If you overwrite the particle patch files then complex fire lights will not be used for most fire sources, and (I believe, haven’t tested) no glow shader will be used for the embers. You can use just the textures from the UHDFE, though.
Guzio, good going there
Skyrim particle patch for ENB
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Re: Skyrim particle patch for ENB
Is there anything I can do about this low mist to make it not look green? It actually doesn't seem to be ENB dependent:
this is ENB
and this is no ENB
The mesh itself is Effects\Ambient\FXMistLow01Long.nif which doesn't seem to be overwritten by any mod in my LO. It seems to be taking the colour from the light/reflection around it in that location because the mesh in NifSkope seems to be of neutral colour:
Neither CloudTile.dds nor GradAmbFog01.dds are overwritten in my LO.
Could I change parameters in the mesh so that it remains neutral instead of getting that ugly tint? Shader flags, lighting influence?
this is ENB
and this is no ENB
The mesh itself is Effects\Ambient\FXMistLow01Long.nif which doesn't seem to be overwritten by any mod in my LO. It seems to be taking the colour from the light/reflection around it in that location because the mesh in NifSkope seems to be of neutral colour:
Neither CloudTile.dds nor GradAmbFog01.dds are overwritten in my LO.
Could I change parameters in the mesh so that it remains neutral instead of getting that ugly tint? Shader flags, lighting influence?
Last edited by godescalcus on 18 Dec 2018, 13:07, edited 1 time in total.
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Re: Skyrim particle patch for ENB
Dragens -- A few are from my mod "Rudy HQ -Nordic Ruins". Check my video in the Skyrim gallery topic
Mindflux -- Again, thanks a lot for all the latest patches I've posted a small video in a Skyrim gallery, inspired by your image.
So far, found only one mod which allows to see the particle lighting (of course with bugs) in a first person mode in Oldrim (this effect don't work for me in SSE even in third person, don't know why, but I've tested it only with a Khajiiti race, only the body and a tail of my character is iluminated), is called "Immersive First Person View".
The camera position offsets must be tweaked, near clip values too (they somehow affect the power of lighting) and in-game FOV, you must see your hands all the time (or a torch).
Mindflux -- Again, thanks a lot for all the latest patches I've posted a small video in a Skyrim gallery, inspired by your image.
So far, found only one mod which allows to see the particle lighting (of course with bugs) in a first person mode in Oldrim (this effect don't work for me in SSE even in third person, don't know why, but I've tested it only with a Khajiiti race, only the body and a tail of my character is iluminated), is called "Immersive First Person View".
The camera position offsets must be tweaked, near clip values too (they somehow affect the power of lighting) and in-game FOV, you must see your hands all the time (or a torch).
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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
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Re: Skyrim particle patch for ENB
You are doing the Rudy stuff?=!?!??!?!?!??!?!??!?!? Teach me ! Be my Texture slave ! xD no no just kidding. I LOVE those textures. !!! I will check out what you said !
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Re: Skyrim particle patch for ENB
godescalcus You can check with CK but it's either External Emittance or Effect Lighting, so try disabling those.
Guzio That's looks amazing! The game's looking surprisingly modern with such lighting and custom textures. I think there are still more gains to be had by adding complex lighting to more objects and improving how it works with other objects. Sadly I've been so tied up with work and family that I haven't had any time for modding and there's so much to do I don't know at what to look first. I guess optimizing the spell effects and reducing the flickering would be pretty important.
Also, that's looking so very scary, I probably couldn't play it like that
I think one of the main problems with the first person camera is what Boris said, that the objects go outside the view frustum. Not sure though why some of the emitters seem to be disabled even they should be in the view, but it could be something that's done in the first-person view and not related to the frustum. Not sure if there are any parameters that could affect it but I somehow doubt it.
Guzio That's looks amazing! The game's looking surprisingly modern with such lighting and custom textures. I think there are still more gains to be had by adding complex lighting to more objects and improving how it works with other objects. Sadly I've been so tied up with work and family that I haven't had any time for modding and there's so much to do I don't know at what to look first. I guess optimizing the spell effects and reducing the flickering would be pretty important.
Also, that's looking so very scary, I probably couldn't play it like that
I think one of the main problems with the first person camera is what Boris said, that the objects go outside the view frustum. Not sure though why some of the emitters seem to be disabled even they should be in the view, but it could be something that's done in the first-person view and not related to the frustum. Not sure if there are any parameters that could affect it but I somehow doubt it.
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Re: Skyrim particle patch for ENB
I think solution could be to use uv for particles with offsets, while particle mesh center itself is in camera frustum. In the mod i cut off circle from uv centered to (0.5, 0.5).
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Re: Skyrim particle patch for ENB
That's a good work-around idea but I did some quick testing and I'm thinking it's probably not the view frustum after all, instead there's just something that the game does to the shaders when the camera is marked as being a first-person camera. I made a quick tweak to place a fire source in front of the player so that it must be in the view frustum, like here:
But the result was:
Bleh. I also went through the settings in the preferences that could possibly affect the issue but didn't find anything.
I guess one could perhaps have some success with an SKSE plugin but sadly I have no idea about that, never even used SKSE.
But the result was:
Bleh. I also went through the settings in the preferences that could possibly affect the issue but didn't find anything.
I guess one could perhaps have some success with an SKSE plugin but sadly I have no idea about that, never even used SKSE.
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Re: Skyrim particle patch for ENB
Maybe then i could somehow detect such sources by individual parameter? Can you try to set some exotic blending mode, will it remain the same? For example, default is usually src=srcalpha, dest=one (5,2 https://docs.microsoft.com/en-us/window ... 9/d3dblend) and replace by something like src=srcalpha, dest=invsrccolor. I could detect easy and draw as particle or fire.
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Re: Skyrim particle patch for ENB
In the ini from "Immersive First Person View" is a value called "fNearClip". When I change it, it of course affects clipping of the body mesh but also the power of the particle light.
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AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
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
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Re: Skyrim particle patch for ENB
Power of particle light changes because i did some fade factor when particle is close to camera clip plane to not make them spawn from nowhere. And this fade is tweaked to third person mode of course.
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