TES Skyrim 0.302

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Re: TES Skyrim 0.302

You need worldspaceid to be set:

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[00000000]
5CA26=d4886
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Re: TES Skyrim 0.302

Thanks, works now!
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Re: TES Skyrim 0.302

just tried things out with the new directlightingcolorfilter, but i am confused. even with amount 0 the colorfilter RGB is applied. if i change the amount, the way it is applied changes but not the color amount.
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Re: TES Skyrim 0.302

As far as I've understood the color filter works like an override for whatever direct lighting color is set in CK, so amount 0.0 = 100% CK direct lighting color and 1.0 = 100% ENB color filter with no interpolation.

Also check what you have set for direct lighting desaturation.

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Re: TES Skyrim 0.302

And just a follow up on Mindflux answer.
ColorfilterAmount for Fog and GradientTop/Middle/Horizon are set by altering the Curve values between 1.0 and 0.0.
0.0 being full ENBSeries colorfilter use and 1.0 and up, being fully CK color filter use blended with ENBSeries color filter. If it's been altered.

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Re: TES Skyrim 0.302

starting to make sense, thanks.
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Re: TES Skyrim 0.302

Is the sun lighting effect that you did for Dragon's Dogma something that can be added to Skyrim?
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Re: TES Skyrim 0.302

Yes and no. I've tried to implement it, but can't get rid of same bugs as skylighting have. Shadow matrices changes depending from camera angle in very buggy manner, restoring world position with them makes effect change by intensity. Thinking about rasterizing them in to voxels, but not sure if it helps and what performance impact will be, hard to theorise with such things.
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Re: TES Skyrim 0.302

Maeldun wrote: I would wholeheartedly support the forcing of this effect into an enabled state in the binaries.
Which explains why with 0.302 all the sudden the screen goes white and I have to turn on AO. For a long time I'm used to turning AO off for better gameplay performance and I was generally satisfied with this way.

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Re: TES Skyrim 0.302

@boris
i am a bit afraid to ask :) but...
what about "Effect lighting RGB filter" or "Sky Statics RGB filter" (could be added under volumetric fog, mountain clouds)? Both are very much important if you alter Weather Colors.
Some Weathermods have weird things, like very blue colored Effect Lighting so Fire Smoke is blue, or yellow Snow Dust Particles at Night because Effect Lighting is yellow. Sometimes it is easy to do those things in Tes5Edit, because you can just script a white RGB for it. But often Effect Lighting has a very usable coloring effect, e.g. Auroras, or at Sundown/rise etc... So it would become hard work again in Tes5Edit. Same thing with volfogs.
Those are the last 2 filters missing to include everything in weathers part i think.
Also i didn't understand your last statement about "distant fog far,near,power,max" about clipping issues. If i alter them in CK/Tes5Edit isn't it the same thing? Everyone does it, some to the extend of no fog at all.
It is not a big deal for me, not to include these. Because after a while you develop a feeling of what values work. But really everything helps to make life much easier.
thanks.
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