TES Skyrim SE 0.390

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Re: TES Skyrim SE 0.390

Character lighting fix is in enblocal.ini.
And i will not fix anything with characters, i can't do more than already did trying to restore old functionality, i can't waste whole summer comparing changed shaders.
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Re: TES Skyrim SE 0.390

If by "Character lighting fix" you´re reffering to "DisableFakeLights" in ENB local.ini, i did a test with "SSE ENB v0.386 and v0.390" with and without the Shader Bundle and here´s what i found.

*SSE ENB v0.386 with Shader Bundle.
-DisableFakeLights enabled: https://imgur.com/X04hoK8
-DisableFakeLights disabled: https://imgur.com/AAAu7Hu
------------------------------------
*SSE ENB v0.386 without Shader Bundle.
-DisableFakeLights enabled: https://imgur.com/rG6Bn6F
-DisableFakeLights disabled: https://imgur.com/2M3CNwI
------------------------------------
*SSE ENB v0.390 with Shader Bundle.
-DisableFakeLights enabled: https://imgur.com/Cr2jeyk
-DisableFakeLights disabled: https://imgur.com/e4EZoEy
------------------------------------
*SSE ENB v0.390 without Shader Bundle.
-DisableFakeLights enabled: https://imgur.com/NquXFAz
-DisableFakeLights disabled: https://imgur.com/77Me1zm

So, as far i´ve seen, that feature is indeed broken in the lastest version(v0.390) and "v0.386" but it is working with the Shader Bundle, so you should pick that "mod" and maybe add it to your SSE ENB folder as a sepparated folder with instructions about how to install it, for example: if you´re using MO2 or Vortex or NMM. Im saying this because there is still a lot of people that don´t know about the existence of that Shader Bundle in the mod page of the "ENB Helper SE".

*EDIT: I think that it will be a quick solution for the future problems if Bethesda plans to ruin all for all of us once again, and wi´ll be able to compare which shaders have been modified and just replace them with what we had before. I don´t know anything about graphics codding, so maybe im just writing meaningless things, i don´t know.
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Re: TES Skyrim SE 0.390

How does it work? Is there a way to identify a game shader that ENB can intercept? Always remember, never do yourself what you can get the online community to do. Create a table of in-game shaders vs ENB shaders and people will happily fill in the blanks for you.

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Re: TES Skyrim SE 0.390

You can calculate by yourself how many combinations to compare 387 old shaders to 387 new. They are not just texts, only skilled person can see that difference.
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Re: TES Skyrim SE 0.390

Will there be an update patch for VR too?

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Re: TES Skyrim SE 0.390

What is wrong with vr version?
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Re: TES Skyrim SE 0.390

Hi Boris, i was wondering if this features would be possible in SSE: Underwater, volumetric shadows for underwater https://www.nexusmods.com/skyrim/images/355582 , Skyrim LE sun rays.
Another question, you said that implement more colour options (top/middle/bottom) will have a significant impact on the cpu, but even if that occurs, can it be developed? because maybe upgrading cpu may help, don´t know :lol: (im planning to upgrade my pc in general at the end of the year :) ) it will really help to develop better ENB presets. :)

*Edit: Ohh, i found that you said that you can develop the Old Skyrim sun rays but you had a problem making them to come through the clouds, Adyss developed special sun rays for SSE https://www.nexusmods.com/skyrimspecial ... escription but, will be great to have yours using maybe that trick, also, letting the people decide wich one they prefer.

*Edit2: Ohh, that colour features that i was asking about was the "directional ambient" maybe that could be left as a feature with a warning of performance heavy, because there are a lot of peolple that are fine with the state of SSE ENB, but there are also a lot of people that want a more cinematic experience sacrifying FPS for quality as i do at least in Single Player games like this.
Im not pushing you to develop such things, im just asking if maybe in the future would be possible, take your time :) i can wait whatever is necessary :)
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Re: TES Skyrim SE 0.390

Directional ambient is useless, because it can be set in creation kit and any good preset have weathers edited to make the same result, you can see this from old skyrim, only few weathers are okay with directional ambient, but the most have weird colors and doesnt matter how to tweak them, they look ugly, unless weather is modded. People without weather mod will not be satisfied anyway, people with weather mod don't need directional ambient colors to tweak. Don't forget that tweaking colors in old skyrim require weather system to be enabled, otherwise it's silly when f.e. yellow light is reflected on to the bottom of surfaces at rainy day.
I will do similar to old skyrim sun rays later. No for underwater parameters, because all those fadings by deepness and color changes in old skyrim looks simple, but they need lot of fixes with transparent objects, tracking of most recent water surface above camera and how deep under water. I do not want to update this each time new game patch on the way. Volumetric shadows probably just wasting of performance, i doubt many people use them.
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Re: TES Skyrim SE 0.390

Old Skyrim sun rays :D :D and guess you´re right maybe is not a good idea to waste performance in volumetric shadows for underwater.
and aww that´s a shame because i like that green underwater colour instead of this ugly dark look https://imgur.com/ZM8Qp0h but i understand.
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Re: TES Skyrim SE 0.390

Just tested the ray path tracing from Marty Mcfly.
Is it correct to say, that this technique in general would look better for skyrim, if one day used via enb?
Because enb has access to all the light sources and reshade doesn't?

Just a noob asking :-)
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