Fallout 4 0.288

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Re: Fallout 4 0.288

boris, about input texture in adaptation,
input texture is R16G16B16A16 or R11G11B10 float format (alpha ignored)
what does "or" mean? I tried to pass along alpha from dof but it didn't seems to work.

tapiok,
no clue, try to force min/max ?
or adding some level control on adaptation in effect?
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Re: Fallout 4 0.288

kingeric1992
This means that for optimization purposes i may switch between these two formats, so alpha is not important. Also image is downscaled internally to reduce aliasing artifacts. Later i'll try various methods to remove issues with specular and txaa enabled flickering of bloom, but at this moment screen is downscaled to 1024*1024 and then it used for bloom and for another downscale to 256*256 for adaptation. Source of that 1024*1024 texture is dof output, alpha ignored.
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Re: Fallout 4 0.288

thx for the detail. and if possible, I would vote for alpha again. I'm thinking of some sort of adaptation prepass in dof alpha without modifying output colors.
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Re: Fallout 4 0.288

Hi to all,

if you prefer to play with removed fake "vignette" effect and removed overall shaded plane view in Power Armor 1st person you may use this tiny mod,

"No shaded Power Armor hud"

http://www.nexusmods.com/fallout4/mods/6047/?

No compatibility issues with all other HUD mods.
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Re: Fallout 4 0.288

Hello all I am new to ENB, but not new to coding for games. 10+ years ago I used to code mods, maps and shaders for Quake 2/3. The kids are grown and now have grandkids all moved out, just me now playing with games again.

I am looking into script extenders and have a question, sorry if this is a newbie question.

Is it possible to access ENB programmatically to load configs and apply on the fly?

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Re: Fallout 4 0.288

MrCasual
No, i don't know any scenarios to use that and don't believe anybody will make kind of director tool to adjust mod parameters via animated tracks together with camera and other animations.
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Re: Fallout 4 0.288

ENBSeries wrote:MrCasual
No, i don't know any scenarios to use that and don't believe anybody will make kind of director tool to adjust mod parameters via animated tracks together with camera and other animations.
I may be going at this backwards, it has been a long time since I codded for games, here is my scenario. I like the lens effect, but want it to change depending on goggles or a face mask my actor is wearing. I can write a script extension to check for this and access the ENB configs, but ENB would need a call to load and apply.

So if I am wearing a face mask from a power suit, it would have one type of lens effect. But if I put on welding googles the lens effect would change.

Just me thinking outside the box on some ideas. I am crazy like that and would give it a try...

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Re: Fallout 4 0.288

@MrCasual

I admire your enthusiasm! Welcome to ENB ... I can sense good things on the horizon :)
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Re: Fallout 4 0.288

MrCasual
Okay, i'll try to find optimal way to implement interface. But for sure loading shaders is not possible, compilation time is too big for them, so only changing variables and switching techniques will be available.
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Re: Fallout 4 0.288

tapioks wrote:@MrCasual

I admire your enthusiasm! Welcome to ENB ... I can sense good things on the horizon :)
I've got some time on my hands and love gaming. It's been a while, in fact just got deep into Skyrim modding and ENB this year. It has my interests and now playing with Fallout 4.

By the way, your YouTube channel directed me here. Thanks....
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