colors through the palette, which is pretty damn hard to do. I want shadows bluish, and sunlight orange/yellow, and trying to get that though the palette is a challenge!

Question: When I use shift-enter to edit the ini file. How do I save it again? Cause when I open the ini file then the changes did not apply. How do I save when editing using the ingame menu?
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Re: TES Skyrim

KaliCola,

The save option is at the top of the GUI.
One thing I would like, is for a 'save as' option, and maybe a 'load' option where I can pick what ini file to load, but maybe that would require a restart of the game?

For the palette, do you need those colors in the palette? I remember the Matrix palette, and the Akiro red palette, shifted all of the colors in the game to either a red or a green tint. Left/Right is color, and Up/Down is brightness, correct?

edit: Boris just posted this,
Problematic, because I did not understand, for what to do and of the files in the archive with the nexus multiple folders. So just write the code and where to insert it.
To begin to change color as the night and day with the texture palette. Mode of operation is on the site, but in short the essence is that the horizontal texture is the brightness of the original image is indexed in it, ie, left black, white on the right. From top to bottom corresponds to the overall brightness of the screen, and it can be used for replacement of the day and night. Locate the line enbeffect.fx
Code:
# Ifdef E_CC_PALETTE

below the line
Code:
float3 brightness = Adaptation.xyz;

and we replace Adaptation.xyz on ENightDayFactor. Below these lines overwrite
Code:
brightness = (brightness / (brightness +1.0));
brightness = max (brightness.x, max (brightness.y, brightness.z));

All, now if you use a palette like this Image, turn yellow and bluish night day.

Vision of vampires and cats in shaders link Nexus is sort of on, and to my file should remove the "/ /" in front
Code:
# Define APPLYGAMECOLORCORRECTION

But the result will be completely different colors.

Others requested to separate day and night again by editing shaders. Find the line
Code:
return _oC0;

and in rows in front of her in front of her to write all of the following
Code:
_oC0.xyz = saturate (_oC0.xyz);
float _ContrastNight = 1.0 ;/ / edit this
float _ContrastDay = 1.0 ;/ / edit this
float _ContrastBasis = 0.5 ;/ / edit this, value when contrast is 0 (depends from image gamma in photoshop)

float _BrightnessNight = 1.0 ;/ / edit this
float _BrightnessDay = 1.0 ;/ / edit this

float _tempcontrast;
float _tempbrightness;
_tempcontrast = lerp (_ContrastNight, _ContrastDay, ENightDayFactor);
_tempbrightness = lerp (_BrightnessNight, _BrightnessDay, ENightDayFactor);
_oC0.xyz = lerp (_ContrastBasis, _oC0.xyz, _tempcontrast);
_oC0.xyz = _oC0.xyz * _tempbrightness;

right settings for manual adjustment of contrast and brightness, works in Photoshop. The only thing the average brightness of the entire picture and not have to manually change through ContrastBasis, but you can only use the result of adaptation, then the code is slightly different
Code:
_oC0.xyz = saturate (_oC0.xyz);
float _ContrastNight = 1.0 ;/ / edit this
float _ContrastDay = 1.0 ;/ / edit this
float _ContrastBasis = 1.0 ;/ / edit this, value when contrast is 0 (depends from image gamma in photoshop)
float3 _tempaverage = Adaptation.xyz * _ContrastBasis;
_tempaverage = (_tempaverage / (_tempaverage +1.0));
_ContrastBasis = Max (_tempaverage.x, max (_tempaverage.y, _tempaverage.z));

float _BrightnessNight = 1.0 ;/ / edit this
float _BrightnessDay = 1.0 ;/ / edit this

float _tempcontrast;
float _tempbrightness;
_tempcontrast = lerp (_ContrastNight, _ContrastDay, ENightDayFactor);
_tempbrightness = lerp (_BrightnessNight, _BrightnessDay, ENightDayFactor);
_oC0.xyz = lerp (_ContrastBasis, _oC0.xyz, _tempcontrast);
_oC0.xyz = _oC0.xyz * _tempbrightness;

_ContrastBasis and value have to be manually configured experimentally, because the result of adaptation in hdr, it used to be in a good miss entirely as normal color through the shader, but it wasted a lot of calculations for the sake of contrast miserable.

5) I have not lit the grass at night, probably a mod is, I do not know.
6) eyebrows light, because they have not applied effect ssao / ssil, it does not provide the game and avoid the problem of technically difficult, looking for ideas. You can only change the settings ssao to achieve pleasing results.
Where can I learn about this code in these files? What is it called? I want to learn it so I know what I am doing.
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