TES Skyrim 0.138

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Re: TES Skyrim 0.138

--JawZ--
Sounds good to me ;)
On a side note, visiting France and especially Paris can be quite distracting, true ! :lol:

Boris
Been said a billion times.... but you're a freaking machine :shock:
take care of yourself, try doing..... nothing for a moment, breathe. ;)
More seriously, hope that the problems you deal with will be over ASAP. We owe you. Tons of us wouldn't even be playing or enjoying Skyrim anymore without your work.
nuff said.
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Re: TES Skyrim 0.138

Loading screen doesn't matter to me, no worries.
Memory statistics seem bugged. I see different values. Maybe it is just the way my card works (GTX 660 Ti)

I would just like to see what present sky value (day/night) in GUI. Now for me interiors are very difficult to sort. :|
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Re: TES Skyrim 0.138

Wow, I just love the separated interiors, awesome.

So yeah, porting my old enbeffect.fx settings to the new and amazingly updated by jaws' HD6 code is really proving difficult. I'm basically starting from the ground up. Sucks to lose so much progress but I really like the separated parameters. I think I got my days down, my interiors need a little work and my nights need a lot. I think the biggest part of any config really seems to be the relationship between tonemappingcurve and IntensityContrast but I just can't seem to get the right mix of the two for nights. Is there any general rule of thumb when mixing those two parameters, whether it be for day/night/interior?

EDIT: I agree with Oyama, I would not have played(or play) anywhere near as much Skyrim as I do if it wasn't for ENB so thanks to Boris ;)

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Re: TES Skyrim 0.138

Joey
I find there's more interaction and interdependancies yet between ToneMappingCurve and Deblueify values.
Usually, what I get deeper and more consistent via deblueify, I counterbalance via decreasing ToneMappingCurve, or the other way around.

I got my nights right via this method : increasing deblueify values (been carefull on BlueShiftAmount and AO-IL amounts at the same time) and decreasing TMC to compensate.
Result = deep nights, very consistent, yet higly detailed.

EDIT :we're not playing Skyrim with ENB, we're playing ENB with Skyrim. that's it. ;)
Last edited by Oyama on 14 Jan 2013, 19:45, edited 1 time in total.
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Re: TES Skyrim 0.138

Jawz what you are proposing is a nice idea, however if you set a dungeon like Bleak Falls Barrow for instance to day and night cycles you would not want the entire dungeon to trigger the day setting when it's day, just the areas where light will shine through. Once you hit the darker depths of the dungeon you would be wanting those night settings to kick in.
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Re: TES Skyrim 0.138

That is not possible I'm afraid, not the way I'm doing it now. You can only have the sky properties for the entire cell or not at all. Which controls the detector trigger.

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Re: TES Skyrim 0.138

Is it just me, or does it seem like the .138 isn't dealing with specular textures as well? I notice it especially on bodies. Or have I b0rked something in my settings again?

edit: never mind.. I borked up something in a file. Again. grrrr....
Last edited by narphous on 14 Jan 2013, 20:19, edited 1 time in total.

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Re: TES Skyrim 0.138

narphous wrote:Is it just me, or does it seem like the .138 isn't dealing with specular textures as well? I notice it especially on bodies. Or have I b0rked something in my settings again?
If it is interior area, then all values are reset to default. New binary added new interior parameters to enbseries.ini and omitted all previous interior values.

Outside may look different due to trigger. I didn't change any enbseries.ini light values for outside (day/night), instead I changed adaptation values in enbeffect.fx file to work better with the new trigger.
I adjusted sky values in enbseries.ini and tonemapping/curve values in enbeffect.fx to find the correct colors/brightness of the sky. Last I adjusted contrast and saturation to get some of my colors back.

Probably the wrong sequence to do it, but it worked pretty well for me.
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Re: TES Skyrim 0.138

chan
Memory info can't be buggy, it's d3d function.

narphous
No changes are made to specular. I wrote already, version 0.138 or 0.132 beta9 do not differ from 0.126 by something important.

Found cave where sky not exist at all in any time of the day and only background clear color seems a bit brighter than default night levels. There is a hole and it have sprite which change brightness to simulate day and night, but background is unchanged at all. I don't know, use DetectorDefaultDay as in old versions to switch mode or try to use background color, it could give less bugs probably (not with modded game). At this moment only did smooth interpolation, so if sky is toggled on/off, value will decrease or increase in 5 seconds, but this is also bad inertia for forced weather changes and when entering new location.
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Re: TES Skyrim 0.138

chan wrote:Loading screen doesn't matter to me, no worries.
Memory statistics seem bugged. I see different values. Maybe it is just the way my card works (GTX 660 Ti)

I would just like to see what present sky value (day/night) in GUI. Now for me interiors are very difficult to sort. :|
At first I thought the memory stats were wrong to. Then I realized it showed how much memory I had left versus how much I was using. I haven't actually made a comparison to another tool yet, but using other tools I was used to see how much memory I had used versus what I had left. Just threw me off. But I think I like the way Boris presents it better.
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