TES Skyrim SE 0.452

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Re: TES Skyrim SE 0.452

ENBSeries wrote: 12 Feb 2021, 22:51 TKHBMVP
SE version do not need it, LE do need.
Boris, so this entry has no affect on SE only on LE?

[PERFORMANCE]
SpeedHack=true

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Re: TES Skyrim SE 0.452

It only works in SE when graphics features enabled.
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Re: TES Skyrim SE 0.452

ENBSeries wrote: 14 Feb 2021, 16:06 It only works in SE when graphics features enabled.
Like this?
[ENGINE]
ForceVSync=true

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Re: TES Skyrim SE 0.452

That thing can be set in the game ini file. Listen, i only support graphics mod and develop it, it's useless without graphics, only skyrim le, fallout 3/nv worth to use because of memory manager. If you having performance problems in SE, buy yourself another computer or reduce quality. There is no magic stick to double your performance.
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Re: TES Skyrim SE 0.452

Boris - I resurrect an old topic:
viewtopic.php?f=2&t=6910&p=89635&hilit= ... ows#p89635

You said it is possible to implement transparency to windows. I reported two mods, that already do that, so you thought the implementation isn't neccessary. The thing is - actually these mods have limitations - windows that are transparent from the outside, are for the farmhouses only and windows that are transparent from the inside are for Whiterun only and create problems - lights flicker on and off when player moves.
Maybe I should have been quiet about these mods.

Anyway - this implementation would be a step towards a reality. If you could re-check this.

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Re: TES Skyrim SE 0.452

I don't understand what you want from me.
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Re: TES Skyrim SE 0.452

That is not really possible with ENB because when you're in an interior location the exterior world doesn't exist, and vice versa when you're in an exterior.

You could of course add some assets to make it appear as if there's something on the other side of the window and it's easily doable, just a lot of work. Back in the LE days I actually tested that with some interiors and while the results can be pretty cool it was just too much stupid work at least for me.

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Re: TES Skyrim SE 0.452

Boris, I meant - can you look into it again ?

mindflux - Boris said it's possible. (26 Feb 2020, 19:26 in the linked topic in my previous post) There was longer explanation of a possible way to do it on the page 6

It doesn't have to be the exact thing that's behind the windows - just a blurred hint or shadow of something would do. (like cubemaps)

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Re: TES Skyrim SE 0.452

I dont remember that discussion and didn't read, so just tell what i think now. Such things need to be done via some textured scene or by capturing screenshots from outside and map to 3d model of sphere for example or on to grid with displacement, if captured with depth. Then depending from time of the day do interpolation or color tweaks to such object. Such things are not my task. What mod can do, if windows are customized and have special texture, i can make shader which apply such texture with parallax effect to make it look as there is something behind volumetric, but that still need a work to create such textures. Mod already have some hacks like that, but i don't know that anybody use them, so i very much doubt windows will be popular, people do not care of such things, otherwise it would not be a problem for them to create fake exterior for interior locations.
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Re: TES Skyrim SE 0.452

People do care about this - there are a few attempts made to create such mods:

Actual Windows - Farmhouses: https://www.nexusmods.com/skyrim/mods/5 ... escription (Unique DLs 15,206 Total DLs 29,017)
Immersive Interiors: https://www.nexusmods.com/skyrim/mods/39208 (Unique DLs 70,975 Total DLs 131,239)
And Pfuscher attempted with cubemapped windows a year ago: https://www.nexusmods.com/skyrimspecial ... ideos/5215

All these mods cover just a small portion of the game and have their own problems.

And there are also two fundamental problems with such mods - 1.) there are actually quite a lot of windows in the game and they need to be done one by one.
2.) These mods don't work on new or modified buildings - which are countless.

The only realistic way to do this would be something that detects every possible window and applies some texture to them. Inside and outside.
That brings us to the ENB.
No need for a time of day - if this texture or cubemap could be tied to the windowlight parameter. (having both - texture and windowlight)
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