I can't do such things as some optional parameter, because it's too much serious global change which i must remember and stick to it, never forget. Look at the old skyrim version, it have support for antialiasing when defer mode disabled, but several years i do not check antialiasing at all and i'm sure there are many bugs now without defer, because i simply dont remember to do everywhere code to support antialiasing. I don't want the same story here.
And there is no way to detect which object is from which mod.
TES Skyrim SE 0.371
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Re: TES Skyrim SE 0.371
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Re: TES Skyrim SE 0.371
Having worked on several coding projects in the past that were nowhere near as complex as ENB likely has become I can completely understand. I can only hope that it is something you might consider in the future, and that there may be a way that either does not totally destroy performance or present intolerable consequences.
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Re: TES Skyrim SE 0.371
Boris and Aers - thanks a lot for adding a multi-weather support for SSE
As always, a bug report, Fadingsignal has reported it already, but I've made a video :
As always, a bug report, Fadingsignal has reported it already, but I've made a video :
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Re: TES Skyrim SE 0.371
Test attached build regarding bug at dusk time with multiple weathers. I don't know why can't reproduce it myself.
EDIT: file deleted
EDIT: file deleted
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Re: TES Skyrim SE 0.371
I've just tested here. Seems to be fine now.....
- EDIT: It also seems to fix the problem of the squares on the ground when EBT mod is installed......
- EDIT2: I was wrong... The problem with blood decals still persists: https://i.imgur.com/EWdZhgDh.png
- EDIT: It also seems to fix the problem of the squares on the ground when EBT mod is installed......
- EDIT2: I was wrong... The problem with blood decals still persists: https://i.imgur.com/EWdZhgDh.png
Last edited by phoenixfabricio on 08 Feb 2019, 00:42, edited 3 times in total.
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PhoenixVivid ENB for SSE / Phoenix Cinematic ENB for Fallout 4
Imaginarium ENB for SSE / Insanity ENB for Skyrim LE
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Re: TES Skyrim SE 0.371
Seems that this bug is fixed in the test version
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English is not my native language.
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Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
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Re: TES Skyrim SE 0.371
Yes, the fix Boris posted was for the dusk lighting issue. I mostly notice the blocky decal bug on snow, however I have found that other things such as word walls are also affected:phoenixfabricio wrote:EDIT2: I was wrong... The problem with blood decals still persists: https://i.imgur.com/EWdZhgDh.png
I am keeping my fingers crossed that it is fixable, even if it does end up costing some performance.
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Re: TES Skyrim SE 0.371
Boris - sorry for bothering you again, but I have a small problem. Seems that some part of the clouds, or a distant fog (don't know what is this) is not affected by any of the enb parameters (fog, sky, volumtric fog, clouds, particles). During some types of weather it look really strange.
Screenshot taken on the hill at the back of Merryfair farm, near Riften.
NAT, Enb off
NAT, Enb on
Vanilla, Enb on
Screenshot taken on the hill at the back of Merryfair farm, near Riften.
NAT, Enb off
NAT, Enb on
Vanilla, Enb on
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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
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
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Re: TES Skyrim SE 0.371
I've encountered this in the past when tweaking the sky. It drove me mad, but i never found a solution. I'm curious...
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Re: TES Skyrim SE 0.371
Boris, I've been having some problems with particle lights not working in nifs which contain refracting meshes, I've left them alone for now since it's just two spells, but do you have any idea what could be the issue?
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