TES Skyrim 0.227

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Re: TES Skyrim 0.227

MOTOSXORPIO
Texture colors of water not exist and dispersion automatically affected by deepness color, i will not do extra abnormal math.

DaemonWhite
Don't think vanilla water have parallax, so you misinformed.


I'm tired to search solutions against issues and limitations of water, removed offset of caustics from sun direction, because it give too much errors at low angles. Can't find a way to fix bright distorted outlines of objects like character standing in water, it's because depth not distorted (for fake refraction), but i can't distort it, because lower deepness give less distortion in my water code and this is much more important fix than described above.
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Re: TES Skyrim 0.227

ENBSeries wrote: ...., i will not do extra abnormal math.

I'm tired to search solutions against issues and limitations of water, removed offset of caustics from sun direction, because it give too much errors at low angles. Can't find a way to fix bright distorted outlines of objects like character standing in water, it's because depth not distorted (for fake refraction), but i can't distort it, because lower deepness give less distortion in my water code and this is much more important fix than described above.
Boris
Extensively abnormal twisted un-optimized maths is what I do every day while I try expanding your shaders :lol: ... I'm a shame. :lol:
Just kidding.

Do you need any help from a textures modder about those water issues / fixes, or is it strictly game engine related ?...
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Re: TES Skyrim 0.227

Hi Oyama,

Just was politely asking if you plan to make your files available again at some point :)) Maybe even with latest modifications etc? :)

Yours is a single greatest looking and most advanced enb package on Nexus mate....don't take it away from people :)

Hopefully an alliance of you and Matso can come up with something beyond imagination.... :)


Kind regards

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Re: TES Skyrim 0.227

OFF TOPIC, SORRY BORIS
Overfiend
I WILL make it available again. I'm almost done with the enblens.fx.
Also, I want to use the new FoV variable as cleverly as possible, especially for DoF and distortion effects...
I needed some time alone, without any pressure, to code properly. I'm not as strong as Boris is, I can't code, tweak, support and advice at the same time ;)
And he's doing one more thing I don't..... : he's redoing Skyrim from back to front ! :D
Glad you like my 'work', but remember that any ENB preset can be interesting, since they're all different visions and approachs.
END OFF TOPIC, SORRY BORIS
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Re: TES Skyrim 0.227

OFF-TOPIC FOR LAST TIME - Srry Boris :)))

Yes, love your work and my wife loves it as well - it was your ENB that encouraged her to play that "stupid-fantasy-game-I've-been-spending-so-much-time-in".

When I've put the game on our living room 65 inch TV there was more "ooooooh" then when we had it for a first time, if you know what I mean hehe :)

Ended up buying second (proper gaming) PC for her :)

So....thanks, and keep up the great work.

END-OFF - Boris it won't happen again :)))

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Re: TES Skyrim 0.227

^
@Overfiend
Lol it's nearly the same for my girlfriend, I think she would have never tried skyrim if she haddn't seen me playing at my modded skyrim + super ENB presets among which I often used superb Oyama's presets :). We've both started a new game now (a new game for each) now she has spent a bitm ore time on skyrim than I, and on my PC lol (65h for her 60h for me).

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Re: TES Skyrim 0.227

People, let's end the Off-Topic, I just updated K ENB to .227 on Nexus.
Kountervibe ENB will follow, as well as Kinematic ENB.
Now let's get back to .227 and the water's development... ;)
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Re: TES Skyrim 0.227

Great - thanks for v227 :))

I have to ask.........do you use THOSE ini's (from ugrid7 folder)( to actually play the game????

Man I thought my settings were high but yours are...............on the extreme end of extreme - is it even playable (on 1080p res for example)?

Cheers...

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Re: TES Skyrim 0.227

Overfiend wrote: I have to ask.........do you use THOSE ini's (from ugrid7 folder)( to actually play the game????
I do, these exact ones. And I set uGrids to 9 for screenarchery, @4K of course ;)
@1080p, with 1.224 scales, I'm running 30-35 exteriors, 40-50 interiors.
If I switch back my scales to 1.0, it's 40 exteriors, 50-55 interiors.
Scales @ 0.806 grant me with a full 60 interiors, 45 exteriors, without touching anything else.
You've noticed most of my Qs are -1 and my DoF was Q4.
Those 770 in SLI do wonders.

Now let's end the thing or Boris will kick us.... or restore all the thing to Tatsudoshi.... :lol:
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Re: TES Skyrim 0.227

Oyama
It's engine related, data for most shaders incomplete (no depth, no refraction, etc) and can't be restored, because water is unique by properties, it's not the same in entire level like in Far Cry game. Or colors are wrong for lods, if i do changes to those which near player, everything beyond 100 meters looks different, so i can't apply enough changes to be satisfied. I tried to make smooth transition of normals to shore objects and increase blurred specular there, looks like wet sand on the beach, but even this have ugliness when moving at some distance, because reflection from cubemap replaced by constant reflection color (which is not same as sky color) and water just looks like blue plastic.


Changed caustic code to make it look clear without factor of deepness color self illumination, because users in comments to video say too much about homotropical water.
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