ENBSeries wrote:Tried to make specular, but stopped as soon as saw how landscape surfaces badly mixed with other geometry (like road). There is no way to fix such areas, better to not touch shit to not let it smell, modders can't fix problems without making new models which somehow smoothly overlap terrain near areas of usual textures. See yourself how much different textures are near usual with specular and terrain mesh (grey in debug mode)
Roads always had terrrible meshes in skyrim and have seams no matter what. Because of terrible Alpha map/Mesh.
Some meshes have specular, some don't. The problem will always be there until every mesh has specular and terrain has, too.
Roads01.dds interacts with dirt02.dds which interacts on a lot of meshes.
So I haven't played Skyrim is a long time. I loaded up my game and instantly get CTD, turns out if I turn ExpandSystemMemoryX64 to false I don't crash which is weird because I thought I always played with it on and I haven't messed with my ENB since I last played awhile back. Not sure what's changed in my system for it not to be working now. I am on Win 10 if that helps..
It's SKSE memory patch causing this. When amount of preallocated memory there is too big and some software running (like screen capturing, antiviruses or anything else which hooks in to game process), then patch can't allocate one huge block in virtual memory because of fragmentation, so you have crash. Disable ExpandSystemMemoryX64 or reduce amount of allocated memory in SKSE (768 by default if i remember, set it to 512 then).
Hmm.. still get a CTD when I lower SKSE allocated memory but it's ok, I am still getting a fairly stable game, even with the puny 4064 available RAM. Thanks Boris, I was just curious why it was working before and now it doesn't seemingly without any changes made to my system(that I know of) The game still runs fine but I just can't use the expanded 64bit memory I guess.
Boris, I looked at the vanilla road meshes. They have the SLSF1_Specular shader activated.
This means activating specular for terrain would even reduce the difference in looks for the road to terrain transition. Which was kinda your argument if I remember correctly?
The difference will be reduced only if all objects of ground will be set to same properties of specular as terrain. This is huge amount of work and lot of incompatibilities. Do not touch shit to not make it smell, task simply not worth it