TES Skyrim SE 0.356

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Re: TES Skyrim SE 0.356

Possible, but i dont want to do this, it's unlogical.
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Re: TES Skyrim SE 0.356

Illogical indeed but very useful since AO can clip the grass and few landscape elements very quickly during dark light situations such as dusk and dawn.
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Re: TES Skyrim SE 0.356

It "clip" ambient color, which is low in such time of the day, unless you are using wrong mixing blend modes (like #2 for old skyrim).
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Re: TES Skyrim SE 0.356

Awesome update so far, Boris! You've truly done so much for the Special Edition community :D The fixes for both water reflections and bloom were much needed.

What plans though do you have for the future of ENB for SE?

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Re: TES Skyrim SE 0.356

I do not have any plans
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Re: TES Skyrim SE 0.356

Boris have you ever had a look at the 4 shadow lights (dynamic lights) limit ?
Increasing it would really make Skyrim look better and more realistic.

There are a lot of mods that use those lights. Putting them together ends in light flickering.
Realistic Lighting Overhaul
Enhanced Lights and FX
Relighting Skyrim
Shadows
Enhanced Lighting for ENB
CLARALUX SSE

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Re: TES Skyrim SE 0.356

It's impossible, i told about this many times.
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Re: TES Skyrim SE 0.356

Does this mean that ENB for SE as of now is relatively feature-complete?

A big missing feature would be parallax, but you've been pretty vocal on not including it in SSE, since there would be too many shaders to patch.

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Re: TES Skyrim SE 0.356

What i said means what i said. Look at the old skyrim development timeline, it took me years to find ideas how to implement some effects and even now i keep working on old skyrim.
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Re: TES Skyrim SE 0.356

Hi Boris,
could it be that the [SSAO_GAME] is buggy? Even at AOAmount=0 there are many areas that stay pitch black and are not affected. You can test it out for example at riverwood. There are these dirt-clffs on the side of the road with overhanging moss/grass/roots. That is one spot where i can see it and reproduce it.
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