TES Skyrim 0.166

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Re: TES Skyrim 0.166

Hi Boris,

What specifically should we test with the new .dll? Is there a certain scenario you are trying to reproduce? What type of feedback will be useful to you?
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Re: TES Skyrim 0.166

Boris, looks like they are same for DLC. tempF5==-1 at 6:30 PM; tempF5==0 at 1:00 AM and 1:00 PM; tempF5==1 at 7:30 AM.
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Re: TES Skyrim 0.166

Lol, ok I get it. Go to DLC area and see if Temp variables match what you have at those times :)
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Re: TES Skyrim 0.166

I just need to know if temporary variable 5 and 7 (in gui) have same values at same time for exterior scenes in dlc and in vanilla. For example at 12:00 PM. "Same" means not exactly the same as hard to set time precisely, but +-5% error. On my vanilla game sun appear at 7:30 AM and dissapear at 6:30 PM, this is also important. If these values everywhere same, i can read time from sun when helper mod not yet send data to enbseries (because of Papyrus scripting it can't immediately setup objects at first frame).
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Re: TES Skyrim 0.166

The tempF5 values where both at -0,0010 at 1:00 PM in Skyrim Non-DLC areas as well as in Dragonborn DLC which is the only DLC I think uses a completely new climate which sets the time for when the sun will disappear and reappear.

I have yet to try looking at more areas to see that there aren't any differences between them but if it depends on how the the sunrise/sunset start and sunrise/sunset end times are set than that is both easy to look up and easy to change if needed. if the values are the same for all of the climates than the sun should disappear and reappear at the same time.

I will do some more testing with comparing both tempF5 and tempF7 values.


Also to note for any others testing this out you can use the set timescale to 0 console command to make sure it won't change the time when going to another area.


EDIT:

I checked the Climates of all the DLC + Skyrim (Dragonborn is the only one adding 2 new climates) and every climate except for one Dragonborn Climate had the same Sunrise Begin/End and Sunset Begin/End time value and that was the DLC2ApocryphaClimateNew

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Re: TES Skyrim 0.166

ENBSeries wrote:I need suggestions about new issue from new version. As some of you know, i'm making additional configs which can be set per game weather id, interpolated between two weathers (current and outgoing) and game time (per location not yet made). But now understood that editing in GUI is a big problem as default enbseries.ini is not active and replaced by different files of current and outgoing weather mixed by transition factor. Problem is interpolation from both weathers ids don't allow to switch to current weather config and display it parameters in GUI. I imagine how confusing will be GUI editing. So how to make it usable? I don't think tha adding one or two clones of GUI with current and outgoing weather parameters will help much.
Boris - perhaps adding one more column to the GUI so that:
- Column 1 = Outgoing/Current
- Column 2 = Incoming

Alternatively, have a button on the GUI to switch between Outgoing and Incoming values, or a tabbed display with one tab for each. This method may be preferable given the GUI will not grow in size as opposed to the multiple column method.

Edit: I suggest also to display the filename that is being used for each set of values.

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Re: TES Skyrim 0.166

--JawZ--
every climate except for one Dragonborn Climate
Please write when sun appear and dissapear in that weather (times) and what values of tempf5/7 are then. I don't know where to change sun path and timing, may be it's impossible for users, then i need dlc only specific data, probably (if i'm right, then will do another version for dumping list of values per hour).
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Re: TES Skyrim 0.166

Try also this version, tempF6 is hours made from vanilla sun, i'm interested how much different it will be from DLC2ApocryphaClimateNew or any similar.
EDIT: file removed.
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Re: TES Skyrim 0.166

Well the tempF5 and F7 was at the same value at the same time, tempF5 -0.0014 and temoF7 1.0. But as far as telling when the sun appears and disappears it's a no go as it is setup as Sovngarde with the same values for Day, Night, Sunrise and Sunset meaning no change when it enters a different time period, at least no visual changes.

I can however make some changes for testing purposes, by removing the "sky" in that and enable the sun to see it so I would know when it appears and disappears. Or rather remove the cloud layers that makes up most of the visible sky in that weather.

This is how the sky looks like at all times in DLC2ApocryphaClimateNew If you need to know the time I would have to make a test mod with what I mentioned before, remove the sky or FX that covers the sky and enable the sun to be visible by setting the RGB values to visible RGB value, the default value is 0, 0, 0 which turns it off, kind off.

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Re: TES Skyrim 0.166

--JawZ--
Hmm, strange weather, probably that dlc for reptiloids in swamp. I don't need mod for testing which disable sky to preview only sun as i can do this much faster and tempf5 and tempf7 are sun direction vectors (not exactly, modified) so they are enough to find out sunset and sunrize. As i understood, "Well the tempF5 and F7 was at the same value at the same time" is regarding DLC2ApocryphaClimateNew, so everything is ok, just check last attached version with it's time variable, if it equal or not (only for locations with sun).
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