TES Skyrim SE 0.368

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
Posts: 12
Joined: 13 May 2018, 04:01

Re: TES Skyrim SE 0.368

Hi guys, I added the new effects to the ENB preset I'm running (a tweaked version of Phoenix Vivid). Copied new binaries in, activated effects in the GUI, saved configuration, apply. Double-checked my enbseries.ini against the default that comes with 0.368 and all the new config lines are there. Still, I don't see any difference when I disable/enable the distant shadows. Has anyone come across the same problem and found a fix? I read some reports of the same problem from people who "magically" saw it solved by itself. Problem is, I have this for a couple of days and the problem hasn't "magically" been solved, so I guess a more technical approach is needed... Any Skyrim ini / NVIDIA inspector settings I should be looking at? Thanks.

Offline
Posts: 29
Joined: 19 Apr 2017, 01:35

Re: TES Skyrim SE 0.368

The effect can be subtle at times - especially if your direct/ambient light settings are not greatly differentiated. I would try toggling enb on/off while looking at distant objects. You should notice distinct shadow shapes appearing around many objects that don't otherwise have them. Strong SSAO could also potentially obscure it. Its definitely a worthy addition to the game though.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: TES Skyrim SE 0.368

Same as godescalcus with rudy enb cot. Not a pixel difference.

https://www.nexusmods.com/skyrimspecial ... /mods/4796

Offline
Posts: 4
Joined: 19 Dec 2018, 14:13

Re: TES Skyrim SE 0.368

Hi, there seems to be a small bug with the distant shadows causing strange green artifacts when using Warburg's Paper World Map (https://www.nexusmods.com/skyrimspecial ... mods/10836). Hardly a major issue, as the shadows look great in-game and it only affects the map, but I thought I should mention it just in case. Enjoy your rest, Boris :)

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.368

Charamei
Sorry, i cant fix such things. Mod disabled only when game draw objects with world map parameters, but such mods like you are using are not same class as world map, so any attempts to remove such map from mod processing will influence some other objects.

Pfuscher
Preset cant affect distant shadows, because they are applied in same area where ssao/ssil/ibl/sss applied. So they do not work only if those effects also do not work. Or when game shadow is not drawed properly, so skylighting do not work too (if skylighting works fine and ssao too, then distant shadows unable to fail).
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: TES Skyrim SE 0.368

Just tested it.
ssao, ssil, sss, ibl, skylighting work.

Does changing uLargeRefLODGridSize=11 to 21 maybe effect the distantshadows?
The effect of that:
https://staticdelivery.nexusmods.com/im ... 096452.gif

Used the wrapper version as always.

[EFFECT]
UseOriginalPostProcessing=false
UseOriginalBloom=false
EnablePostPassShader=true
EnableDithering=true
EnableAdaptation=false
EnableBloom=true
EnableLens=true
EnableDepthOfField=false
UseOriginalObjectsProcessing=false
EnableAmbientOcclusion=true
EnableProceduralSun=true
EnableCloudShadows=true
EnableImageBasedLighting=true
EnableSubSurfaceScattering=true
EnableSkylighting=true
EnablePrepass=false
EnableSkinSpecular=true
EnableComplexFireLights=true
EnableComplexParticleLights=true
EnableDistantShadow=true



Copied the new sections into my enb
[COMPLEXPARTICLELIGHTS]
[COMPLEXFIRELIGHTS]
[SKINSPECULAR]

Am I right that
"[SHADOW]
DistantShadowQuality=1"

gets created into the enbseries.ini when starting the game?
Because it is not in the downloaded wrapper version and when I delete it, it is there after quitting the game.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.368

Lod parameter do not change anything, because shadows computed from depth and matrices of sun shadow. DistantShadowQuality is created automatically and do not influence shadows for real. With those setting you provided i can see shadows. Did you try to turn off shadows, save and apply changes and compare screenshots before/after when area is not filled much with fog (you can reduce fog amount in [environment])?
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: TES Skyrim SE 0.368

Thank you for your time.

Yes, did that. But didn't work out. My scenes didn't have much fog.
Well maybe the problem is just on my side. I just wait for an updated version of Rudy's enb preset or switch to another enb preset one day.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 983
Joined: 09 Dec 2012, 00:29

Re: TES Skyrim SE 0.368

Pfuscher - For me this effect is more subtle in SE then in LE version. But it works. Many weather mods add a fake orange ambient light from the bottom, during sunny weathers. Maybe this also affects those shadows. Two comaparison screenshots from SE :

http://screenshotcomparison.com/comparison/126225
_________________
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma

English is not my native language.

AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: TES Skyrim SE 0.368

Thanks for the screens Guzio. It's just some mistake on my end or the enb preset I use.
I get not a single pixel different. Did screens, checked everything. Your effect is clearly visible.

Mountain textures for the forum :-)
https://drive.google.com/open?id=1byg98 ... hqh1RhLqxR
Post Reply