I was thinking 3 new IDs for interiors...one day, one night and one "dungeon". Reason I am even thinking on this is multiple weathers loads the last weather INI when entering an interior cell. But you are right, does seem too much work.ENBSeries wrote:aldz24No, 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?
TES Skyrim 0.251
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Re: TES Skyrim 0.251
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Re: TES Skyrim 0.251
MOTOSXORPIO
Use ELE for Interior Image Spaces and Town/City lighting is lighter than dungeons. So you can have dark dungeons and OK towns. Anyway what I did was normalize all Interior lighting settings in all weather ini's by pretty normal values (~1.0) and control intensities with tonemapping from enbeffect.fx so you can control it globally instead of per weather basis.
Look into Filmic Tonemapping that will allow you such controls.
Use ELE for Interior Image Spaces and Town/City lighting is lighter than dungeons. So you can have dark dungeons and OK towns. Anyway what I did was normalize all Interior lighting settings in all weather ini's by pretty normal values (~1.0) and control intensities with tonemapping from enbeffect.fx so you can control it globally instead of per weather basis.
Look into Filmic Tonemapping that will allow you such controls.
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Re: TES Skyrim 0.251
Thank you. I don't know how you find that but thank you.OhKay wrote: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
Now i'll enjoy ENB
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Re: TES Skyrim 0.251
Hi,
i have got a suggestion (and hope i can make one here in this thread, have not found any fitting thread).
What about an "ignore weather system" switch for individual values? The recent switch for every category is very nice.
I am working with many weathers, and such an individual switch would help, especially to just set interiors in the main window, and you are done, no macros over inis and the like.
Or maybe some kind of button in the weather window to "set all" inis to this value for this parameter.
Just an idea in that direction.
Thank you Boris, for everything.
i have got a suggestion (and hope i can make one here in this thread, have not found any fitting thread).
What about an "ignore weather system" switch for individual values? The recent switch for every category is very nice.
I am working with many weathers, and such an individual switch would help, especially to just set interiors in the main window, and you are done, no macros over inis and the like.
Or maybe some kind of button in the weather window to "set all" inis to this value for this parameter.
Just an idea in that direction.
Thank you Boris, for everything.
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Re: TES Skyrim 0.251
Yep. I'm going through all my weather.ini do just that, which made me wonder about an easier way...no problem though. I'll manage this way fine, just tedious.prod80 wrote:MOTOSXORPIO
Use ELE for Interior Image Spaces and Town/City lighting is lighter than dungeons. So you can have dark dungeons and OK towns. Anyway what I did was normalize all Interior lighting settings in all weather ini's by pretty normal values (~1.0) and control intensities with tonemapping from enbeffect.fx so you can control it globally instead of per weather basis.
Look into Filmic Tonemapping that will allow you such controls.
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Re: TES Skyrim 0.251
Use Notepad++ or similar to do mass replacements. And for settings that aren't unique (eg. "IntensityDay" which is under a lot of topics) change to a unique value for example change 1.0 to 1.00001 so you can easily mass replace them.MOTOSXORPIO wrote:Yep. I'm going through all my weather.ini do just that, which made me wonder about an easier way...no problem though. I'll manage this way fine, just tedious.prod80 wrote:MOTOSXORPIO
Use ELE for Interior Image Spaces and Town/City lighting is lighter than dungeons. So you can have dark dungeons and OK towns. Anyway what I did was normalize all Interior lighting settings in all weather ini's by pretty normal values (~1.0) and control intensities with tonemapping from enbeffect.fx so you can control it globally instead of per weather basis.
Look into Filmic Tonemapping that will allow you such controls.
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Re: TES Skyrim 0.251
I requested the same once, but I came around because some weathers are interior weathers (Blackreach for example) so you need the interior values on them... if those are fixed then you disable some nice stuff you can do there with the weather systembenhat wrote:Hi,
i have got a suggestion (and hope i can make one here in this thread, have not found any fitting thread).
What about an "ignore weather system" switch for individual values? The recent switch for every category is very nice.
I am working with many weathers, and such an individual switch would help, especially to just set interiors in the main window, and you are done, no macros over inis and the like.
Or maybe some kind of button in the weather window to "set all" inis to this value for this parameter.
Just an idea in that direction.
Thank you Boris, for everything.
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Re: TES Skyrim 0.251
Boris, I agree with you about keeping the compile messages with no toggle. In fact a user of my night eye mod had trouble with the game crashing while trying to integrate my code. He was on the version before the one with the messages so I had to help him debug the code. But as soon as I loaded his enbeffect.fx file, it was obvious what the problem was (well, to me anyway) because of the messages. The point is, he could probably have solved it himself if he had the new version and he wouldn't have had crashing. So it's a great addition, thanks again!
Quick question about grass. The brightness of the grass and land respond equally to the "direct lighting day" control but seem to have the opposite effect with the "direct lighting day curve" which, when increasing, the land gets brighter but the grass gets darker. Anything we can do about this? Maybe it's just my setup. Thanks for the help!
Here's a video of what I'm talking about:
http://www.youtube.com/watch?v=4mlz3vfh0UU
Quick question about grass. The brightness of the grass and land respond equally to the "direct lighting day" control but seem to have the opposite effect with the "direct lighting day curve" which, when increasing, the land gets brighter but the grass gets darker. Anything we can do about this? Maybe it's just my setup. Thanks for the help!
Here's a video of what I'm talking about:
http://www.youtube.com/watch?v=4mlz3vfh0UU
Last edited by number6 on 19 Feb 2014, 03:33, edited 1 time in total.
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Re: TES Skyrim 0.251
benhat
number6
If you talk about no crashes in latest update, it's because i did changes to the code to ignore effects if shader is wrong to show text errors instead, so probably that user still have issues.
Lighting properties is controled by same code as everything else, i can't do anything. May be your nif file of the grass have some specific changes when it lit brighter than should be? Because curve is pow function and if value is above 1, it's brighter, while lower than 1 it's darker (when curve higher than 1 of course).
Impossible from usability side, i can't write 500+ parameters only to toggle each existing.What about an "ignore weather system" switch for individual values?
Not sure. You know, weather system in the code is kind of hack made via macroses in c++ to not bother with rewriting a lot of things which already made, so i prefer to not touch it. I'll check if this kind of feature can be done without breaking something else, not yet sure.Or maybe some kind of button in the weather window to "set all" inis to this value for this parameter.
number6
If you talk about no crashes in latest update, it's because i did changes to the code to ignore effects if shader is wrong to show text errors instead, so probably that user still have issues.
Lighting properties is controled by same code as everything else, i can't do anything. May be your nif file of the grass have some specific changes when it lit brighter than should be? Because curve is pow function and if value is above 1, it's brighter, while lower than 1 it's darker (when curve higher than 1 of course).
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Re: TES Skyrim 0.251
The most recent 0.251 (IgnoreLoadingScreen parameter removed.) does not ignore inventory screen for me anymore. Anyone else?
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