TES Skyrim SE 0.383

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Re: TES Skyrim SE 0.383

ENBSeries wrote:Version updated, download again
Added ambient lighting influence for particles which support this. Fixed bug with day parameters influence interiors. Removed game sun glare when mod sun sprite is active.
Thanks Boris. Worked. Yeah, with your original response I just assumed it was not a problem and how it is supposed to me. But, when I started adjusted exterior settings and it affected interiors I was getting confused. lol. FYI, when in interiors it seems that the statistics section always reads interiorday=1.00 even when it is night. interiornight=0.0 always shows. Is that supposed to do that now with the last change?

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Re: TES Skyrim SE 0.383

No, something is wrong definetly. I will look in to it, thanks for report.
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Re: TES Skyrim SE 0.383

Version updated, download again
Fixed daynightfactor not working with previous update.
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Re: TES Skyrim SE 0.383

ENBSeries wrote:Version updated, download again
Fixed daynightfactor not working with previous update.
Thank you!

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Re: TES Skyrim SE 0.383

Anubis wrote:Something weird with the latest version - every time i click on "Save changes", Skyrim freezes and the only way out of it is by using Taskmanager and ending SkyrimSE process.
Never mind - now, with the latest update it's working. (Maybe something within the previous version didn't agree with my game)

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Re: TES Skyrim SE 0.383

Hey Boris, do you know why this happens to the distant fog and environment when i use your VolumetricRays?
Here are a few screenshot using the latest update of Rudy ENB SE (NAT preset) with Obsidian Mountain Fogs (Increases the volumetric mountain clouds)
Mod: https://www.nexusmods.com/skyrimspecial ... mods/13539

-Rudy ENB SE (NAT + mod)Default: https://imgur.com/KaWCL9g

-Without IgnoreWeatherSystem enabled: https://imgur.com/8eoDhQg
https://imgur.com/YZS88Y3

-With IgnoreWeatherSystem enabled: https://imgur.com/SVbcTkN
https://imgur.com/6908Gbv

I don´t use your VolumetricRays because it creates an ugly effect at the distance what is a shame because it really enhances the image for taking screenshots.
By the way, i have a few questions.

1.- Will you add the old Skyrim sun rays? Because for now we use Adysss shader addon with comes with god rays but it affects the fps even in interiors where you can´t see that effect and we lose fps for nothing.

2.- The reflections will ever be possible in SSE? I´ve seen that Adyss is working on reflections to add them in his Shader addon, but i think that you have better controlls and you´l be able to optimized them better if you add it.
https://www.nexusmods.com/skyrimspecial ... ages/45485

3.- Wich lighting effects left to be ported to SSE to look like Oldrim? because almost every ENB in Nexus mods for SSE looks almost the same because for some reason everyone want´s to make "natural and realistic presets" instead of fantasy ones like in Old Skyrim.
For example : Grim and Somber ENB for Oldrim.

I don´t want to presionate you or something like that, i just want to know which effects lefts to be ported.
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Re: TES Skyrim SE 0.383

3.- Wich lighting effects left to be ported to SSE to look like Oldrim? because almost every ENB in Nexus mods for SSE looks almost the same because for some reason everyone want´s to make "natural and realistic presets" instead of fantasy ones like in Old Skyrim.
For example : Grim and Somber ENB for Oldrim.
Well, I wouldn't say the presets have almost the same look ,indeed I see a lot of diferences among them. But the reasons why the diferences are not too big like in old Skyrim are not related only to lighting settings, but also COLORS. The Old Skyrim ENBSeries allow to create custom color palettes, with a large amount of different color tones. In Skyrim SE ENBSeries you can make custom LUTs, but you need to use the Kingeric code for it. And only few authors use LUTs in their presets!
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Re: TES Skyrim SE 0.383

Mirx
Volumetric rays are transparent object and mountains clouds are also transparent thing which do not have depth data. If i make them drawed to depth, coming close enough will make rays to not be traced behind, so darker. If inside that fog, its just one big bug for rays. Computing rays on those clouds at the time they rendered is very slow cause many layers there (much worse than complex particle lights). Make copy of screen before clouds drawed and after they drawed to compare difference as amount of sun rays - the only kinda trick, but it still change rays cause there is no volume. I can do that last thing only.
Wich lighting effects left to be ported to SSE to look like Oldrim?
No lighting effects will be ported any more, because directional ambient (top/middle/bottom) is very cpu unfriendly in dx11 with locking a lot of constant buffers. Doing skse plugin or weather mod for same purpose is way better. That ambient lighting is simple spherical harmonic as matrix which is in model space, so i need for every object read it and read transform matrix, do some matrix math to tranform my tweaks to that model space and send updated harmonic by locking big constant buffer. Regarding other effects, i can't tell much cause don't want to set any plans, just do it by mood.

phoenixfabricio
Weird. I thought its easy to make palette code. Should i put it as default?
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Re: TES Skyrim SE 0.383

Weird. I thought its easy to make palette code. Should i put it as default?
That would be great Boris!!! :)

EDIT: But would be nice if it can be applied without affect the presets that already use Kingeric LUT code in enbeffect.fx
Maybe something like those square palettes toggleable in [COLORCORRECTION] in Old Skyrim.
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Re: TES Skyrim SE 0.383

Hi Boris. I was wondering if it was possible for you to implement an FPS management feature to ENB that dynamically lowers certain ENB setting quality to match a targeted framerate (such as ambient occlusion, skylighting, or shadow quality) . Thank you for all your efforts.
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