The Elder Scrolls Skyrim SE (SSE)
Added shadows for complex particle and fire lights. Please be careful with enabling these effects, because performance can degrade dramatically when many particles are spawned close to camera and display resolution is high.
TES Skyrim SE 0.365
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TES Skyrim SE 0.365
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Re: TES Skyrim SE 0.365
Genius addition to the Skyrim lighting. Many thanks.
Saw the EnableBigRange=true
Don't know if that's the effect size or the visible size.
In Dragonreach the distance is long enough to let the lights pop on and off.
If other users can confirm this, an extra "EnableExtraBigRange" might be a good addition.
Which objects are in the category fire
and which objects are under particles?
Saw the EnableBigRange=true
Don't know if that's the effect size or the visible size.
In Dragonreach the distance is long enough to let the lights pop on and off.
If other users can confirm this, an extra "EnableExtraBigRange" might be a good addition.
Which objects are in the category fire
and which objects are under particles?
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Re: TES Skyrim SE 0.365
That big range parameter scale each particle by certain size fixed internally to not make things go too wrong by performance. In both old and se skyrims scaling depends on particle type, if its fire, then both not clamped by size when big range is active. But if its particle complex light, both versions try to scale down too small particles big range, to make it look more like ParticleSize*=Scaling; rather than ParticleSize+=Scaling. On practice such size degradation very helpful by performance and intensity of lights, because too many particles drawed one over another often. There are issues with objects, game do not draw them when behind camera, so if close too much, lights disappear. Or if i scale up too much, also can disappear, that's why i set some experimental scaling value. But the main goal of it was to make skin specular working for long distances enough and emit more light in general. Particle light is the same objects as [lightsprite] objects - glows from candles first of all. Fire is not all fire types (they are crossed with other objects anyway, all particles as emitters is bad idea), but those "flame" spell used for burning and when spell hit the surface there is one type of particle spawn, which give very bright light. In old skyrim this hit light is same as burning fire, but in se i separated them.
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Re: TES Skyrim SE 0.365
The small fireplaces and brazier around some cities would be great. So we could have some proper light and shadows on the exteriors.
Again great idea and implementation from you. Big thank you.
Again great idea and implementation from you. Big thank you.
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Re: TES Skyrim SE 0.365
Skyrim SE enbseries becomes better and better. i love the latest updates. big thanks Boris.
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Re: TES Skyrim SE 0.365
Quick question...
How is ENBSeries determining what is and is not a "particle". Shader flag on mesh? Hardcoded for specific files?
How is ENBSeries determining what is and is not a "particle". Shader flag on mesh? Hardcoded for specific files?
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Re: TES Skyrim SE 0.365
Its combo of vertex and pixel shaders of certain types. For skyrimse it's soft particle type. I dont know what properties are, better check them from existing particles and keep similar setting.
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Re: TES Skyrim SE 0.365
Thank you! I'm asking because we've been trying to figure out why some water meshes are lit up at night with Realistic Water Two. Just today someone reported this may be caused by ENBSeries particles. As can be seen here (https://imgur.com/a/SYZFBgk) when particle settings are turned up, the mist effects and splash effects are white at night. Knowing what to adjust on the meshes so they behave correctly both day and night has alluded us. I will pass this information along.ENBSeries wrote:Its combo of vertex and pixel shaders of certain types. For skyrimse it's soft particle type. I dont know what properties are, better check them from existing particles and keep similar setting.
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Re: TES Skyrim SE 0.365
Why would you want to turn up the particle intensity at night? They do not cast light by themselves. The whole point is that you can adjust the intensity so at night it should be turned down, since in the vanilla game they are too bright. If it's too difficult for users to setup I guess those could be removed from the patch.
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Re: TES Skyrim SE 0.365
The images in the link were done for testing only. SparrowPrince is the wizard with meshes, not I; having built WATER and now working with RWT. He's been attempting to fix the issue without causing other issues. I know he tried to replicate the Particle Patch but ended up reverting a good part of the changes due to users reporting issues after the changes. I've simply been trying to track down some information for him and this has been the first real lead. We were thinking it was something to do with weather mods, but now it may be leading to ENBSeries particle settings and the meshes in RWT. Any insight would be greatly appreciated!mindflux wrote:Why would you want to turn up the particle intensity at night? They do not cast light by themselves. The whole point is that you can adjust the intensity so at night it should be turned down, since in the vanilla game they are too bright. If it's too difficult for users to setup I guess those could be removed from the patch.