Fallout 3 / New Vegas 0.230
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Fallout 3 / New Vegas 0.230
I have nothing to say.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 45
- Joined: 11 Jun 2013, 22:15
Re: Fallout 3 / New Vegas 0.230
Tried it with Fallout 3 for a few hours tonight. No transparent weapons, performance is great, and only had one crash, although that could've been caused by something else. I'll try it with FNV tomorrow.
-
Offline
- *blah-blah-blah maniac*
- Posts: 596
- Joined: 25 Feb 2012, 01:30
- Location: Somewhere between the Wastelands and Notepad++
Re: Fallout 3 / New Vegas 0.230
I'm currently rebuilding my game after losing it... so it could be that my current mod load is the cause of this, but did you change anything to the way hair on characters is rendered? I'm getting some strange looks that could have something to do with alpha layers or depth rendering. There's definitely something going on with the way shadows interact with hair meshes and faces...
_________________
Core i5-2500K @4.50GHz | MSI Gaming GeForce GTX 970 4GB | 16GB RAM (1600Mhz) | Soundblaster Z | Win7 64bit
Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.
Core i5-2500K @4.50GHz | MSI Gaming GeForce GTX 970 4GB | 16GB RAM (1600Mhz) | Soundblaster Z | Win7 64bit
Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Fallout 3 / New Vegas 0.230
midhras
Didn't changes to hairs, but they may be affected, better to compare current and previous versions. Can't see difference with characters of saved games which i have. May be you noticed hair fix in older versions? It was removed in 0.225 too (because of reports that it do something wrong, fine for me anyway).
Didn't changes to hairs, but they may be affected, better to compare current and previous versions. Can't see difference with characters of saved games which i have. May be you noticed hair fix in older versions? It was removed in 0.225 too (because of reports that it do something wrong, fine for me anyway).
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 596
- Joined: 25 Feb 2012, 01:30
- Location: Somewhere between the Wastelands and Notepad++
Re: Fallout 3 / New Vegas 0.230
Boris
Never mind. I just tested using older versions, and at least nothing's changed in the rendering of hair between .225 and .230, as you said. It was a trick of light. Under certain lighting conditions and times of day, in my current build, I get these obnoxious interactions between mesh and shadows:
Sometimes I don't see them at all, or not as much.
I may just have to redo my lighting setup.
Still, looking on to see what you did. I am noticing some more texture pop-in while running, but that may be because I'm loading more and more texture replacers.
Never mind. I just tested using older versions, and at least nothing's changed in the rendering of hair between .225 and .230, as you said. It was a trick of light. Under certain lighting conditions and times of day, in my current build, I get these obnoxious interactions between mesh and shadows:
Sometimes I don't see them at all, or not as much.
I may just have to redo my lighting setup.
Still, looking on to see what you did. I am noticing some more texture pop-in while running, but that may be because I'm loading more and more texture replacers.
_________________
Core i5-2500K @4.50GHz | MSI Gaming GeForce GTX 970 4GB | 16GB RAM (1600Mhz) | Soundblaster Z | Win7 64bit
Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.
Core i5-2500K @4.50GHz | MSI Gaming GeForce GTX 970 4GB | 16GB RAM (1600Mhz) | Soundblaster Z | Win7 64bit
Midhrastic WIP ENB for Fallout
More current and archived shots on my Flickr. Selected shots via Flickrock or Fluidr.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Fallout 3 / New Vegas 0.230
It's because ambient is low, but detailed shadows have very high precision and low detailed mesh is very visible. May be i'll randomize direction next time to make smoother.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 40
- Joined: 12 Feb 2013, 22:38
- Location: Britain
Re: Fallout 3 / New Vegas 0.230
THAT is a GREAT idea.ENBSeries wrote: May be i'll randomize direction next time to make smoother.
While you're on, could you maybe look at the enbsunsprite.tga supplied with this? Currently, it doesn't produce sunglare in NV.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Fallout 3 / New Vegas 0.230
Dazaster
It work for me without any problems. Increase intensity of lens flare and better use fx file of it from skyrim version.
It work for me without any problems. Increase intensity of lens flare and better use fx file of it from skyrim version.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *sensei*
- Posts: 397
- Joined: 16 Mar 2013, 16:28
Re: Fallout 3 / New Vegas 0.230
@Dazaster,
the sunsprite tga file doesn't produce sunglares at all, it produces a sunsprite with the default sunsprite shader file.
however, the version of sunsprite shader Kyo made/altered on the Skyrim nexus can produce a sunglare, if you also use a tga file that has a sunglare on the alpha layer.
the sunsprite tga file doesn't produce sunglares at all, it produces a sunsprite with the default sunsprite shader file.
however, the version of sunsprite shader Kyo made/altered on the Skyrim nexus can produce a sunglare, if you also use a tga file that has a sunglare on the alpha layer.
_________________
Intel I9-9900k, RTX 3070, 1TB Samsung EVO 970, 1TB Crucial SSD, 1TB Kingston SSD , Realtek HD Audio, 16GB 3400MHZ System RAM, W10 Pro x64.
Intel I9-9900k, RTX 3070, 1TB Samsung EVO 970, 1TB Crucial SSD, 1TB Kingston SSD , Realtek HD Audio, 16GB 3400MHZ System RAM, W10 Pro x64.
-
Offline
- Posts: 56
- Joined: 17 Aug 2013, 04:35
Re: Fallout 3 / New Vegas 0.230
Hm, still can't get supersampling to work. It's still enabled by going to enbseries, engine, then AddDisplaySuperSamplingResolutions=true, then by the game launcher's resolution settings right? For some reason the res won't appear in either the gamelauncher or FOMM's settings, and setting it manually via the ini files causes a crash.
I'll mess around with some of the settings and try and get it to work.
Edit: It works if I swap out the .230 DLL for the .194 version.
I'll mess around with some of the settings and try and get it to work.
Edit: It works if I swap out the .230 DLL for the .194 version.