Given that manual patching would be a MASSIVE pain, it's probably better to adjust as much of the game's lighting as possible with the creation kit.ENBSeries wrote:Really? Didn't i told before that B*da obfuscated all shaders and only manual patching each of them can help to implement controls like direct, ambient, point, specular? Ask yourself, why to do that.
TES Skyrim SE 0.310
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- *master*
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Re: TES Skyrim SE 0.310
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Re: TES Skyrim SE 0.310
Boris
I have no issue with the shadow either, and I'm playing 1440p with the ultra shadow 10000.
I hope I'm not pestering you, but I would like to see the ENB ProceduralSun and the Sun/Fog intensity control if those are easy to implement.
I have no issue with the shadow either, and I'm playing 1440p with the ultra shadow 10000.
I hope I'm not pestering you, but I would like to see the ENB ProceduralSun and the Sun/Fog intensity control if those are easy to implement.
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Re: TES Skyrim SE 0.310
Hi Boris,
I was wondering if it would be possible to adjust the interpolation of the day/night factor so that the Sunrise and Sunset time-of-day segments are still influenced by 'Night' values? Maybe this is just because the 'days are short in Skyrim' because it is always winter, but it seems that the day factor becomes 100% a bit too early in the morning, and remains at 100% a bit too late? See below for reference:
I was wondering if it would be possible to adjust the interpolation of the day/night factor so that the Sunrise and Sunset time-of-day segments are still influenced by 'Night' values? Maybe this is just because the 'days are short in Skyrim' because it is always winter, but it seems that the day factor becomes 100% a bit too early in the morning, and remains at 100% a bit too late? See below for reference:
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Re: TES Skyrim SE 0.310
Sorry i am new here but this is driving me absolutley insane!!!!
Where is the download link???
Where is the download link???
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Re: TES Skyrim SE 0.310
ibbanez wrote:@cnile - click on this link http://enbdev.com/download_mod_tesskyrimse.html and click on the v0.310 (its a link) and it will download it for you.
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Re: TES Skyrim SE 0.310
tapioks
No, dawn and dusk times are made for such purposes, increase their length.
No, dawn and dusk times are made for such purposes, increase their length.
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Re: TES Skyrim SE 0.310
I didn't know that...ENBSeries wrote:Really? Didn't i told before that B*da obfuscated all shaders and only manual patching each of them can help to implement controls like direct, ambient, point, specular? Ask yourself, why to do that.
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Re: TES Skyrim SE 0.310
Okay, another problem is that i can't extract albedo, so ambient occlusion and indirect lighting both will not be applied properly as i usually do them, but like some of my old mods or ReShade. I don't know is it worth then to implement. Also probably semi-transparent objects will be buggied by ssao. Thanks B*da, much appreciated.
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Re: TES Skyrim SE 0.310
Assholes.
Illogic.
They *KNOW* that this game entirely sits on the modding community, and you did SO MUCH for Skyrim. They know it. And what ?
As you said, thanx Beth, much appreciated.
Illogic.
They *KNOW* that this game entirely sits on the modding community, and you did SO MUCH for Skyrim. They know it. And what ?
As you said, thanx Beth, much appreciated.
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Re: TES Skyrim SE 0.310
Hi Boris, how can I extend the dawn and dusk time frames with ENB? Or would I need to do this in the Creation Kit? We do not yet have any TOD parameters in enbseries.ini...
EDIT: I found the following in ENBeffect.fx ... will see if I can figure anything out @_@
EDIT: I found the following in ENBeffect.fx ... will see if I can figure anything out @_@
Code: Select all
float4 TimeOfDay1;
//x = dusk, y = night. Interpolators range from 0..1
float4 TimeOfDay2;
//changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
Last edited by tapioks on 15 Nov 2016, 16:08, edited 2 times in total.
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