TES Skyrim 0.227

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Re: TES Skyrim 0.227

Now trapped in different deepness and shallow colors for nearest water lods, they are untouched by me and can't force them to be the same, because water is not all the same like in gtasa. Madness.

taleden
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Re: TES Skyrim 0.227

ENBSeries wrote:taleden
First digits in weatherid ignored, so CoT work for any user.
Great, thanks.


Now, a different issue: I've been noticing a weird flickering for awhile and finally took some time to track it down. In some shadows, simply turning the camera slightly causes a large change in the brightness within the shadow, but no change to brightness outside the shadow. That description sounds a little like Eye Adaptation, but I've disabled adaptation completely and it still happens.

It turns out it's related to Skylighting. If Skylighting is disabled, or if [SKYLIGHTING] AmbientMinLevel*=1.0, there's no problem. But the lower I set the ambient skylighting, the worse the flickering gets. Here are some pics with AmbientMinLevel=0.0, taken right after eachother in the middle of Whiterun on a sunny day; the only change is turning the camera very slightly.

ImageImageImage

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Re: TES Skyrim 0.227

Thanks for the particle fix boris!

I was thinking now that you have precise location data with the helper mod, maybe it would eventually be possible to detect if the player is underwater and maybe have different DOF, fog, etc for an underwater look. The water is not all at the same Y level so maybe you could use bounding box tests or something like that. Just something to keep in mind for future development.
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Re: TES Skyrim 0.227

@taleden: That's the Skylighting brightness bug, which has been around for a long time. :( You can usually turn AmbientMinLevel down to 0.8 and it should look fine.

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Re: TES Skyrim 0.227

BSnake wrote:@taleden: That's the Skylighting brightness bug, which has been around for a long time. :( You can usually turn AmbientMinLevel down to 0.8 and it should look fine.
Hm, ok. Pity though, I think I turned mine down to 0.25 because otherwise auroras were turning some surfaces way too blue/red at night. Maybe I can find a way to compensate if I have to turn skylighting that high again. I take it Boris gave up trying to fix that bug? Or is it just unfixable with Skyrim's engine?

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Re: TES Skyrim 0.227

With helper plugin i can fix sky lighting.
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Re: TES Skyrim 0.227

ENBSeries wrote:With helper plugin i can fix sky lighting.
Oh, great! You're a wizard Boris.

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Re: TES Skyrim 0.227

Boris if my brain is not tricking me here, wasn´t motion blur not possible because of helper mod not working correctly? Could the new dll provide the data you need for adding motion blur?
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Re: TES Skyrim 0.227

Oyama,

I've noticed that you blocked your files on the Nexus - do you plan to make them available again?

Cheers.

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Re: TES Skyrim 0.227

Hi Boris,

I updated from 0.214 to 0.227 to try the water's sky fix, and it works great.
But while i kept my previous settings and shaders, it seems that the details aren't filtered the same way.
They seems a lot more (too much?) enhanced, so the whole image looks a lot more grainy :

0.214 :
Image

0.227 :
Image

(Click on the image to get the original ones instead of the resized thumbnails)

I only changed the wrapper d3d9.dll, and I haven't figured out which parameter has been added to tweak that (if any).
Do you have an idea ?

Thanks
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