TES Skyrim 0.175 beta

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Re: TES Skyrim 0.175 beta

Oyama wrote:
wonderfulmore wrote:Oyama:
What hidden vars under bloom you mean? Sunrise/sunset?
Nope, ENightDayFactor and EInteriorFactor in the enbbloom.fx.
I'm always looking at the shaders before looking at the new inis parameters.... :lol: I'm twisted by the coding side .... :?
lol i see. What's the difference if you use the DNI factor in enbbloom.fx comparing to changing the DNI parameters in enbseries.ini?

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Re: TES Skyrim 0.175 beta

wonderfulmore wrote: lol i see. What's the difference if you use the DNI factor in enbbloom.fx comparing to changing the DNI parameters in enbseries.ini?
There are TONS of parameters and vars that are NOT separated in the .ini. (for the sake of us all :D )
Also, some effects can be added in the shader (anamorphic lens flares, additional saturation, etc..) but not in the .ini.
Basically, if you use the factors in shader, you can intervene right in the code to adapt values for D, N and I.
I'll release my own separated bloom shader soon, you'll have a look ;)

On a side note, Boris, sorry for the complete off-topic :(
wonderfulmore wrote:Boris:
When I compare with ver168, I found the Bloom Contrast parameters were gone in the v175 ini. Are they replaced by something else? Otherwise I'd be very sad.
The vars are still present in the weathers inis, though.... :?
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Re: TES Skyrim 0.175 beta

Dinkledorf
regular Ambient light settings (Intensity and Curve) are no longer used?
No, they are still active when mixing is lower than 1.

Oyama
could it be ever possible to re-implement separated FadeFogRanges under SSAO section ? Would a Sunrise / Sunset addition be possible as well ?
No. Everything linked to the fog and changes automatically, clear weather - higher ssao distance, foggy weather - low distance, any changes only bring artifacts.

wonderfulmore
I found the Bloom Contrast parameters were gone in the v175 ini.
They are obsolette and was used only in gta4 version.
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Re: TES Skyrim 0.175 beta

ENBSeries wrote: No. Everything linked to the fog and changes automatically, clear weather - higher ssao distance, foggy weather - low distance, any changes only bring artifacts.
Would you advice to leave it unchanged at 1.0, then ? Is it better in order to work accordingly to weather conditions ?
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Re: TES Skyrim 0.175 beta

Thanks Boris, makes sense.

OK, time to embarrass myself but what does AdditionalConfigFile option in [GLOBAL] actually do? I never used it before and I have just now speculated that it provides ability to split enbseries.ini into two (or more) files which would be combined by ENB to ease editing. Meaning, I could take some settings from enbseries.ini (perhaps those that I never change) and place them in the "additional file" and thus make enbseries.ini smaller and easier to manage. I tried that and it did not work. :oops:

Or is it to identify additional shader files?

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Re: TES Skyrim 0.175 beta

Oyama
Can't say, 1 means fading equal to fog fading, but in foggy weather this seems ssao too much for me, may be 5 max.

Dinkledorf
It's like you said. Don't know why it doesn't work, from time to time i break this feature, may be also in new version it's wrong.
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Re: TES Skyrim 0.175 beta

New sun parameters are fantastic. I can finally have a bright sun using the glow value without the bright disc around the sun you get from increasing the intensity.

Good stuff, Boris!
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Re: TES Skyrim 0.175 beta

I don't see any change when I am editing the new ambient light settings. They are for the sky, correct? Should I increase my ambient intensity or something?
edit:nm, need to set colorfilteramount to 1
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Re: TES Skyrim 0.175 beta

Some observations so far:

1. I tried the SSS with really high values and I have not been able to produce the previous glowing edge so looks good so far although I have never used SSS to any great extent but am likely to give it a closer look now

2. Directional Ambient values do not affect grass, only "objects" (grass is special in Skyrim apparently). However, AmbientIntensity and AmbientCurve do affect grass and if AmbientColorFilter is set to 1.0, directional ambient affects everything but grass (so far as I can see) and AmbientIntensity and AmbientCurve affect only grass. Not sure if this is intentional or not.

When I was playing around with the CK, I could swear that the same is true using it whereby Directional Ambient values did not affect grass and only the single Ambient value did.

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Re: TES Skyrim 0.175 beta

Dinkledorf:

There is 2 ambient settings for the weathers, the first one affects grass texture and LOD trees and apparently also is in use in a script that determines when the guards and other NPC's takes out there torches as it is considered dark with low enough Ambient value (Not confirmed the last one though) then there is the Directional Ambient that Boris has implemented control to via the ENBSeries.

So it functions as it should, the old Ambient intensity works as it used to do by brightening the whole scene ambient brightness while the new applies the color/saturation to remove the necessity of going in to the CK and changing the Directional Ambient color to create proper looking shadows.
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