TES Skyrim 0.236

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.236

FiftyTifty
I worked on water last time and not thought much about anything else, so can't say anything.

Phinix
Uh, if you mean that you still don't have latest version installed, then issue is known and was fixed.
First two digits of weather are ignored and set to 0.
d4886 - rainy weather id. Other numbers i wrote are just an syntax examples how hex values can be used to define weather, not restrictive. For example 0x000d4886 is same as d4886. Just use examples and experiment a little, i don't remember about commas or other separators, but probably made various.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 572
Joined: 23 Aug 2013, 21:59
Location: United States

Re: TES Skyrim 0.236

Phinix wrote:Oddly enough the strange colors only seem to show up after I have been tweaking for a while. I'm going to update to the latest version and install the helper .dll and see if it still happens.

I had a quick question about weather editing. I am assuming the ID's to use are the ones in the CK. What I wasn't sure about is, how can you edit ID's that are from a different mod, since the first two digits of the ID will be different depending on mod order?

In your example I see you did this: WeatherIDs=10a243, 0x0010a233 d4886

I am not sure I understand this format... Can you explain why 10a243 is listed followed by 0x0010a233, and what is d4886? Did you mean to show that multiple ID's can be input in either format and can be separated by commas or not, or is that whole line just one weather?
I sent you a little information that may (or may not) be helpful. Check your inbox :)
_________________
AMD Ryzen 5 3600 6C/12T @4.4GHz // 16GB G.Skill Ripjaws V DDR4 3600MHz // ASRock AMD Radeon 7900XT Phantom Gaming 20GB// Samsung 850 Evo 256GB and 500GB SSD //
Lumen ENB
My Flickr

Offline
*master*
Posts: 119
Joined: 11 Sep 2013, 20:19

Re: TES Skyrim 0.236

DigitalPrinceX wrote:Realistic Water Two edits all the water locations to assign categories. Pond, Lake, Ocean, Marsh, Flowing water etc.
Each category use separate texture.
As far i know the mod author only made displacement mapping for 3 texture.

And now i tested Pure Water. It also shows same problem.

So my guess is water textures without the proper modification fails and becomes invisible? Which i think explains why bug fixes when displacement disabled?
I made a wild guess. Can be wrong :D
That is probably it. I use Real Waters 2 myself, quite explicitly for it's cell edits and better looking water in certain areas.
_________________
Win 8.1 x63 | i7 920@4.35Ghz/12Gb RAM | ASUS Rampage II Ext. | EVGA 760 4gb (2-way SLI) | OCZ Agility II 128Gb SSD
Kountervibe ENB Extensive (CoT tweaks) (0.243) | Uber SMAA+1.0 SSAO+DOF @ 4k 2160p (20fps)/1440p (35-45fps+)/1080p (40-90fps)

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.236

Version updated, download again
Found that after latest changes of water no longer work fix for "transparent" water bug when ssao or some other effects enadled, so fixed this in different way and removed that variable from enblocal.ini, because water without such fix is awful.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
*master*
Posts: 121
Joined: 14 Jan 2013, 17:34

Re: TES Skyrim 0.236

Hey - Hey!

I just recognised following glitch:
Image
The Armor of my follower disappears at the waterline. Not a big thing, perhaps caused by the armor-mod ...

By the way, what is "EnableSilhouette"? I dont see any difference enabling/disabling this Parameter.

Whats the difference between TransparencyFade and DeepnessFade? Both seem to make the Underwater darker but I dont see the difference from using one or the other :?
_________________
AMD Ryzen 3700X - 32GB Ram 3200Mhz - Asus Geforce RTX3080 - Win 10 64Bit

Offline
*master*
Posts: 164
Joined: 23 Sep 2013, 17:30

Re: TES Skyrim 0.236

SiSaSyco
I noticed this as well but not all clothing/armor is affected. I'd check whether the affected armor has an AlphaProperty in Nifskope and if it has the correct flag (4844 I think). I can investigate this further tonight if it's deemed useful.

Gruftlord

Re: TES Skyrim 0.236

i think this is a vanilla bug, and i also think Maeldun is correct, that in order to fix it the mesh needs to be adjusted. if you find out, how to correctly modify it to get rid of the bug, please let us now Maeldun. i, too would be highly interested to know what the correct alpha flag is to fix the issue

Offline
*sensei*
Posts: 331
Joined: 20 Jul 2013, 00:34

Re: TES Skyrim 0.236

SiSaSyco wrote:Hey - Hey!

I just recognised following glitch:

The Armor of my follower disappears at the waterline. Not a big thing, perhaps caused by the armor-mod ...
That armor appears to be my Ultra Skimpy armor, and yes it's armor glitch not ENB. I tweaked the NiAlphaProperties settings to make some parts transparent, and the mesh disappears when viewed through the water layer.
_________________
AMD R9 6900HX, 16GB DDR5-4800
Win 11Pro 64bit on NvMe, Skyrim on NvMe 2nd partition
Nvidia GTX 1070 FE eGPU v531.209
OrganicENB SE
OrganicENB LE

Offline
*master*
Posts: 164
Joined: 23 Sep 2013, 17:30

Re: TES Skyrim 0.236

Gruftlord wrote:i think this is a vanilla bug, and i also think Maeldun is correct, that in order to fix it the mesh needs to be adjusted. if you find out, how to correctly modify it to get rid of the bug, please let us now Maeldun. i, too would be highly interested to know what the correct alpha flag is to fix the issue
To enable complete transparency of parts of the texture on a mesh, you must had a AlphaProperty in nifskope with 4844 for the flag and 128 for the threshold. A lot of armor and clothing mods that use the AlphaProperty to "mask" out portions of the texture with the AlphaProperty and it will work fine with these values.

If on the other hand you have a texture that is partially masked (i.e. only partly transparent), then I think you will run into this problem no matter what. A flag of 4845 and a threshold of 0 will allow for partial transparency but due to an engine shader issue, it won't render through a water surface with this variable method, at least not that I've seen. Every flag/threshold combination I've tried (with other flag options in nifskope) fails to render the transparency of the garment through a water surface. Either there is zero transparency (i.e. rendered, but opaque) or the garment is not rendered at all.

You can edit the meshes yourself if the mod author is too lazy to do so - it's easy enough to do if you have nifskope installed. In any event, this is not an ENB bug. You should see the same result when you hit shift-F12.

Offline
*master*
Posts: 121
Joined: 14 Jan 2013, 17:34

Re: TES Skyrim 0.236

You should see the same result when you hit shift-F12
I should have done this, sorry :oops:
So this is not the right place to discuss this issue - but thanks for the informations regarding AlphaProperty.
_________________
AMD Ryzen 3700X - 32GB Ram 3200Mhz - Asus Geforce RTX3080 - Win 10 64Bit
Post Reply