Hey there. Like our good man Jawz suggested (thanks for all the help again, by the way), Dawnbreaker will always look somewhat different depending on a setup, and sadly it's not possible to cater for all possible combinations with just one version. You could, however, test the alternative, even more toned down version I made for a fellow user sometime ago, available here: http://dl.dropbox.com/u/8940928/dawnbreaker.zip. If it still looks too bright but you want to keep on using it, I can make a custom version for you.
As for the Deathbells, I have not edited those picked flowers, only the ones growing in bushes, since they're the ones that had the bug. The picked flowers will have some glow (like many other types of picked plants and other objects) if you're using high subsurface scattering values.
Skyrim particle patch for ENB
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Re: Skyrim particle patch for ENB
The alternative version works great! Thanks!mindflux wrote:Hey there. Like our good man Jawz suggested (thanks for all the help again, by the way), Dawnbreaker will always look somewhat different depending on a setup, and sadly it's not possible to cater for all possible combinations with just one version. You could, however, test the alternative, even more toned down version I made for a fellow user sometime ago, available here: http://dl.dropbox.com/u/8940928/dawnbreaker.zip. If it still looks too bright but you want to keep on using it, I can make a custom version for you.
As for the Deathbells, I have not edited those picked flowers, only the ones growing in bushes, since they're the ones that had the bug. The picked flowers will have some glow (like many other types of picked plants and other objects) if you're using high subsurface scattering values.
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Re: Skyrim particle patch for ENB
is it possible for you to make a nexus mod manager install version?
so we can install and uninstall easily in case of incompatibility etc.
thx!
so we can install and uninstall easily in case of incompatibility etc.
thx!
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Re: Skyrim particle patch for ENB
Not sure, but I will research.
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Re: Skyrim particle patch for ENB
would be awesome, waiting for further news.
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Re: Skyrim particle patch for ENB
Bumping this.jabberwockxeno wrote:Here's an example:mindflux wrote:What kind of waterfall and where? I have only tested a couple of types, so it's possible I may have missed some effects, but if I get more information I will look into it.
Water effects pick up ambient colour, that's most likely why they might have a green tint in specific weather conditions. You can tone down the tint by lowering LightingInfluence.
This was in an area across from the road from dragon's bridge to the solitude docks.
You can see the splashing water is bright. Also, notice the water nearest me has a lightish green tinge. I noticed if I jumped, the area around me with the green water went up, which tells me it has to due to the viewing angle, and not distance. (the water closer to me is at a steeper angle compared to the camera than the water further out). But I think after a certain amount of distance, the effect doesn't occur, as I didn't notice it when I was looking off a cliff into a river.
This, combined with the fact that after all the water is green distance wise, only the edges surrounding rocks and stuff is, leads me to think it has to due to viewing things that are under the surface of the water showing up as brighter than the water itself. This also makes sense with the angle thing, as a steeper angle allows one to see deeper in the water.
Also, I need to set up the day night seperation thing again, but I can't find where I asked about it last time or the responses I got with how to set it up. Does anybody recall where I asked?
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Re: Skyrim particle patch for ENB
With separation, do you mean day/night separation for enbeffect.fx variables? If so, I gave some pointers and a simple example file here. For more flexibility, you could also use one of the files put together by Jawz, you can probably find them if you do little bit searching on the forum.
Regarding the screen, I'm still pretty sure the green tint most likely comes from the weather template fog/water color.
Regarding the screen, I'm still pretty sure the green tint most likely comes from the weather template fog/water color.
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Re: Skyrim particle patch for ENB
I still have my latest enbeffect.fx with Exterior Day and Night + Interior Day and Night seperation files uploaded at the ENB resources thread on the first page and in the first comment post.
Also I agree with Mindflux about it being the weathers Water Multiplier RGB value that is causing the green tint to the waters. Try forcing another weather type and see if it changes the tint colors, if it does it is the weather Water Multiplier RGB value that is the cause.
Also I agree with Mindflux about it being the weathers Water Multiplier RGB value that is causing the green tint to the waters. Try forcing another weather type and see if it changes the tint colors, if it does it is the weather Water Multiplier RGB value that is the cause.
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Re: Skyrim particle patch for ENB
Just snapped two comparison photos while working on ELE - Weathers and here you can see the impact the Water Multiplier RGB value has on the water.
Before, Vanilla RGB values;
After
Have both of these images in a separate internet browser tab and jump back and forth to see the differences more easily.
Look at the rocks at the bottom of the image to the right just by the water.
Before, Vanilla RGB values;
After
Have both of these images in a separate internet browser tab and jump back and forth to see the differences more easily.
Look at the rocks at the bottom of the image to the right just by the water.
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Re: Skyrim particle patch for ENB
hello, i have a problem with the particle patch.
1) the whitewater fix didn't work, ill try uninstalling water in favor of pure waters.
2) the bonfires doesn't give any more light (they should be pointinglights, but they don't respond to pointinglight anymore).
any fix?
1) the whitewater fix didn't work, ill try uninstalling water in favor of pure waters.
2) the bonfires doesn't give any more light (they should be pointinglights, but they don't respond to pointinglight anymore).
any fix?