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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 12:28 
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Canlocu
Grass mods are (here's again...) from Skyrim Flora Overhaul, then Dat Grass by JZE. :)

CruNcher
oh you really like those saturation! that was the last of that type for me. this is all new presets from below... :ugeek:

Something's old, is new again ;)

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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 15:49 
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Confidence-Man & saltr
If you're using my particle patch, I guess that means I haven't come across those effects yet - especially for light shafts, there's a huge amount and all need to be checked individually.

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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 16:43 
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Great pictures all, will post something when I get colors more right inn new setup^^

Confidence-Man
If you are using latest ENB´s:P
Noticed some Indoor glow around windows and maybe lightshafts seem to have their own weather code:>
Also indoor fog seem to have their own code:> These code will not be detected I think, and have to be added manual

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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 16:56 
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@ OhKay Hmm I use that too, must be one of the 2k texture packs that changed the plant... Your landscapes are looking great. I noticed so far that when most people have great landscapes, the look and texture of the actors skin becomes anime looking. Almost like if you want saturation in the environment you lose realistic skin look. ATM I been fighting with real life looking complexion and keeping my environment popping. Yesterday I switched from Project Reality to Seasons ENB. Project seems to be clearer, but Seasons has color pop with little more realistic actor complexions I am looking for. I post some pics after I tweak it a bit.

/Cheers

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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 17:06 
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Yersinia79:

That is most likely caused by the assigned emittance to those effects, emittance uses weathers to have a dynamic range of different RGB colors based on the time of day.

Emittance time cycle types;

Normal region weathers such as Pine Forest - SkyrimClear, SkyrimCloudy, SkyrimFog etc
FXWeatherSunlight - Only has RGB values to affect the emittance and nothing else, except for the Sun glare and Moon glare for some reason with a 255 RGB value.
FXWeatherInvertDayNight - The way it was meant to work was to assign the RGB values of the nights to the days and vice versa so it would have Night emitting lights during days. But the RGB values was poorly assigned by Bethesda. It was either sunset or sunrise that had a black/0 RGB value to it :roll:

Then there are other similar FXWeathers with different RGB values assigned to them.

The emittance can be assigned to static, light bulbs, FX effects such as "candle" glow and dust/sun beams.


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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 17:24 
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mindflux wrote:
Confidence-Man & saltr
If you're using my particle patch, I guess that means I haven't come across those effects yet - especially for light shafts, there's a huge amount and all need to be checked individually.


I think some peculiarities of my settings exaggerated how bright they are, I ended up adjusting everything and I've got it pretty much fixed. It would be nice to be able to adjust those things though.

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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 17:41 
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JawZ:
Bethesda should let ID Software do the graphic engine on next one, since they bought the company^^
Usualy pretty solid engine´s but prbly with their own oddities ;) Or just let Boris handle it :D

Should those FXWeathers-- with RGB values only be avoided in the weather ini´s? Thou im not sure how to tell one from the other lol :?
Atm I got all fx inside one ini, cloudy inside one and so on. Probly not ideal, but its a start^^

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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 17:50 
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Confidence-Man
Yep, I've noticed that the more avantgarde settings you have, the more oddities you start to notice, usually little things...

Where was that tavern, in Windhelm?

Another damn day in the same dungeon, lucky it looks it's going to rain...

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Well, it actually became foggy... Sky still needs some work.

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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 19:48 
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@Midgard9

Your shoot with that char there is one of those i really wonder about the camera lense simulation the whole scale looks odd it looks like a fish eye effect and the hands become monster huge pranks it just looks strange Physically.
It feels like the cameras projection mode is Orthographic and not Perspective, this effect really is bad though not many actually seem to realize it or rather just ignore it.
Better chose another FOV next time this just looks crazy odd, the beer pot is huger then her breasts jeez.
Huger then her Head even jeez these out of proportion shoots make me really dizzy :D

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 Post subject: Re: TES Skyrim
PostPosted: 07 Jun 2013, 20:06 
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It's called politeness and being open-minded, not constrained by orthodoxy.

Confidence-Man
Here's a quick fix for the objects, assuming that the shaft is the same one that's used in Vilemyr Inn. It's now affected by [PARTICLE] parameters, the glow by [LIGHTSPRITE].

Next dungeon, cave, whatever...

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