TES Skyrim 0.215

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Re: TES Skyrim 0.215

Works like a charm. I'm not coming across any issues at all.

I definitely like the move away from the SweetFX and more all inclusive to the ENB mod.
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Re: TES Skyrim 0.215

WoodsOfYpres;

Do you have UseProceduralCorrection activated in the enbseries.ini?

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Re: TES Skyrim 0.215

ENBSeries wrote:No, precision unsupported, editor, config and shader variables linked to each other for internal simplicity, limits of values are native because of config file, but precision not exist and create them is simple, but very painful task because of many changes in code. Globally i can change precision easily, but 2,3,4 - everything not perfect for all scenarios, right?
OK, no problem, thanks for the response. I can manage this with multipliers.

Another question towards ease of use, can the Shader parameters be grouped in the GUI? Currently the grouping is by shader file (I believe), I for one would benefit if I can further group the parms within ENBEFFECT (i.e. [Day], [Night], etc.). Obviously not a big deal but would make tweaking a tad easier.

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Re: TES Skyrim 0.215

JawZ
Under which category is this entry? I can't find it in enbseries.ini. In enblocal.ini i can not see it too.
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Re: TES Skyrim 0.215

Dinkledorf;
--JawZ-- wrote:
ENBSeries wrote:--JawZ--
With current GUI groups can't be made easily from my side, because they are per shader file, so if i'll make them as annotations ("UIGroup" for example), each shader must be choosen in dropdown box or something like that. Very boring programming procedure which not give much improvement. I'm working on the mod while it's interesting, but writing docs or reply the same questions to users on nexus makes me feel negatively and turn to more interesting things, so basically i'm just complaining and don't want to do. May be something else important to GUI exist, then i can do at same time, but at this time i'm very much tired.
Thanks for the explanation and if it's that boring and/or tedious work I don't want to push you into doing something like that.
Yeah Nexus is good at making it feel like that from the general user population.
I think you should have a look at my mixed GUI enbeffect.fx file if you want a easier work space with the shader GUI window -> ENB Resource, GUI Examples in my singature.



WoodsOfYpres;

enbseries.ini/COLORCORRECTION

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Re: TES Skyrim 0.215

So I added "UseProceduralCorrection=true" manually and the variables still aren't doing anything ingame.
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Re: TES Skyrim 0.215

This is the whole CC section in 0.215;

[COLORCORRECTION]
UsePaletteTexture=false
UseProceduralCorrection=false
Brightness=1.0
GammaCurve=1.0

Then use the enbeffect.fx from the latest upload zip folder by Boris, 0.215 as you where using an altered enbeffect.fx right? A single typo somewhere can cause the whole shader code to be rendered inert/non-functional

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Re: TES Skyrim 0.215

Do I have to disable the PaletteTexture for this to work? Yes I tried it with the fresh enbeffect.fx from 0.215 and it also looks different ingame. But all the cool new GUI-variables from enbeffect.fx don't change anything.
By the way: I like the screensots of the new SSS Boris posted in the gallery :)
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Re: TES Skyrim 0.215

Dinkledorf
Grouping also unsupported, no way to make groups under other groups and i need somehow to separate per shader parameters, which are grouped already. If i'll do group as additional string to file name, it will not be noticable i think (f.e. spoiler "enbeffect.fx - COLORCORECTION").

WoodsOfYpres
If parameters are visible, but do not affect image, then your output variable in shader is not "color".
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Re: TES Skyrim 0.215

KuroTenshi wrote: Roger ! I understand. Better encourage people to polish more their presets. Personnaly, I don't need SMAA or FXAA, regarding your last additions to EdgeAA and TransparentAA. I talked regarding 90% of ENB presets I tried, that always used SMAA and LumaSharpen (and sometimes dither).
The only reason I used SweetFX is that I liked it's Vibrance effect. Today I decided to bite the bullet and try to port it to an effect.txt. I am embarrassingly pleased with myself to have got it to work, took me about half an hour ...

(Why embarrassing? Well, I've never written shaders before ... but my day-job involved writing compilers for shader (or shader-like) languages.)
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