TES Skyrim SE 0.383

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
Posts: 75
Joined: 06 Dec 2018, 23:42

Re: TES Skyrim SE 0.383

ENBSeries wrote:kranazolika
I don't know if it fixes first problem, need to test. But at least editing of water there is possible.
Here is illustration how to fix that puddle with calm water near flowing river water
Image
Thanks Boris!

ATM, today I finished tested and Skyrim. Just watching movies...
If you remember that was the first issue, with RW2(!)

Lots of others told me, they are fine. After all of my videos, nobody tells me. I believe if upload videos, like as I did.
I uploaded Vanilla Game, modded game but without water mods.

And don't forget that's where TechAngel RW2 ENB Texture is missing:

"TechAngel85
04 June 2019, 10:49PM

The main reason it's not included is because it didn't exist in the original textures for LE. This means that I will have to figure out a good way of making this new. Textures are not one of my strong skills. I suppose as a quick fix, I could use the creek or default_pond alpha, until I figure out how to make these from scratch. "


I tried what Angel recommended:

"Done it.
From ENB Texture --> defaultwater_creek --> pondflow (duplicated and renamed)

https://www.youtube.com/watch?v=F7Jxo4z ... e=youtu.be

https://www.youtube.com/watch?v=6ZsQBES ... e=youtu.be

Better than without it, or issue with the default texture, but Tesselation cause issues. :/"


https://www.nexusmods.com/skyrimspecial ... ?tab=posts

------------------------------------------------------------------------------

All the issue I tried to pointed out, also exists at Vanilla Game(!)

Till now, the best solution (haven't tried 0.386) was a proper enb preset + Wavy Waters, which "hide" those issues pretty well, and Wavy Water mod was made especially for ENB

https://www.youtube.com/watch?v=0d7ztG-X16s

-------------------------------------------------------------------------------------------------------------

Cause Solitude has the most buggy, ugly Vanilla(!) water surface, I tried another place, how it looks, and it works:

https://www.youtube.com/watch?v=50-K1nedRXk

But! WW does not contain Worldspace records. RW2 does.

First I thought it's impossible to fix, or I have no idea how will you, or Angel make anything to fix those cells.

1.) The first one (I guess also exists other places at the map)
2.) And the horrible Solitude water mess.
ENBSeries wrote:kranazolika
I don't know if it fixes first problem, need to test. But at least editing of water there is possible.
Image

Sadly, that Water surface not covered by proper ENB texture by TechAngel.

--------------------------------------------------------------------------

And, how about the 2nd one. Which you out as for a demo video from the bug.
Has anyone tried it with RW2 and ENB 0.386?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 530
Joined: 30 Jan 2012, 13:18

Re: TES Skyrim SE 0.383

Can you add a fade out for caustics on shoreline? Or blur them in a way. Since caustics are focused refracted light, the light rays directly below the surface haven't been affected strongly enough, just like light directly in front of a lens.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.383

This only possible via texture sampling as gradient, cause caustics shape from deepness and amplitude have seriously hard to achieve look by pure math, especially cause of it's darkening in all other sides. I tried to render such map in vray, but when apply it in the Skyrim (fallout4 even worse) shore have no caustics visible and deep enough area become covered by tint color, so caustics in shallow rivers is not visible and not impressive. Also for deeper areas self crossing of rays can't be simulated via such map and looks ugly, i even tried to render several caustics from nearest waves in such gradient map, still bad. Fading it to noise is better, but looks somehow unrealistic that just short area by deepness have high intensity caustics (around x10 times brighter). I do not have good solution to this problem and tired of experimenting.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 14
Joined: 18 Nov 2015, 20:11
Location: Italy - Pesaro

Re: TES Skyrim SE 0.383

Image

I have this issue with the blood any idea how can I fix it?
It's ENB 'cause if I disable the "Global Effect" the glitch will gone...
so, on which Parameter I should play?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.383

Its blood mod bug about alpha test not enabled. I can't fix this, because when tried to do it, some other objects became buggy which have proper setting.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 14
Joined: 18 Nov 2015, 20:11
Location: Italy - Pesaro

Re: TES Skyrim SE 0.383

the Wierd fact is that with a different ENB configuration this issue never appeared (or maybe I've never notice it).
Thank you anyway :)

Offline
*master*
Posts: 171
Joined: 01 Feb 2013, 07:45

Re: TES Skyrim SE 0.383

@MaximilianPs this is because it is happening on cloud shadows. any enb preset that doesn't use cloud shadows won't have that bug.

Offline
Posts: 25
Joined: 05 Jan 2018, 15:00

Re: TES Skyrim SE 0.383

Anubis wrote:
Martimius wrote:With the current ENB binaries there are blocky borders around the footprints from the Footprints mod.

https://imgur.com/q9WKyFV

Fiddling with the ENB shaders, "Image-based Lighting" seems to be the culprit.
Weird - I don't have this problem with Footprints (v 1.5.3)
Image
Try with some snow mods.
What snow mod are you using? Also does your ENB preset have Image-based Lighting enabled?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 838
Joined: 10 Dec 2017, 17:10

Re: TES Skyrim SE 0.383

Martimius wrote:What snow mod are you using? Also does your ENB preset have Image-based Lighting enabled?
I use the snow that comes with "Tamriel Reloaded Landscapes BC7 4K 1-02"

EnableImageBasedLighting=true (enbseries.ini)
Post Reply