Fowli
http://enbdev.com/download_mod_tesskyrim.html
choose 0.251, then scroll all the way down to the 'Download' button with the down arrow at bottom of page
TES Skyrim 0.251
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Re: TES Skyrim 0.251
No issues except mist in loading screens with 0.251
Run on
SKSE 1.6.16, SSME 1.8.0.0 and SafetyLoad, driver 331.82, GTX460
@CruNcher
I think what you are suffering are not a LoD problem.
All you need is a decent noise.dds placed at Data/Textures/Terrain
I'm using one from "Detailed Terrain and Tree LoD". And it saved everything, literally.
Run on
SKSE 1.6.16, SSME 1.8.0.0 and SafetyLoad, driver 331.82, GTX460
@CruNcher
I think what you are suffering are not a LoD problem.
All you need is a decent noise.dds placed at Data/Textures/Terrain
I'm using one from "Detailed Terrain and Tree LoD". And it saved everything, literally.
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Re: TES Skyrim 0.251
hmm but that is just a bad workaround for getting rid of this problem i think as it seems this is procedural of some kind just mapping over some noise seems not like a good solution to me, especially when you working with different textures then the default the result can look even more odd in color fit especially but i guess it's the only solution we have for now
@Boris
how comes there is Water Shader overhead displayed for this Rendered frame (occlusion culling is enabled) ?
Disabling Water @ Runtime doesn't change it (very odd)
Tried EnableWater (disabled) save configuration apply configuration nothing still Water Shader overhead shown in the Profiler max 0.0030 sec ?
@Boris
how comes there is Water Shader overhead displayed for this Rendered frame (occlusion culling is enabled) ?
Disabling Water @ Runtime doesn't change it (very odd)
Tried EnableWater (disabled) save configuration apply configuration nothing still Water Shader overhead shown in the Profiler max 0.0030 sec ?
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Re: TES Skyrim 0.251
aldz24
CruNcher
Lod bias feature works like it looks and i can't do anything else to it.
Profiler statistics is not reseted for water, i guess.
number6
texOriginal is texColor at first pass only. In second pass or later, texColor is result of previous pass.
number6
Jafin16
myztikrice
Why to disable shader compilation errors if if they occur, then it's not working thing, the code error actually? I can create empty files, put them in preset on nexus and get endorsments. Guys, i don't understand why do you ignore the fact that shaders are same important as any other code.
Jafin16
I can't disable errors displaying if some effect is not enabled. But i can show them only when GUI enabled.
MOTOSXORPIO
Dungeons and interiors are the same thing. To make per world space id parameters is too much, don't you think?
So what should i do now to solve issues of new version? Give tests build to one person and make shader errors only with GUI enabled?
No, it's something different. Could you try testing various builds i'll give you?does the SKSE bug apply to me too then? i don't use the new SKSE 1.7 alpha though ;_; ...just a compiled SKSE one made daetarek.
and your first version of 250 (feb 1st) when u introduce it works fine on my end
CruNcher
Lod bias feature works like it looks and i can't do anything else to it.
Profiler statistics is not reseted for water, i guess.
number6
texOriginal is texColor at first pass only. In second pass or later, texColor is result of previous pass.
number6
Jafin16
myztikrice
Why to disable shader compilation errors if if they occur, then it's not working thing, the code error actually? I can create empty files, put them in preset on nexus and get endorsments. Guys, i don't understand why do you ignore the fact that shaders are same important as any other code.
Jafin16
I can't disable errors displaying if some effect is not enabled. But i can show them only when GUI enabled.
MOTOSXORPIO
Dungeons and interiors are the same thing. To make per world space id parameters is too much, don't you think?
So what should i do now to solve issues of new version? Give tests build to one person and make shader errors only with GUI enabled?
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Re: TES Skyrim 0.251
I liked the idea of fading out the error message, but I think it's more useful to have it show up with the ENB GUI enabled since that's when you need to see it (assuming you're trying to fix the error).ENBSeries wrote: So what should i do now to solve issues of new version? Give tests build to one person and make shader errors only with GUI enabled?
I don't have any crashing problems that others have reported, so I'm afraid I can't help on that issue.
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Re: TES Skyrim 0.251
ENBSeries wrote:aldz24does the SKSE bug apply to me too then? i don't use the new SKSE 1.7 alpha though ;_; ...just a compiled SKSE one made daetarek.
and your first version of 250 (feb 1st) when u introduce it works fine on my end
yes sir! i'll gladly test it out ..sorry if this is a hassle boris.. i know you are trying to see our feedback on 251...and a lot are common right now testing their stuffNo, it's something different. Could you try testing various builds i'll give you?
thanks for taking my case!
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Re: TES Skyrim 0.251
aldz24
Compared version 0.250 very first from 1 feb and second update, they differ by functions which may not work because of incompatible skse plugins or antivirus (malloc/free replaced by VirtualAlloc/VirtualFree). So i don't see the reason to test, if you are sure about fully operational feb 1 version and errors in all future.
Compared version 0.250 very first from 1 feb and second update, they differ by functions which may not work because of incompatible skse plugins or antivirus (malloc/free replaced by VirtualAlloc/VirtualFree). So i don't see the reason to test, if you are sure about fully operational feb 1 version and errors in all future.
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Re: TES Skyrim 0.251
@Boris
Hmm i disabled Water restarted skyrim loaded a test scene no water in the visible frame and still i get Water overhead shown in the Profiler also the Profiler seems to update faster when moving the mouse fast continuously or scrolling it's window up and down (faster refresh based on mouse Interrupts) ?
It doesn't seem right to get Water overhead here especially if EnableWater is disabled from the get go ?
Hmm i disabled Water restarted skyrim loaded a test scene no water in the visible frame and still i get Water overhead shown in the Profiler also the Profiler seems to update faster when moving the mouse fast continuously or scrolling it's window up and down (faster refresh based on mouse Interrupts) ?
It doesn't seem right to get Water overhead here especially if EnableWater is disabled from the get go ?
Last edited by CruNcher on 16 Feb 2014, 23:18, edited 2 times in total.
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Re: TES Skyrim 0.251
Game draw water even if it's not visible on screen.
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Re: TES Skyrim 0.251
ah so you not only measuring your shader change but the whole water rendering that explains it so i guess it depends on the ugridstoload and the player distance and occlusion culling has no effect in that case ?
Last edited by CruNcher on 16 Feb 2014, 23:22, edited 2 times in total.
_________________
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE
Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard