TES Skyrim 0.139

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Re: TES Skyrim 0.139

Boris I hope you reconsider your removal of the previous versions. With the choices being 0.119 to 0.139 and nothing in between, now all my favorite configurations are broken and not working. They do not look correct with these versions anymore... All I can do now is wait until someone creates a good looking config and hope it matches the quality of my old ones :cry:

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Re: TES Skyrim 0.139

Allana
Read description about changes made in this version, then fix.

polo
But now, NightDayFactor does not match with enbeffect.fx.
I think "Day" And "InteriorDay" is reversed.
No, interior factor was incorrect and it's reversed now. In my comment for it in shader description is correct and naming of variable too, but internally i did mistake, now fixed. I don't think it's so hard to replace (1-EInteriorFactor).

Phinix
Perhaps you could leave up previous versions a few ticks back just in case someone's mix might work better an a different one?
Keep the bug from old? No thanks.

chan
Backspace key, asked already.

spyridon
All of them look the same, if you lazy to modify files accordinly to changes, don't say to me any word.


Aren't you all reading what i write in description or what? I'll not write anything then if nobody need it.
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Re: TES Skyrim 0.139

ENBSeries wrote: Phinix
Perhaps you could leave up previous versions a few ticks back just in case someone's mix might work better an a different one?
Keep the bug from old? No thanks.
Ah. I did not experience the bug in v0.138 to notice that there was one.

Perhaps then a link to v0.136 which did not have bugs so much as different methods? Up to you, and I support your work either way.

Will be anxiously awaiting future improvements.

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Re: TES Skyrim 0.139

All versions (except 0.139) which use EInteriorFactor in shaders have a bug and it's affect only those modified shaders, which use this variable. I will not return to old versions and will not post them, old means obsolete, abandoned, no longer supported.
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Re: TES Skyrim 0.139

ENBSeries wrote:All versions (except 0.139) which use EInteriorFactor in shaders have a bug and it's affect only those modified shaders, which use this variable. I will not return to old versions and will not post them, old means obsolete, abandoned, no longer supported.
Understandable. I am a bit confused however, being somewhat of a layman. Is there a whole new method detecting day/night now? If so how can it be referenced in enbeffect.fx? What is the object name?

Is there an EInteriorNightDayFactor now?

If so did it replace the old EInteriorFactor? Does it handle both detection of interior/exterior and also day/night, and if so what is the variable scale, for example:

EInteriorNightDayFactor is 0 when exterior.
EInteriorNightDayFactor is 1 when interior day.
EInteriorNightDayFactor is 2 when interior night.

Or am I totally not understanding correctly?
Last edited by Phinix on 15 Jan 2013, 15:44, edited 2 times in total.

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Re: TES Skyrim 0.139

Backspace button does nothing, load button in GUI does nothing. It is as if the enbeffect.fx file is not being read after the game loads.
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Re: TES Skyrim 0.139

Take another look at the news page Phinix ;)
14 january 2013
Published ENBSeries 0.138 for TES Skyrim. Added day/night parameters for interior. Set them from old manually in enbseries.ini and delete old. For example FadeFogRangeInterior is obsolete and replaced by FadeFogRangeInteriorDay/FadeFogRangeInteriorNight. No new variables added to the shaders, because existing two are enough for exteriors and interiors.
All users who have bugs, report on the forum. Those who testing with NVidia drivers 306-310, will be ignored, saw many times that code changes cannot affect any bugs at all, but users complain.

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Re: TES Skyrim 0.139

chan wrote:You need to adjust your day/night detector settings, and probably adaptation.
Thank you, but unfortunately, changing those seemed to make no difference whatsoever, and they were exactly the same as in 0.136. I started playing with the various night settings, and what had the most effect were the Gradient(Top/Middle/Horizontal)CurveNight settings in the [SKY] section (changed those to match the 0.136 settings), and the DirectLightIntensityNight setting in the [ENVIRONMENT] section (changed it to 0). It's still not quite right, but at least it doesn't look like it's almost a day shot anymore (see previous post: viewtopic.php?p=19100#p19100)

I am however still having an artifact in the background mountains that I can't seem to get rid of. I think it's clouds, but it might be snow. See screen prints below:

version 0.139, Exterior night time (midnight) - more normal looking night, but withbright aqua tinted clouds/snow? on mountains

Image

version 0.136, Exterior night time (midnight) - normal looking night with same area circled

Image

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Re: TES Skyrim 0.139

No, interior factor was incorrect and it's reversed now. In my comment for it in shader description is correct and naming of variable too, but internally i did mistake, now fixed. I don't think it's so hard to replace (1-EInteriorFactor).
It's work!! Thanks you Boris :D

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Re: TES Skyrim 0.139

Boris,

While fiddling with the various settings in an attempt to fix the night image issues I discussed in my last couple of posts, I happened to find which setting affects the loading screens. It is the ColorPowInteriorNight setting in the [ENVIRONMENT] section. When I set it to 1.7 (the value in version 0.136) the images in the loading screens go very dark. Setting it back to 1.0 (the value in version 0.139 makes them look normal). I didn't play with the values, so don't know at exactly which value the change occurs, but it is definitely there. I was only able to get a screenshot of the image in the initial loading screen to show you the difference, but it affects all the loading screen images for me. See screenshots below.

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