Alright, give this one a try:
https://drive.google.com/open?id=1Vdhlu ... IoJpm7MjHY
Skyrim particle patch for ENB
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
-
Offline
- Posts: 36
- Joined: 04 Jan 2020, 15:54
Re: Skyrim particle patch for ENB
You fixed it you glorious bastard good job!
How did you fix it?!
I sometimes make changes to the colour of the texture so would definitely be curious to know how to avoid if it's a mipmapping issue / saving issue! (I use photoshop)
How did you fix it?!
I sometimes make changes to the colour of the texture so would definitely be curious to know how to avoid if it's a mipmapping issue / saving issue! (I use photoshop)
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: Skyrim particle patch for ENB
Haha thanks and no worries, glad to help. It was indeed a mipmap issue. I didn't remember the texture had large amount of white left which in general is a bad idea with mipmaps but I had just forgotten about it since I never had any problems myself. It's fixed now, so there should be no problem in future if you need to modify the texture.
Your game is looking great!
Your game is looking great!
-
Offline
- Posts: 82
- Joined: 09 Oct 2014, 01:29
Re: Skyrim particle patch for ENB
Hey all! Certain skybox effect meshes are being affected by the FIRE parameter, and I can't figure out why. Specifically these:
Any ideas what shader flags I can check? I tried everything outlined in the particle knowledge base thread, and they're still affected by the FIRE param.
One workaround is to make separate weather configs for FIRE for any weathers that use special skyboxes, but I'd rather just fix the meshes if possible.
Cheers!
Code: Select all
\meshes\sky\dlc01soulcairnsky01.nif
\meshes\dlc02\effects\apocryphasky.nif
One workaround is to make separate weather configs for FIRE for any weathers that use special skyboxes, but I'd rather just fix the meshes if possible.
Cheers!
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: Skyrim particle patch for ENB
fadingsignal
To get going, try changing the alpha blending mode to standard (4333). That will probably change the sky visually so you might need to tinker around.
I can also take a look later and add them to patch.
To get going, try changing the alpha blending mode to standard (4333). That will probably change the sky visually so you might need to tinker around.
I can also take a look later and add them to patch.
-
Offline
- Posts: 82
- Joined: 09 Oct 2014, 01:29
Re: Skyrim particle patch for ENB
That did the trick, thank you so much! It did change the brightness and some of the colors a little bit, but nothing too drastic. I was able to bring them back somewhat close to their original appearance with the emissive amount / color values.mindflux wrote:fadingsignal
To get going, try changing the alpha blending mode to standard (4333). That will probably change the sky visually so you might need to tinker around.
I can also take a look later and add them to patch.
Thanks again!
-
Offline
- Posts: 31
- Joined: 15 Jun 2017, 18:17
Re: Skyrim particle patch for ENB
Hi mindflux, small area i was struggling with - Cistern - seems to have lost some magic
related to fxambbeamwetmistbig03.nif and rainsheettiny.dds ? really dim
if i crank the particle intensity to like 3-4 it becomes more visible, but tends to only emphasize the cloud and missing the slight rainy effect.
(also will throw off the relative balance settings going this high)
the new 2k rainsheettiny.dds i think makes the rain particles super tiny to where they turn to a mist.
anything you could do to up the visibility a bit and recapture some of that vanilla vibe?
*note ELFX adds fxambbeamwetmistbig02.nif in the Ragged Flaggon for a similar rainy mist and this is also affected.
thx!
related to fxambbeamwetmistbig03.nif and rainsheettiny.dds ? really dim
if i crank the particle intensity to like 3-4 it becomes more visible, but tends to only emphasize the cloud and missing the slight rainy effect.
(also will throw off the relative balance settings going this high)
the new 2k rainsheettiny.dds i think makes the rain particles super tiny to where they turn to a mist.
anything you could do to up the visibility a bit and recapture some of that vanilla vibe?
*note ELFX adds fxambbeamwetmistbig02.nif in the Ragged Flaggon for a similar rainy mist and this is also affected.
thx!
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: Skyrim particle patch for ENB
Please try now, any better? Thanks for testing.
-
Offline
- Posts: 31
- Joined: 15 Jun 2017, 18:17
Re: Skyrim particle patch for ENB
hey, thx - well that definitely fixed the size and visibility issue on the rain.. could maybe split the difference
I guess the issue that still remains is the lack of substance to the light beam.
I'm assuming you need to remove the method of Greyscale_To_PaletteAlpha & PaletteColor because it's not controllable?
That seemed to be where the meat of the light source was created in vanilla.
I'm not that familiar with all the shader modes, but maybe could add an additional billboard node with a particle controllable shader
that could restore some of the body to beam? also, the animation speed of the rain seems about 2x's faster?
here'a a comparison vid https://youtu.be/40lQ3vn7Oiw
I guess the issue that still remains is the lack of substance to the light beam.
I'm assuming you need to remove the method of Greyscale_To_PaletteAlpha & PaletteColor because it's not controllable?
That seemed to be where the meat of the light source was created in vanilla.
I'm not that familiar with all the shader modes, but maybe could add an additional billboard node with a particle controllable shader
that could restore some of the body to beam? also, the animation speed of the rain seems about 2x's faster?
here'a a comparison vid https://youtu.be/40lQ3vn7Oiw
-
Offline
- *blah-blah-blah maniac*
- Posts: 3137
- Joined: 27 Jan 2012, 13:42
Re: Skyrim particle patch for ENB
Oh yes, you're missing the light cone? Try now.
It's a bit of double edged sword, in that specific location it works well but in many other places not so much (light cone needs to have something to restrict and direct the light). But of course, it looks more epic no matter realistic or not.
The vanilla rain animation is not very realistic since large drops of water don't just float down like that but of course since we're talking about a game here it's a matter of preference I guess.
It's a bit of double edged sword, in that specific location it works well but in many other places not so much (light cone needs to have something to restrict and direct the light). But of course, it looks more epic no matter realistic or not.
The vanilla rain animation is not very realistic since large drops of water don't just float down like that but of course since we're talking about a game here it's a matter of preference I guess.