Well, it's already looking better but like you say, there's still something odd going on. I guess you could try removing any texture and mesh modifications for the sconces - for testing purposes, you can simply rename data/meshes/effects and data/textures/effects (i.e. put an underscore or something like that at the end of the folder). The actual mesh files are fxfirewithembers*.nif, texture files fxembers.dds and gradhotcoals.dds.
The files included in the W.A.T.E.R. compatibility patch are edited to use the correct alpha blending.
Skyrim particle patch for ENB
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Re: Skyrim particle patch for ENB
mindflux
alright ill try that, thats kinda what i figured i would have to do, but didnt think about renaming the entire folder. thanks for the tip and the mesh/texture file names.
the reason i asked about the W.A.T.E.R. patch is because ive noticed some issues in riften waterway and in the ragged flagon.
i havnt used any other water texture mod other than W.A.T.E.R. i have done some ini editing but i dont think that would have this effect. all ive done is
[Water]
iWaterReflectHeight=2048
iWaterReflectWidth=2048
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
bUseWaterReflectionBlur=1
bReflectExplosions=1
iWaterBlurAmount=3
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1
only in those two areas so not that big a deal but thought it was odd.
alright ill try that, thats kinda what i figured i would have to do, but didnt think about renaming the entire folder. thanks for the tip and the mesh/texture file names.
the reason i asked about the W.A.T.E.R. patch is because ive noticed some issues in riften waterway and in the ragged flagon.
i havnt used any other water texture mod other than W.A.T.E.R. i have done some ini editing but i dont think that would have this effect. all ive done is
[Water]
iWaterReflectHeight=2048
iWaterReflectWidth=2048
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
bUseWaterReflectionBlur=1
bReflectExplosions=1
iWaterBlurAmount=3
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1
only in those two areas so not that big a deal but thought it was odd.
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Re: Skyrim particle patch for ENB
Those aren't meshes, I don't think he can do anything about that. Looks like an imagespaces problem to me.LordDorian402 wrote:mindflux
alright ill try that, thats kinda what i figured i would have to do, but didnt think about renaming the entire folder. thanks for the tip and the mesh/texture file names.
the reason i asked about the W.A.T.E.R. patch is because ive noticed some issues in riften waterway and in the ragged flagon.
i havnt used any other water texture mod other than W.A.T.E.R. i have done some ini editing but i dont think that would have this effect. all ive done is
[Water]
iWaterReflectHeight=2048
iWaterReflectWidth=2048
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
bUseWaterReflectionBlur=1
bReflectExplosions=1
iWaterBlurAmount=3
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1
only in those two areas so not that big a deal but thought it was odd.
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Re: Skyrim particle patch for ENB
Correct, and it's really difficult to say what's going on there. Try reverting the preferences files (rename them and start the launcher to generate new ones), and if that doesn't help, it's probably time to reinstall the game. Just backup data/textures and data/meshes just to make sure you don't inadvertently lose something.
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Re: Skyrim particle patch for ENB
aright no big deal was just curious as to what was goin on there always pictured Riften as being a little scummier anyway. haha. thanks for all the help.
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Re: Skyrim particle patch for ENB
Just thought I should see if I could get an opinion on the issue I stumbled across when working on my EWE mod.
The issue is regarding tree lods, grass and "close-up" trees.
I'm using Texture Pack Combiner 1.94b here with every mod except for the parallax mods and Lush trees.
I saw the that the Ambient RGB colors in the Creation Kit only affected the grass and the tree lods. Now the issue is when I set the RGB value to black (0,0,0) the tree lods merged perfectly with the other trees but left the grass dark and dull. So i entered a brighter RGB value for the Ambient (130,156,183) and the grass brightened up and looked a lot better but now the the tree lods looked like they were all hit by their own spotlight, especially the snowy types.
And also just as a side note I checked with increasing the Vegetation SSS to 20 and the tree lods and grass was unaffected with both the black Ambient RGB value and the brighter one. I have always thought the grass was affected to, guess not. Haven't touched those settings much anyway.
The thing I'm wondering about is there anyway to deactivate or activate a shader/shaders in the meshes or make some changes to the textures or anything to remove the tree lods to be affected by the Ambient RGB value? I figured you would now of a way as this is your field of expertise not mine
Pictures to show off the different things I talked about.
Without ENB activated, first is with Ambient RGB 0,0,0 and second is Ambient RGB 130,156,183.
With ENB activated, first is with Ambient RGB 0,0,0 and second is Ambient RGB 130,156,183.
With ENB activated and Vegetation SSS at 20, first is with Ambient RGB 0,0,0 and second is Ambient RGB 130,156,183.
The issue is regarding tree lods, grass and "close-up" trees.
I'm using Texture Pack Combiner 1.94b here with every mod except for the parallax mods and Lush trees.
I saw the that the Ambient RGB colors in the Creation Kit only affected the grass and the tree lods. Now the issue is when I set the RGB value to black (0,0,0) the tree lods merged perfectly with the other trees but left the grass dark and dull. So i entered a brighter RGB value for the Ambient (130,156,183) and the grass brightened up and looked a lot better but now the the tree lods looked like they were all hit by their own spotlight, especially the snowy types.
And also just as a side note I checked with increasing the Vegetation SSS to 20 and the tree lods and grass was unaffected with both the black Ambient RGB value and the brighter one. I have always thought the grass was affected to, guess not. Haven't touched those settings much anyway.
The thing I'm wondering about is there anyway to deactivate or activate a shader/shaders in the meshes or make some changes to the textures or anything to remove the tree lods to be affected by the Ambient RGB value? I figured you would now of a way as this is your field of expertise not mine
Pictures to show off the different things I talked about.
Without ENB activated, first is with Ambient RGB 0,0,0 and second is Ambient RGB 130,156,183.
With ENB activated, first is with Ambient RGB 0,0,0 and second is Ambient RGB 130,156,183.
With ENB activated and Vegetation SSS at 20, first is with Ambient RGB 0,0,0 and second is Ambient RGB 130,156,183.
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Re: Skyrim particle patch for ENB
Well, I haven't really played around with the tree lods either, but you'll get a biased opinion.
In short, the answer is not likely - the tree lods use a weird proprietary file format for their 'mesh' that might or might not be possible to somehow edit (a hex editor for you hardcore types, haha?), but even if it was possible, I doubt it's possible to disable only ambient lighting and only for the tree lods. However, maybe someone has already done some research on the lods, I do remember that someone mentioned it's now possible to generate new lods with TES5Edit.
Are you using vanilla lods? I've noticed that most of the lod replacers look just wrong, most likely because they've been designed with a specific ENB preset or one of the various lighting mods available. In the past I've had similar problems than you, and what I did I wimped out and simply made the diffuse texture darker in PS. Works pretty fine as long as you're not planning on distributing the preset without the lod file.
Vegetation SSS only affects trees and certain plants because it has very specific shader target properties, the most important being wind effect (Tree Anim, if I remember correctly). The grass is not affected because it's handled differently to all other objects in the game world, most shader properties are simply ignored and it's distributed according to the landscape texture used. I guess you could try adding Tree Anim to the grass meshes, but I doubt it would work, at least not without glitches, and in case, you would probably have to edit the vertex colors as well...
In short, the answer is not likely - the tree lods use a weird proprietary file format for their 'mesh' that might or might not be possible to somehow edit (a hex editor for you hardcore types, haha?), but even if it was possible, I doubt it's possible to disable only ambient lighting and only for the tree lods. However, maybe someone has already done some research on the lods, I do remember that someone mentioned it's now possible to generate new lods with TES5Edit.
Are you using vanilla lods? I've noticed that most of the lod replacers look just wrong, most likely because they've been designed with a specific ENB preset or one of the various lighting mods available. In the past I've had similar problems than you, and what I did I wimped out and simply made the diffuse texture darker in PS. Works pretty fine as long as you're not planning on distributing the preset without the lod file.
Vegetation SSS only affects trees and certain plants because it has very specific shader target properties, the most important being wind effect (Tree Anim, if I remember correctly). The grass is not affected because it's handled differently to all other objects in the game world, most shader properties are simply ignored and it's distributed according to the landscape texture used. I guess you could try adding Tree Anim to the grass meshes, but I doubt it would work, at least not without glitches, and in case, you would probably have to edit the vertex colors as well...
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Re: Skyrim particle patch for ENB
Ok then I know that. It was not a necessity for me to have those disabled it would have just made life a bit simpler in the long run.
Bethesda lod meshes and just a few non-vanilla lods textures for the different types of ground types.
It's not that big of a deal just thought I would ask this question to someone with a bit more info on the matter just in case it was possible.
Thanks for all the info and the answer in itself mindflux I do appreciate it.
Bethesda lod meshes and just a few non-vanilla lods textures for the different types of ground types.
It's not that big of a deal just thought I would ask this question to someone with a bit more info on the matter just in case it was possible.
Thanks for all the info and the answer in itself mindflux I do appreciate it.
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Re: Skyrim particle patch for ENB
No worries, I'm glad if I could be of at least some help. But like said, I don't really have first-hand knowledge on the tree lods, so don't forget the grain of salt.
Judging by the teaser screenshots you've been posting lately it looks like EWE is shaping up really nicely, here's hoping that I'll soon have enough time to check the latest iteration out and maybe even scratch my own shoddily put together weather modification for something much better
Judging by the teaser screenshots you've been posting lately it looks like EWE is shaping up really nicely, here's hoping that I'll soon have enough time to check the latest iteration out and maybe even scratch my own shoddily put together weather modification for something much better
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Re: Skyrim particle patch for ENB
I won't, but it was more than I knew about the subject.
Thanks EWE is supposed to be good for almost every preset but for those who want to make more specific changes will have a good base to start from, hopefully. At least that is my hopes about it, that it will have a good all around use. The one thing that has always troubled me is the changes between weathers with ENB in use, that is something I'm striving to remove as much as I can and I can't thank Boris enough for implementing the day night detector in the gui. Would have been very hard to achieve a good look but also a tweaker friendly look at the same time without it.
Thanks EWE is supposed to be good for almost every preset but for those who want to make more specific changes will have a good base to start from, hopefully. At least that is my hopes about it, that it will have a good all around use. The one thing that has always troubled me is the changes between weathers with ENB in use, that is something I'm striving to remove as much as I can and I can't thank Boris enough for implementing the day night detector in the gui. Would have been very hard to achieve a good look but also a tweaker friendly look at the same time without it.