TES Skyrim 0.254

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*sensei*
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Re: TES Skyrim 0.254

Thanks for the update.

A small question: TK ENB preset on Nexus includes a ~16mb enbsunsprite.tga, that's actually a renamed .dds texture. Looks kinda strange to me.
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Re: TES Skyrim 0.254

I have a question too:
in the enbsunsprite.fx file you can use #if (condition) do #endif in the Draw section, but if (condition){do} does not work. Is this supossed to be so?

Thanks snsmac

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Re: TES Skyrim 0.254

Bugfixes .. ?, thank you anyway for working on it some more.

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Re: TES Skyrim 0.254

Uriel24
I saw that sprite, but if remember, it's corrupted dds file and not work at all. Anyway, renamed file may work.

snsmac
Such conditions are used at compilation stage, you can't switch anything with them while playing (require recompilation by "apply changes" or pressing backspace key). Only "if" "else" statements inside functions are dynamic, without #.
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Re: TES Skyrim 0.254

Thanks for fixing MS office 20xx IME issue.
Now we can play Skyrim with your ENB.
Thank you really much from Japan. :D

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*master*
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Re: TES Skyrim 0.254

Quick question about bloom: I'm an idiot when it comes to code, but what can I do to increase the threshold that the bloom is applied to? On Default settings, I feel that the bloom is applied to too much. I would prefer it if i could somehow get it to only apply to brighter colours (Of perhaps a 75% or 80%+ brightness). Basically, only the bright things get bloom, not the kinda-bright things.

I apologize if that's hard to understand... :oops:

edit:

I'm thinking like Skyrim's Bloom method. I like how that is, but the game parameters (In the Creation Kit) don't let me increase the bloom radius to a proper amount, so the current bloom radius (with vanilla processing) is too small.
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Re: TES Skyrim 0.254

DaemonWhite;

You can try implementing the contrast method Boris describes here for such an effect - http://enbdev.com/enbseries/forum/viewt ... 448#p12579

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Re: TES Skyrim 0.254

DaemonWhite
Bloom can be applied in various ways, it's implementation is not correct, so what you need is better to understand how it's applied and then to program this. Thresold (at least as i understand meaning of this) is set to 1*color in default enbseries.fx, so bloom of amount=1 is about same as color without bloom. It's linear and applied to areas, which are darker than bloom texels (if ir remember the code). Non-linear may look better, but this depends from colorpow (gamma restored) properties and overall lighting setup, with valid hdr values linear bloom is fine and it's amount is very low (my default 1.0 in enbseries.ini is just for easier editing, to start from).
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Re: TES Skyrim 0.254

JawZ

Tried that code, and it looks better now. Just messing with values.

This ENB I'm tweaking is for Realistic Lighting Overhaul's weathers. A mod that I've made to change the game's colours and intensities without using an ENB. The ENB is being used for adding the effects only.
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Re: TES Skyrim 0.254

Not sure if it has been asked before or is even possible.

It would be nice if SubSurfaceScattering had Interior/Exterior seperation.
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