Skyrim particle patch for ENB

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Re: Skyrim particle patch for ENB

Skyrim particle patch for ENB
I don't need ENB for use it, right?
F*!
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Re: Skyrim particle patch for ENB

ENBSeries wrote:
Skyrim particle patch for ENB
I don't need ENB for use it, right?
F*!
lol. SparrowPrince said to me that I don't need ENB for install this patch. It can be used also without ENB. Anyway, thanks for the answer.

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Re: Skyrim particle patch for ENB

You may install it without ENBSeries, but will not notice much difference, as bugs only really visible when mod processing enabled, not for vanilla or any other existing graphic mod.
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Re: Skyrim particle patch for ENB

ENBSeries wrote:You may install it without ENBSeries, but will not notice much difference, as bugs only really visible when mod processing enabled, not for vanilla or any other existing graphic mod.
I only followed his suggestions.

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Re: Skyrim particle patch for ENB

Boris is right - although my patch fixes issues that are present in the vanilla game, the issues are not really visible without ENB, that's also most likely why there were left in the game in the first place by the developers. If you're using RLO or something alike you might benefit from some of the fixes, but I would recommend treading carefully since the patch is not meant to be used with anything else than ENB. As for WATER, I guess SparrowPrince meant that he has integrated the included fixes in the later versions WATER, I can't remember anymore what was decided and I sure haven't tried myself in quite some time.

As for helping out fixing further issues, I will be glad to help but these need to be looked into on a case-by-case basis, there's no magic one fix that will help with everything and bring peace to the world.

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Re: Skyrim particle patch for ENB

mindflux wrote:Boris is right - although my patch fixes issues that are present in the vanilla game, the issues are not really visible without ENB, that's also most likely why there were left in the game in the first place by the developers. If you're using RLO or something alike you might benefit from some of the fixes, but I would recommend treading carefully since the patch is not meant to be used with anything else than ENB. As for WATER, I guess SparrowPrince meant that he has integrated the included fixes in the later versions WATER, I can't remember anymore what was decided and I sure haven't tried myself in quite some time.

As for helping out fixing further issues, I will be glad to help but these need to be looked into on a case-by-case basis, there's no magic one fix that will help with everything and bring peace to the world.
I use CoT + ELFX. Anyway, SparrowPrince suggested this due to the glitch of bright white foam in water. So, I don't know why he said that is included in the mod.

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Re: Skyrim particle patch for ENB

Well, then I guess the bright foam bug rears its ugly head with graphical mods using vanilla rendering engine as well.

I'm pretty sure he meant that the fixed mesh is already included in WATER.

Regarding optional components, if you download the original download (not the all-in-one package) you can choose which components to copy over, they are all arranged in their own folders.

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Re: Skyrim particle patch for ENB

Really wish mindflux or JawZ could shed some light on editing shader properties in NifSkope. I've only used NifSkope to change the TextureSet paths for items before, but I'm clueless when it comes to anything else. Like midhras mentioned, Real Clouds has its clouds adjusted using the [Particle] category in ENB, which is a pain when balancing water foam/smoke brightness. Changing the category used to [VolumetricFog] would be an interesting option and I'm trying to figure out how to do this.

Taking a head-on approach, I checked out a mesh (fxrapidrocks01.nif) from the Skyrim Particle Patch that had its ENB category changed, comparing it to its vanilla counterpart. Opening both meshes in NifSkope and comparing each object's values, I could only see the following changes:

Code: Select all

mindflux's edits:

2 NiTriShape > 4 BSEffectShaderProperty >
Shader Flags 1 > SLSF1_External_Emittance (enabled)
Shader Flags 2 > SLSF2_Effect_Lighting (enabled)

12 NiTriShape > 14 BSEffectShaderProperty >
Shader Flags 1 > SLSF1_Greyscale_To_PaletteAlpha | SLSF1_External_Emittance (enabled)
Shader Flags 2 > SLSF2_Effect_Lighting (enabled)
I also noticed that the block list hierarchy was changed for some reason, as well as the block IDs. I assume that the above changes are linked to changing the ENB category from [Fire] to [Particle], but I don't understand how it's done. Therefore, I'm stumped when it comes to changing the Real Clouds meshes from [Particle] to [VolumetricFog].

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Re: Skyrim particle patch for ENB

Hey BSnake, I'll try to share some light on the matter. To be honest I think you're taking a wrong approach - looking into how that specific mesh was edited will not yield much help since you're not trying to have something detected as a particle, pretty much vice-versa. So what you should do is to look for a volumetric fog mesh and analyze it, taking note of its properties: note at least shader properties and flags as well as alpha blending properties. Then check out one of the cloud meshes and compare, try to see what is different and think why. You can also go ahead and try the shader properties from a volumetric fog object and see what happens. If the outcome is wacky (most likely) but you can't see why, your only chance is to start experimenting, trying out different properties and parameters to learn what they do. It's the tricky part especially in the beginning when you're not familiar with the stuff, and you'll soon find out it's an endless game of making a change, starting the game, going back and forth. But don't worry, given some persistence you'll get hang of it in no time.

I guess I had some problems with that specific mesh (fxrapidrocks01.nif) and had to edit some of the nodes, which in turn resulted in a different hierarchy, but sadly it's been so long that I don't remember what was going on.

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Re: Skyrim particle patch for ENB

Thank you for the help, mindflux. So these parameters are the right things to change after all. :mrgreen: I was worried that there were some hidden parameters somewhere in NifSkope. I'll definitely look into and experiment with the shader property flag types. Not sure why I didn't think of comparing the Real Clouds meshes to a volumetric fog mesh. Guess I had a brain fart or something. :lol:
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