TES Skyrim 0.250

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*blah-blah-blah maniac*
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Re: TES Skyrim 0.250

Are you using the ningheim race mod?
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*sensei*
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Re: TES Skyrim 0.250

Confidence-Man wrote:Are you using the ningheim race mod?
I just found this out, changing to Nord fixed it.

Any idea why it happens on Ningheim? Anything that race edits in the registers? Love to know what so can code something to make it compatible... it's rather popular racemod. I have most game color corrections disabled...
Last edited by prod80 on 11 Feb 2014, 00:06, edited 2 times in total.

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Re: TES Skyrim 0.250

Someone on nexus was having this problem with my mod, this is what they said about it:
This blinking issue -for me- was caused by The Ningheim Race. While I've been using ENB for a while now, it never really appeared before, so I'm still unsure what triggers it.
Either way, I spoke to Seren about it, and the solution is to remove the "Ningheim Soul" from your active spells list on your character.
How:

open up the console and type:
help "ningheim soul"

find the ID of the spell and type:
player.removespell ID

This will remove the PC Tracker script from your Ningheim character, which will -BREAK- the racials, but you can keep playing with your custom race without any issues.
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Re: TES Skyrim 0.250

@Confidence-Man

Thanks. I guess some scripted spell does something to some register that ENB really doesn't like. I guess mod author should have a look at it then. At least there is workaround, but breaks the race. O well.

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Re: TES Skyrim 0.250

I have a question on the NIGHTDAY DetectorLevel influencing the Night-day level and the Night-day factor. When I'm inside a deep cave like the Shriekwind Bastion by the Word Wall where there's no hole on the ceiling, why would the light level be different when the game time at 12 afternoon vs 20 at night? I used the ENB binary download settings, and at 12 the whole cave looked brighter than at 20. If there was a hole on the ceiling, the sun light would light up the cave but why would the light level change when only the candle and the torch are the only light source?
I used the "set gamehour to " command to switch 12 to 20, and all interiors appear to have the same behavior. I don't like to use the DetectorOldVersion=true because that made the screen washed out and not enough contrast.
[NIGHTDAY]
DetectorOldVersion=false
DetectorDefaultDay=false
DetectorLevelDay=0.65
DetectorLevelNight=0.25
DetectorLevelCurve=1.0
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Re: TES Skyrim 0.250

Confidence-Man wrote:Are you using the ningheim race mod?
Fffffffuuuuuu..!!! :shock: The hell is scripted in those racial abilities i wonder.
Had the same issue with Vividian ENB and a Ningheim character, but never found the cause.
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Re: TES Skyrim 0.250

skysan4298 wrote:I have a question on the NIGHTDAY DetectorLevel influencing the Night-day level and the Night-day factor. When I'm inside a deep cave like the Shriekwind Bastion by the Word Wall where there's no hole on the ceiling, why would the light level be different when the game time at 12 afternoon vs 20 at night? I used the ENB binary download settings, and at 12 the whole cave looked brighter than at 20. If there was a hole on the ceiling, the sun light would light up the cave but why would the light level change when only the candle and the torch are the only light source?
I used the "set gamehour to " command to switch 12 to 20, and all interiors appear to have the same behavior. I don't like to use the DetectorOldVersion=true because that made the screen washed out and not enough contrast.
[NIGHTDAY]
DetectorOldVersion=false
DetectorDefaultDay=false
DetectorLevelDay=0.65
DetectorLevelNight=0.25
DetectorLevelCurve=1.0

hey man, it's because unproper DNI separation... probably you have code in enbeffect.fx that is just DN separated which will introduce DN cycle in interiors. Using HD6 file? that will cause it.

Edit: justed checked that enbeffect.fx file you use... 1270 lines of total anarchy inside... I bet you can remove 70% of that code and end up with something better looking, learing hlsl in the process. Win-win I'd say.
Last edited by prod80 on 11 Feb 2014, 15:35, edited 1 time in total.

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Re: TES Skyrim 0.250

Maeldun thanks for the links. I'll give it a shot.

Does anyone else has experienced the issue where horizon's line is clearly visible through flames (from a torch for example) when mist is enabled?. Just want to know if it's a problem just of my own, or it's a normal behaviour that may to be fixed in future.
Thanks
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Re: TES Skyrim 0.250

prod80 wrote:hey man, it's because unproper DNI separation... probably you have code in enbeffect.fx that is just DN separated which will introduce DN cycle in interiors. Using HD6 file? that will cause it.

Edit: justed checked that enbeffect.fx file you use... 1270 lines of total anarchy inside... I bet you can remove 70% of that code and end up with something better looking, learing hlsl in the process. Win-win I'd say.
Yes, this old pre-0.136 preset served me well, but I see it's showing age now. This enbeffect.fx file doesn't even have separation on the interior/exterior and the day/night. I see the most newer presets have migrated to the current ENB download's enbeffect.fx file. I'll have to see if I can learn and move to the new ENB enbeffect.fx file as well. Thanks for investigating this for me.
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Re: TES Skyrim 0.250

Maegirom
Forget about fire and mist, i said many times that such artifacts will be fixed later.

Regarding incompatibilities enbhelper.dll with race mod, i don't realy care. You guys don't understand simple thing - binaries are always work the same for any pc, they are not driver bugs dependent, all issues only because of other manipulations with the game/mods/software.
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