Skyrim particle patch for ENB
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Re: Skyrim particle patch for ENB
chopoland The only difference in the fire is that all fire related effects should be controllable with [FIRE] parameters, the patch itself doesn't change how the effect looks like.
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Re: Skyrim particle patch for ENB
mindflux
I see this bug on brows only and it bothered me long time. Shader is the same, texture is the same, only blending mode change. Well, maybe it's just engine bug, i'll try to fix it and see if users will report other issues caused by it.
I see this bug on brows only and it bothered me long time. Shader is the same, texture is the same, only blending mode change. Well, maybe it's just engine bug, i'll try to fix it and see if users will report other issues caused by it.
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Re: Skyrim particle patch for ENB
It looks like the brows are the only face part that has its shaders going through the CK as well, most likely that causes the bug. It also has a specular map enabled although I can't see one anywhere. In any case I believe the bug could be fixed via CK too but of course it would need testing. That said... modders not aware of the issue would still see the bug due to using the vanilla assets as a template.
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Re: Skyrim particle patch for ENB
I removed bug where can see it (but sure some shaders still not patched). Unfortunately, default vanilla brows normal map have wrong alpha channel and setup in general, so i was forced to cut normals by opacity from diffuse texture alpha channel.
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Re: Skyrim particle patch for ENB
There is a problem with [lightsprites] objects described by Kitsune here viewtopic.php?f=2&t=6110 when enabling complex particle lights. I cant yet find out how to fix two spells to stop them to be light sprites, so they not glow crazily. I will do more experiments, but want to ask just in case, is it possible somehow to modify them and regular light sprites from candles to make them look similar, but without so many individual quads? Many layers kills performance for people with low video memory bandwidth. I can fix only by detecting texture, but it's unstable idea for game which support modding.
Here are they visualized without blending. Candlelight and magelight spells are the worse, because they have many quads. Maybe at least some way to make only few of them detected as emitter? If not, the only way is texture based patching.
https://imgur.com/a/HpsFulM
Here are they visualized without blending. Candlelight and magelight spells are the worse, because they have many quads. Maybe at least some way to make only few of them detected as emitter? If not, the only way is texture based patching.
https://imgur.com/a/HpsFulM
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Re: Skyrim particle patch for ENB
Yes, I can see the problem. It should be possible to reduce their vertex count, either simply all of them or in case that looks visually bad like you suggested only make some of them act as emitters. I will test and see what's the best way since preferably there shouldn't be too much visual difference even when complex particle lights are disabled but I don't think it's going to be a problem.
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Re: Skyrim particle patch for ENB
Oh, ok. Then, a ENB recomendation to play with the effects of the captures on the first page?mindflux wrote:chopoland The only difference in the fire is that all fire related effects should be controllable with [FIRE] parameters, the patch itself doesn't change how the effect looks like.
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Re: Skyrim particle patch for ENB
Those are vanilla. Please post a screenshot or a few so that we can see how your fire (and embers) look like.
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Re: Skyrim particle patch for ENB
Reducing number of sprites for glows of candles is best solution, for example go from 6-7 (hard to count them visually) to 1-2. but keep them animated and scaled by transparency accordingly to such degradation of quantity. And for those two spells, guess some of the parameters should be changed to switch to another vertex of pixel shader type (now they are soft particles), leaving for lighting just very few of them. I didnt test on old skyrim yet, if the problem there the same, it will be harder to do a fix by myself (except from texture detection). I will try to spend several hours more to solve problem, but most likely gonna fail.
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Re: Skyrim particle patch for ENB
Exactly, pretty much how I thought to attack the issue too. The light spells are now fixed (I think), for them the hand effects are the most important since the floaty thing that they leave behind is a light source so particle light would only make the thing too bright. I'll now look at the candles and figure out if I can do what you suggested, it might be challenging to keep the effect as smooth as its in vanilla.
Haven't tested the old game yet either but I'm sure if there's an issue it can be worked around in a similar fashion.
Haven't tested the old game yet either but I'm sure if there's an issue it can be worked around in a similar fashion.