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 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 10:07 
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*blah-blah-blah maniac*

Joined: 17 Dec 2012, 08:57
Posts: 591
Location: Bosnia & Herzegovina
yes, i know, but i love to spin the wheel on the enb GUI :), anyway thanks for the tips


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Tomoko
 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 10:09 
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*blah-blah-blah maniac*
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Joined: 05 Mar 2012, 02:08
Posts: 1938
Yeah same here ;) I just thought I would share my input on the matter.


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 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 10:13 
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Joined: 26 Nov 2012, 11:42
Posts: 57
You're a magician, you should apply for the college of Winterhold. + 1, you made me lol

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 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 10:21 
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Joined: 15 Mar 2013, 10:24
Posts: 1020
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 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 10:50 
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Joined: 15 May 2013, 09:22
Posts: 9
Quote:
You're very welcome Mandelune

What tables exatly? you know the saying a picture says more than a thousands words post a link to an image you have taken as I haven't ecountered any light issues as what you are describing there.
Always that damn brazier, look at closer it doesn't have a fire to it or nothing which would make it not to emit any light. I'm not mad so sorry if this comment came out a bit harsh but this has been an endless line of PM in my other lighting mods and I have grown pretty damn weary of that one damn light "issue"


In fact, words are missing in my previous message (my english is obviously worse than what I thought :p)
What I wanted to say is that ELE solved all these issues I had, including the candles on the tables and the brazier.
Sorry for the misunderstanding and thanks again for your work.
I'm glad you came back in the modding community.


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 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 10:57 
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*blah-blah-blah maniac*
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Joined: 05 Mar 2012, 02:08
Posts: 1938
Mandelune:

Ah ok now I get it :P Well I'm glad it solved issues for you rather than to introduce new ones or make your current ones even worse.

I came back as I wanted to finish something I started for once, when I'm done with ELE I will be done with modding.


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 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 11:27 
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Joined: 12 May 2013, 09:51
Posts: 116
OhKay what grass are you using? I asked some one here before if they did something to make the grass cover the ground like that. I use lush grass stand alone (With out lush trees) and it don't seem to cover that much ground. Great shots, I like the field of deep between background and trees up front.


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 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 12:00 
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Joined: 27 Dec 2011, 08:53
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CruNcher
Code:
RemoveBlur=false

set this to restore blurring of fog at some weather conditions. But it's very unrealistic, because applied to wrong distance, looks like bloom from unreal engine games instead of water vapor blurring. May be sometimes i'll change that (at cost of performance), my previous try failed because sun lit fog works wrong if sun is occluded by huge objects without shadows from them. Imagine you are int the canyon, sun at horizon and fog is glowing at direction of sun.

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 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 12:38 
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Joined: 05 Mar 2012, 02:08
Posts: 1938
The static DoF (Skyrim blur) is as customizable as the fog values (except for the coloring of it) and I have actually turned those values off for the time being in my weather mod, except in one weather SkyrimCloudyRE or rather I turned it off in the imagespace of the weathers except for that one. This will be added back again once I have reached a good looking value for it, depending on the weather. So that it can be turned off by the RemoveBlur command if a user don't like to have that blur.


EDIT:

Here is the WeatherTundra outside Solitude. The regional weather WeatherTundra stretches from Whiterun all the way to Solitude, check the Weather map in my signature for more area coverage.

Vanilla with ENB Activated, vanilla sun texture
Image

ELE with ENB Activated, vanilla sun texture
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ELE with ENB Activated, ELE sun texture
Image

I have not added a noise filter as the vanilla texture had to prevent banding, so it will be a clear sun. Instead I worked out the banding issue by adjusting the gradient brightness of the sun glow around the "Sun disc" circle that makes up the sun. Also to note is that the size of the Sun is the same as vanilla but the glow is less intense so it won't blow out the sun but still keep those long nice sun rays ;)

Vanilla settings (auto generated enbseries.ini settings) where used here except for these things;

Every effect except for DoF was activated.
XXXXQuality= set at their highest quality, -1 or 0 (Man I love my new GTX 670 4GB card :D)
AmbientMinLevel=0.8
SunRaysMultiplier=0.5


Last edited by --JawZ-- on 15 May 2013, 15:56, edited 1 time in total.

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 Post subject: Re: TES Skyrim
PostPosted: 15 May 2013, 15:50 
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*blah-blah-blah maniac*

Joined: 20 Mar 2012, 08:37
Posts: 1509
Hmm i think turning it off would be a very bad idea if i remember right from the first time when i played the game more then modding on it ;) that on certain weather changes the blur is used to simulate the weather change so the blur slowly increases from the back to the front for example on rainy weather changes losing that would brake a lot of the immersion and feeling of the dynamic weather change, a absolute no go.
Though sometimes these weather change effects are a little itchy as suddenly the blur pops @ the end of the transition rather sharp and boris sure it looks not really great but it adds imo some immersion having a feeling yes there is something changing in the surrounding environment you are moving in like the rain slowly starts the fog becomes thicker and thicker so do the clouds i really love these weather things happening in Skyrim, how they achieved it is another thing ;)

Nice Scattering --JawZ-- :) how would that look with RL ?

The Weather Map is great :)

Btw where is the Defaultweather used ?

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