TES Skyrim 0.243

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Re: TES Skyrim 0.243

ENBSeries wrote: I don't want to make occlusion culling for interiors, if the other mod already do this, this is just wasting my time.
You wouldn't be wasting your time. As has been pointed out, that existing mod works by hand-placing lots of occlusion planes into interiors. This is fine, as far as it goes, but has some limitations and problems. Limitations because it only works for those interiors that have been modified, and not all of them have been. Problems because of necessity it works by editing lots and lots of game content, which of course means it potentially conflicts with other mods which also edit content in the same areas (the mod in question has a number of variants to try to minimise likely conflicts, for example by avoiding player homes).

Interior OC by ENB would have three powerful advantages as far as I'm concerned: Firstly, it would work in all interiors, just working with what was there, no matter how those interiors had been modified. Secondly, it would not itself cause any game content conflicts. Thirdly, it would not take up any precious plugin load-order slots.

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Re: TES Skyrim 0.243

Ok, thanks for the reply Boris.
About the volumetric rays I have no doubts how it works

But I can't manage to get specular sun on water :? . I have tried with every valor under "water" menu, and specular sun dissappears completely when I activate "water" feature. Does this have to do with other files as enbeffect or enbprepass...? I say 'cause I'm using old .fx files, as I'm happy with deep of field, bloom, color management etc I have obtained until now. Or maybe any water mod? (I'm using Purewaters...)

And about lenz, I'm afraid that I don't know how to modify lenz shaders. I suppose you are talking about the new enblens.fx file, right? Unfortunately I don't know a bit about programming. Anyway, under "internal parameters, can be modified" is all empty, and then it reads:"external parameters, do not modify". Any advice to work with this?

thanks
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Re: TES Skyrim 0.243

Once again water displacement report, with screenshots now.
My version numbering can be different because i number the dll that i could download.

0.241 v 4
Image

0.241 v 5
Image

Water mod is same. ENB preset is same. Both has all wave amplitudes at 1.0
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Re: TES Skyrim 0.243

See, I have two screenshots. The first with water feature disable, you can see the sun reflexion, and also the "purple lenz" issue (that triggers due to sun reflexion on water).

Image

The second one has "water" feature enabled. As you can see, no sun reflexion anywhere.

Image

Any ideas?
BTW! I have used new .fx files extracted from "realvision enb" that is running with 0.241. A much newer version that I was using for .fx files., so the problem is not in these files, I guess...
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Re: TES Skyrim 0.243

Maegirom wrote:
And about lenz, I'm afraid that I don't know how to modify lenz shaders. I suppose you are talking about the new enblens.fx file, right? Unfortunately I don't know a bit about programming. Anyway, under "internal parameters, can be modified" is all empty, and then it reads:"external parameters, do not modify". Any advice to work with this?

thanks

Give this mod from Matso a try: http://www.nexusmods.com/skyrim/mods/46871/?

His lens shader has GUI variables

Use with one of these lens textures: http://www.nexusmods.com/skyrim/mods/45054/?
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Re: TES Skyrim 0.243

Thanks electricsheep26354, I'll take a look.
But I'm still have the "no specular sun reflexion" when I activate "water" feature. Any idea?
thanks
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Re: TES Skyrim 0.243

Maegirom
Shaders do not affect specular and their standart not changed, old are fine. And are you sure there is no shadow on the water?
enblens.fx file have arrays of constants, modify them:

Code: Select all

	//deepness, curvature, inverse size
	const float3 offset[4]=
	{
		float3(1.6, 4.0, 1.0),
		float3(0.7, 0.25, 2.0),
		float3(0.3, 1.5, 0.5),
		float3(-0.5, 1.0, 1.0)
	};
	//color filter per reflection
	const float3 factors[4]=
	{
		float3(0.3, 0.4, 0.4),
		float3(0.2, 0.4, 0.5),
		float3(0.5, 0.3, 0.7),
		float3(0.1, 0.2, 0.7)
	};
DigitalPrinceX
It's not water amplitude changed, something else. I know where is that location, but which textures and water mod?
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Re: TES Skyrim 0.243

It is Realistic water 2
Im clueless. tried several combinations of effects on/off and qualities.
Next in list to test pre cache on/off and occlusion on/off when i get home.
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Re: TES Skyrim 0.243

Finally!
After the whole day researching about that specular sun that doesn't appear when I activate water feature, I have discovered the origin of this issue. Maybe is something just of my own, or maybe is a bug that Boris may fix.
The fact is that when I activate displacement, the specular sun on water disappears, but this effect doesn't notice in real time, I have to do alt-tab and enter the game again to see it.
I'm almost sure that is this. If I deactivate displacemente and go out/in game, the specular appears, and I activate displacement and go out/in game, the specular disappears.

Could you take a look at this?

Anyway, what does displacement feature do exactly? I can't see any difference with it on or off

Thanks
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Re: TES Skyrim 0.243

Maegirom
Okay, it's simpler for me to find and fix then. But do you know about "apply changes" button???

AMD users, test attached version with vsync enabled (in enblocal.ini and in skyrimprefs.ini). Press and hold F11 key and check if performance changed or not.

EDIT: file deleted
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