Skyrim particle patch for ENB

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Re: Skyrim particle patch for ENB

Hey Boris and mindflux!

"Technical" question on SE: what are the requirements (mesh-wise) for an object to be seen as one of the categories for vegetation or objects, for both the vanilla surface glow and the ENB subsurface?

I've been checking if I could get grasses to light up a little more under sunny weathers configuring their meshes like the static plant meshes seem to be, as vanilla and mod meshes don't seem to have those properties set. Maybe I should first ask if the engine actually looks at this kind of thing in grass meshes or just ignores them?

Thank you!

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Re: Skyrim particle patch for ENB

There is a tree animation parameter from engine side which 100% define vegetation. But if vegetation do not have subsurface scattering texture set, it may not be considered as editable by [vegetation] category, cause it need sss and specular parameters. There are some shaders in the mod patched for objects, like ivy, but it's just exclusion.
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Re: Skyrim particle patch for ENB

Thank you Boris!

Seems the vanilla effect doesn't apply to the generated grass. After a modified mesh didn't work I tested swapping it with a working vanilla mesh (floramountainflower01red.nif, one of the plants with ingredients) and the placed object glows while the random grasses with the same mesh don't, so I assume the shaders for generated grasses skip that part entirely.

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Re: Skyrim particle patch for ENB

If I understood correctly, you're working with the automatically distributed grasses? If yes, only a very limited number of shaders is supported (almost none).

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Re: Skyrim particle patch for ENB

Hi Mindflux.
Boris ported the ENB Skin SSS to SSE, and the candles in SSE are screaming for your SSS patch. I used your Oldrim candle patch mesh files, and they appear to be working. Any plan to include the candle SSS patch to the SSE all in one patch?
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Re: Skyrim particle patch for ENB

^this

And also I get weird blueish tint on Waterflows/watermist and some smaller waterfalls during the night, even if I have rwt lowest in my load order.
Using flame spell or torch near them makes them white as long as they lit.
Weather mod is Obsidian Weathers.
Initially I thought it's weather mod or ELFX or RWT, but after I turned everything else off in MO2, with only Particle Patch enabled, the issue was still there.
Then I disabled particle patch and turned on everything else back, started new game and teleported to Whiterun (stairs to the dragon reach, where little waterfalls are falling from the walls), and the issue is gone.
Same in Markarth..
I don't know names for all of the meshes, but I suppose all meshes in the latest update from the first page's change log for water related meshes are affected.
Any chance to get older version files just for water meshes?
I've disabled (hid) a few water mist / foam related meshes while leaving the rest of the patch and the rest of my mods on and the issue is gone but few meshes are still having blueish dark tint, as I don't know all of the meshes names to hide.

Strange thing is that this happens only during the night, clear night weathers to be specific.

For example when it's raining, I don't observe this effect.

Here is an example of how the bug looks in my game, I took those shots before I figured it was particle patch and posted it to Obsidian Weathers page, but had to remove the post as soon as I realised it happens with or without any other mods in my setup.

http://imgur.com/a/y2diICb

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Re: Skyrim particle patch for ENB

mindflux

That's unfortunate, but maybe more processing like that would also mean a bigger performance hit, I guess. I was always impressed by how electricsheep's shots had such well lit grasses and was looking for ways to play with their lighting in SE, like lowering sunlight curve along with a soft and more saturated bloom for some glowyness.

Thank you for the input and the great mods!


darksynth0

Looking at SSEEdit that blue is from Obsidian (with darker nights it must be less noticeable), the white waterfall mesh seems to have different lighting flags from the rest. One way of fixing that would be getting the waterfall to match the rest of the stream meshes, but I think you'll have to edit the weather esp to change that blue. Which is kind of what I do to that orangy light below everything on clear days too.

edit: look for "Effect Lighting", on the weather record
Last edited by Dante_Draven on 14 May 2018, 19:58, edited 1 time in total.

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Re: Skyrim particle patch for ENB

skysan4298
Sure, just haven't had any time to spend on modding recently due to family and other commitments. Great to hear the files might be good to go, thanks.

darksynth0
I know the cause (indeed, it's Effect Lighting) and the particles (and whatever particle-like not-particles there are) should be slightly bluish in the middle of the night but looking at that screenshot that's just too much. It's somewhat odd that the issue would appear only now, back when I modified the files I checked around Riverwood and other places with waterfalls and everything seemed to be fine. Maybe something has changed since then. When you say you turned off everything off you mean including any weather mods?

Dante_Draven
Thanks for your input regarding the blue bug, will take a look at myself too when time permits.

You're right about the reason, the grass rendering is just optimized. That said, like you've found out you can still use some clever tricks like the ambient and direct lighting curve and intensity (and of course bloom) to somewhat control how grass is lit. Good models and textures that blend together nicely also go a long way.

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Re: Skyrim particle patch for ENB

mindflux wrote:mindflux
Yes, as I said initially I thought it's Obsidian Weathers causing this so I disabled it firts things first, then I thought about ELFX, RWT, SMIM and even Terrain Los Redone.
I turned them off one by one and at last I though about Particle Patch.

Strange thing is, it occurs only during certain weather / night time conditions.
Of course you guys provided a reasonable idea that it comes from the internal OW plugin settings; which bother me the most is that disabling few of conflicting meshes haven't change the waterfall look drastically (to be honest I see little to no difference in terms of visual appeal before / after deleting said meshes),
But the issue was gone (I don't know why RWT meshes aren't covers those particular waterfall meshes, coz if they did it could solve the issue and maybe I'd never notice it).

For now my only problem is I don't know the names of the meshes I still have some water "mist" from waterfall having blueish titnt, but I don't know the name of conflicting meshes, and have no idea on how to scroll through all of them using nifscope or something in order to identify them.

I could probably check it in console and then use editor ID to pinpoint to exact mesh but to be honest I don't be trying this, a bit too hard for me as I have next to zero experience with CK

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Re: Skyrim particle patch for ENB

What happened to the atronach fix.esp?

My saved game need it to continue :c
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