TES Skyrim 0.366
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Re: TES Skyrim 0.366
Thanks for the answer. Now that I understand what you mean. I resumed my ENB now as I waited for my VGA to return from the RMA. I think I've answered this question to someone, but no chance to make ENB water for Skyrim SE? I play the Legendary only because of the water, because water vanilla or mod, without ENB, gets very absurdly ugly!
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Re: TES Skyrim 0.366
No, i dont think so. If i try to replace water, it's flow will be lost and it will look everywhere almost the same. Dont think it worth to bother, especially for same old game, just made on other engine. After all, if specular on characters is buggy, why to bother with water? It's so minor.
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Re: TES Skyrim 0.366
Anyone know why I'm getting water so bright indoors?
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Re: TES Skyrim 0.366
Because water for reflection draw sky and have some colors set too.
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Re: TES Skyrim 0.366
In reference to my post about an Enb Particle Lights effect from this thread viewtopic.php?f=2&t=6174&start=50 I've done several tests recently. I did it in the LE version, but in the SE it probably works the same.
The test procedure looked like this :
40 Soul Gems on a whole screen with an ENB Particle Light and a glow effect (textures\effects\FXGlowSpotLinearAlpha.dds), NiAlphaProperty 4109, threshold 128. Six different nifs, every with the same additional mesh (NiBilboardNode - the source of the light). That mesh size was the same for all the nifs - 0.5 (more or less, a circle with a 40 cm radius) :
but the animation was different (obtained by Emissive Multiplier parameter animation) and a color of the light too, for each of them. Resolution - 2560x1440, my enb preset.
[COMPLEXPARTICLELIGHTS]
IgnoreWeatherSystem=true
EnableBigRange=true
IntensityDawn=0.3
IntensitySunrise=0.3
IntensityDay=0.3
IntensitySunset=0.3
IntensityDusk=0.3
IntensityNight=0.3
IntensityInteriorDay=0.4
IntensityInteriorNight=0.4
CurveDawn=1.8
CurveSunrise=1.8
CurveDay=1.8
CurveSunset=1.8
CurveDusk=1.8
CurveNight=1.8
CurveInteriorDay=1.5
CurveInteriorNight=1.5
SpecularAmountDawn=1.0
SpecularAmountSunrise=1.0
SpecularAmountDay=1.0
SpecularAmountSunset=1.0
SpecularAmountDusk=1.0
SpecularAmountNight=1.0
SpecularAmountInteriorDay=1.2
SpecularAmountInteriorNight=1.2
EnableShadow=true
ShadowQuality=1
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.5
DistanceFadeInteriorDay=0.45
DistanceFadeInteriorNight=0.45
- Framerate drop from 44.5 fps (no enb light sources) to 24.5 fps (40 enb light sources on a whole screen), 32 fps (when these 40 light sources occupies 1/4 of the screen)
- Performance is the same, regardless of whether I used the mesh with 8 triangles (9 vertices), with 12 triangles (13 vertices), 20 triangles (21 vertices) or a quad with 2 triangles (4 vertices)
- Performance is the same with animated Emissive Multiplier or without any animation
- The size of that additional mesh matters, but within certain limits. The default size 0.5 - 24.5 fps, 6x bigger, size 3.0 - 20.5 fps, no glow effect, 18.5 fps with a really big glow (graphic card starts to make screeching noise), size 0.01 - 27 fps, size 0.001 - 27.5
Maybe this information will be useful for someone
The test procedure looked like this :
40 Soul Gems on a whole screen with an ENB Particle Light and a glow effect (textures\effects\FXGlowSpotLinearAlpha.dds), NiAlphaProperty 4109, threshold 128. Six different nifs, every with the same additional mesh (NiBilboardNode - the source of the light). That mesh size was the same for all the nifs - 0.5 (more or less, a circle with a 40 cm radius) :
but the animation was different (obtained by Emissive Multiplier parameter animation) and a color of the light too, for each of them. Resolution - 2560x1440, my enb preset.
[COMPLEXPARTICLELIGHTS]
IgnoreWeatherSystem=true
EnableBigRange=true
IntensityDawn=0.3
IntensitySunrise=0.3
IntensityDay=0.3
IntensitySunset=0.3
IntensityDusk=0.3
IntensityNight=0.3
IntensityInteriorDay=0.4
IntensityInteriorNight=0.4
CurveDawn=1.8
CurveSunrise=1.8
CurveDay=1.8
CurveSunset=1.8
CurveDusk=1.8
CurveNight=1.8
CurveInteriorDay=1.5
CurveInteriorNight=1.5
SpecularAmountDawn=1.0
SpecularAmountSunrise=1.0
SpecularAmountDay=1.0
SpecularAmountSunset=1.0
SpecularAmountDusk=1.0
SpecularAmountNight=1.0
SpecularAmountInteriorDay=1.2
SpecularAmountInteriorNight=1.2
EnableShadow=true
ShadowQuality=1
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.5
DistanceFadeInteriorDay=0.45
DistanceFadeInteriorNight=0.45
- Framerate drop from 44.5 fps (no enb light sources) to 24.5 fps (40 enb light sources on a whole screen), 32 fps (when these 40 light sources occupies 1/4 of the screen)
- Performance is the same, regardless of whether I used the mesh with 8 triangles (9 vertices), with 12 triangles (13 vertices), 20 triangles (21 vertices) or a quad with 2 triangles (4 vertices)
- Performance is the same with animated Emissive Multiplier or without any animation
- The size of that additional mesh matters, but within certain limits. The default size 0.5 - 24.5 fps, 6x bigger, size 3.0 - 20.5 fps, no glow effect, 18.5 fps with a really big glow (graphic card starts to make screeching noise), size 0.01 - 27 fps, size 0.001 - 27.5
Maybe this information will be useful for someone
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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.
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: TES Skyrim 0.366
just upgraded skyrim LE from 319 to 366. can't believe how this just keeps getting more wonderful! my performance is noticeably better. thanks again Boris! about time for me to donate again.
i'm hoping for some help tho. i had the game looking how i liked, but i see upon changing binary to 366, my enbseries.ini has a number of additions and changes injected into it. the game looks great except for a couple instances.
indoor candles and lanterns are now very yellow and about 30% brighter than they used to be.
outdoor fires pretty much the same. much more yellow n bright. especially giant fires.
npc eyes are very shiny especially at night if there's a light source around. most npcs now look like vamps in the eyes when i talk to them (face to face mod) lol
anybody have advice on what to tweak to get those somewhat back to how i had them? thanks!
i'm hoping for some help tho. i had the game looking how i liked, but i see upon changing binary to 366, my enbseries.ini has a number of additions and changes injected into it. the game looks great except for a couple instances.
indoor candles and lanterns are now very yellow and about 30% brighter than they used to be.
outdoor fires pretty much the same. much more yellow n bright. especially giant fires.
npc eyes are very shiny especially at night if there's a light source around. most npcs now look like vamps in the eyes when i talk to them (face to face mod) lol
anybody have advice on what to tweak to get those somewhat back to how i had them? thanks!
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Re: TES Skyrim 0.366
There are parameters for eyes (subsurface scattering is a thing which make glow, game effect, eyes always shiny like that actually in the game). Fire, particle and sprites also have parameters, color are tweaked by curve as i remember.
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Re: TES Skyrim 0.366
Version updated, download again
Added interior parameters for subsurface scattering effect.
Added interior parameters for subsurface scattering effect.
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i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7