TES Skyrim 0.431
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Re: TES Skyrim 0.431
Aren't they particle or fire categories?
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Re: TES Skyrim 0.431
I'm just curious. What was the reason for adding cubemap parameter for RAINWETSURFACES?
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Re: TES Skyrim 0.431
I tried fire and particle but they have no effect. I sort of fixed it by turning down adaptation min but the water is too bright now.
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Re: TES Skyrim 0.431
Guzio
Requested feature, explanation that in usual not rain time cubemap messing up with ibl.
brandondavi
It's probably not particle type of object or i simply didn't handle it. Which spell and how to add it to player?
Requested feature, explanation that in usual not rain time cubemap messing up with ibl.
brandondavi
It's probably not particle type of object or i simply didn't handle it. Which spell and how to add it to player?
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Re: TES Skyrim 0.431
It's mostly the restoration spells, and some alteration spells.
healing,
healing hands: player.addspell 0004D3F2
lesser ward: player.addspell 00013018
healing,
healing hands: player.addspell 0004D3F2
lesser ward: player.addspell 00013018
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Re: TES Skyrim 0.431
Boris - Your answer raises a questions How cubemap messing up with ibl? What are the symptoms of this problem?
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Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
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Re: TES Skyrim 0.431
Guzio
No idea, i just filled request.
No idea, i just filled request.
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Re: TES Skyrim 0.431
Hello Boris,
Have you found a solution yet for the double volumetric rays on opposite horizons?
Also, why does direct lighting (from the sun) persist after it has set? It's rather immersion breaking and it also doesn't make sense at all, since nothing else emits direct light at night. Actually, I think this issue might be related to the volumetric rays issue in a similar way in terms of cause. Even through the whole night, direct lighting exists and follows the opposite path compared to daytime (looking at the direction of the migration of the shadows that are cast). As if the sun is still affecting the worldspace from below as discussed earlier.
And lastly, is it somehow possible to apply direct lighting to the moons and/or aurora? Perhaps in TES5Edit? Thanks!
Have you found a solution yet for the double volumetric rays on opposite horizons?
Also, why does direct lighting (from the sun) persist after it has set? It's rather immersion breaking and it also doesn't make sense at all, since nothing else emits direct light at night. Actually, I think this issue might be related to the volumetric rays issue in a similar way in terms of cause. Even through the whole night, direct lighting exists and follows the opposite path compared to daytime (looking at the direction of the migration of the shadows that are cast). As if the sun is still affecting the worldspace from below as discussed earlier.
And lastly, is it somehow possible to apply direct lighting to the moons and/or aurora? Perhaps in TES5Edit? Thanks!
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Re: TES Skyrim 0.431
I didn't fix volumetric rays, it's in my huge todo list. Direct lighting exist because game use it and makes black sun travel back to sunrise position. Making direct light from moons is impossible for me, this require also shadows to be altered and its lot of coding and wasting performance, plus there are two moons in the game and auroras are not local "point" object to have direct lights.
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Re: TES Skyrim 0.431
Ah I see, didn't realize you had so much plans on your list still! Keep up the amazing workENBSeries wrote:I didn't fix volumetric rays, it's in my huge todo list. Direct lighting exist because game use it and makes black sun travel back to sunrise position. Making direct light from moons is impossible for me, this require also shadows to be altered and its lot of coding and wasting performance, plus there are two moons in the game and auroras are not local "point" object to have direct lights.
Thanks for the explanation! I guess the game itself is a limiting factor more often than not. However, would it instead be possible to change in which timeframes ENB settings are applied? I'm talking about the -Night, -Dawn, -Sunrise, -Day, -Sunset, and -Dusk categories that exist for almost all settings. When I set the game climate sunrise/sunset times to e.g. 6:00 and 18:00 (with an ENB dawn/dusk duration of 2 hours and matching 00:00/6:00/12:00/18:00 night/sunrise/day/sunset ENB times), the ENB sunrise values apply from 5:00 to 12:00 and the sunset values apply from 12:00 to 19:00, which doesn't seem right. The same happens with vanilla climate times, but just shifted. The sunrise/sunset values are the strongest right at sunrise/sunset, while the sun is then obviously at its weakest! This makes it hard to balance before and after sunrise/sunset. Dawn/dusk values only apply when the sun is down during the 2 hour period, which is good, but they are also not the strongest right before sunrise or after sunset. It all just doesn't feel quite balanced and I find it hard to create fluent colors and gradients from day to night. The range of interpolation between timeframes seems unnecessarily large. Is this something you could look at? If there are settings for this that I can somehow access/edit, I'd love to play around with it, but I just have no clue.