TES Skyrim SE 0.386

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Re: TES Skyrim SE 0.386

Mirx wrote:
Arindel wrote:Guys, reporting problems while you're still on 1.5.73 or 1.5.80+shader bundle by aers is kinda misleading. In my opinion, fixes should be done for latest version without third-party fixes like the shader bundle. Just my opinion, we shouldn't need the shader bundle mod. :P
But without the shader bundle i'll be forced to play without the SSS effect and that "mod" makes everything to be exactly the same as before the forced update by Bethesda because that update broke all things relates to "skin" D:, for now it is necesary to have it till Boris find a way to fix the SSS effect without having to need that mod x(
I understand, but my fear is that if too many people use that shader bundle, Boris might start thinking it's ok to ignore the problem since we already have a work-around fix for it. I don't know, it would be nice to not need shader bundle to fix certain issues. I'm hoping Boris is willing to fix the issues for the new shader files. ;)

Anyway, back to my point, I already see some reports based on older version of the game, that shouldn't be a thing. Problems from older versions might not apply to latest version and viceversa. Hence misleading reports.
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Re: TES Skyrim SE 0.386

Pfuscher
Do you mean to make occlusion map from top, like it was in old skyrim version, but instead of cut off rain drops, create reflective surface? If yes, it's very difficult, because not enough precision , need to be some kind of tricks of course, but anyway another issue coming in such case - wet everything, which is disgusting and so wrong looking. I tried already in old skyrim to do something reflective to simulate rain, but realism disappear. Maybe if somehow place puddles to define wet areas, i don't know.
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Re: TES Skyrim SE 0.386

Yes, that was my idea.
Seems like you already had it years ago :-)
Maybe with some kind of geometry calculation. Like flat surfaces get an average value and stuff with an angle gets less wet effect as the rain would ran off.
That way not everything would be wet.

This mod places some puddles.
https://www.nexusmods.com/skyrim/mods/46915
Of course it only uses 1k textures, which makes it kinda mehr looking for today's standards.

I like the cubemaps in towns though.
https://staticdelivery.nexusmods.com/mo ... 678732.jpg

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Re: TES Skyrim SE 0.386

Boris!

I tend to forget things... :/
Would be useful(sense), to notice at the Binary DL page, when was the Binary Uploaded.

Why? I "have to" read through that comment section, whether was the Binary updated or not, since I last downloaded.
(Fixes, etc...)

Thank You!

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Re: TES Skyrim SE 0.386

I'm very forgetful and unfocused who hate to deal with any texts (unless it's chatting with somebody :lol: ), so such thing will not work for me.
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Re: TES Skyrim SE 0.386

Would subsurfacescattering on plants look good in skyrim? Now that they got normal and specular maps in SSE.

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Re: TES Skyrim SE 0.386

Vertex normals are awful for many bushes and small trees, i tried that already and looks totally crap with random direction.
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Re: TES Skyrim SE 0.386

Boris, Is there anything else that can be implemented for SSE? And the underwater effects still are in your plans for the future :) ?
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Re: TES Skyrim SE 0.386

Hey Boris,

also a question from me. Since the pointlight of the torch is not lighting the grass, complexparticlelights can right? Would it be possible to give torch light similar light that reacts on grass?

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Re: TES Skyrim SE 0.386

Mirx
I do not build any plans, modding is fun or way to escape of bad thoughts of real problems, don't push me please.

Dragens
I dont know what you mean, how can i add light to torch. Usual light can't be applied to instanced grass, i can't waste performance to read all shaders to have a chance find where is the light on some objects and then restore position of each light and then draw grass with such lights. Not worth effort at all.
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