@Boris
No, I know the lockpicking isn't just a .156 issue. I've had it since I first started using ENB for New Vegas, which was around .121 or something like that.
Fallout New Vegas 0.156
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- *blah-blah-blah maniac*
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Re: Fallout New Vegas 0.156
Then it's "okay", i don't know how to keep exterior parameters for such moments and not to corrupt something else.
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Re: Fallout New Vegas 0.156
I've also noticed that waiting "glitch", too, but it's also been around since I first started using ENB.
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- *master*
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Re: Fallout New Vegas 0.156
Boris, an idea.
Shadows dimming based on sun's strenght. Is this something possible? In cloudy areas, shadows would almost disappear because of lack of sun.
Shadows dimming based on sun's strenght. Is this something possible? In cloudy areas, shadows would almost disappear because of lack of sun.
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Re: Fallout New Vegas 0.156
It's not look good, because clouds are smaller than visible terrain and clouds are rendered from position of camera. Average clouds opacity probably...
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Re: Fallout New Vegas 0.156
Hi Boris,
In order to help you with things like Night Eye, container 'blink' issue etc, what would you need for an FNV modder to do? Something similar as what is being done for the Skyrim version? I am trying to find an FNV modder to help you, and just want to better understand what kind of things would be helpful for you from FNV to help improve ENB?
In order to help you with things like Night Eye, container 'blink' issue etc, what would you need for an FNV modder to do? Something similar as what is being done for the Skyrim version? I am trying to find an FNV modder to help you, and just want to better understand what kind of things would be helpful for you from FNV to help improve ENB?
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Re: Fallout New Vegas 0.156
To fix night-eye i need to add variable to enbeffect.fx which will do interpolation between game post processing and customized by users. Data from such variable could be discrete of with fading (as fading i can do myself). Data passed to enbseries are 3d models rendered, so some unique object must be drawed, i'll detect it and remove from rendering. The simplest way: object rendered one or more times, then night eye is toggled on or off (but such method require saving of state in script). Better way: object drawed and some of it property like color is changed by script, for example red color channel is night-eye activation. With colors also possible to create a lot of commands, even if to ignore precision errors and values 0..255 remap to 0..63, two color channels red and green will keep 4096 commands and blue channel could be amount of "something" for each channel. I guess nvse exist or f3se, then it's totally different story, don't know what they are, but if they allow dll plugins, then communication between the mod and such plugin is unlimited.
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Re: Fallout New Vegas 0.156
Hi Boris,
Ok, I'm trying to understand ... a lot of it goes 'over my head' as they say
So one method is for a modder to add customized objects to EVERYWHERE in the game... then you can hide the object from rendering, but use its properties to determine whether night-eye is being used etc? Is this correct?
As for NVSE and FOSE, they both do exist, and they both support .dll plugins (installed in data/nvse/plugins). Here is a very popular NVSE mod that uses a .dll plugin:
New Vegas Stutter Remover
Perhaps you are able to look at the .dll and see how it is set up? Would you need a modder to create a .dll that sends variables to 'somewhere' that ENB can see them?
Ok, I'm trying to understand ... a lot of it goes 'over my head' as they say
So one method is for a modder to add customized objects to EVERYWHERE in the game... then you can hide the object from rendering, but use its properties to determine whether night-eye is being used etc? Is this correct?
As for NVSE and FOSE, they both do exist, and they both support .dll plugins (installed in data/nvse/plugins). Here is a very popular NVSE mod that uses a .dll plugin:
New Vegas Stutter Remover
Perhaps you are able to look at the .dll and see how it is set up? Would you need a modder to create a .dll that sends variables to 'somewhere' that ENB can see them?
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Re: Fallout New Vegas 0.156
Yes, but not everywhere, the script must spawn object at certain condition, similar to helper mod for skyrim.So one method is for a modder to add customized objects to EVERYWHERE in the game... then you can hide the object from rendering, but use its properties to determine whether night-eye is being used etc? Is this correct?
I don't really want to touch other code, i'm lazy. Anyone who can program can make plugin, but without real persons i won't even start. How do i know what is required? Night-eye only? Definetly i don't want to create hundred of functions to control every variable in every shader.Perhaps you are able to look at the .dll and see how it is set up? Would you need a modder to create a .dll that sends variables to 'somewhere' that ENB can see them?
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Re: Fallout New Vegas 0.156
Hi Boris,
Hmm, maybe I can ask the modder who is helping you for Skyrim
Otherwise, can you describe what are the conditions under which the opject should appear, and what properties it should have? I will see if I can find a friend who can do this...
With regard to:
"How do i know what is required? Night-eye only? "
Well... actually yes! Night-eye is the only time vanilla color-correction that matters in Fallout, because it affects gameplay. Maybe there are some other conditions in Skyrim, but for Fallout the only request I receive is a 'fix' for Night Eye. There may be some other color-correction effects added by mods, but I do not care about those.
I do not understand if it is difficult to create a .dll that works with NVSE... though here is a Wiki about NVSE functions if you decide you want to consider this option: http://sourceforge.net/p/nvseex/wiki/Home/
Hmm, maybe I can ask the modder who is helping you for Skyrim
Otherwise, can you describe what are the conditions under which the opject should appear, and what properties it should have? I will see if I can find a friend who can do this...
With regard to:
"How do i know what is required? Night-eye only? "
Well... actually yes! Night-eye is the only time vanilla color-correction that matters in Fallout, because it affects gameplay. Maybe there are some other conditions in Skyrim, but for Fallout the only request I receive is a 'fix' for Night Eye. There may be some other color-correction effects added by mods, but I do not care about those.
I do not understand if it is difficult to create a .dll that works with NVSE... though here is a Wiki about NVSE functions if you decide you want to consider this option: http://sourceforge.net/p/nvseex/wiki/Home/
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Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM
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Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM