The Elder Scrolls Skyrim SE (SSE)
Added parallax fix. BSLightingShaderParallaxBug should be enabled in Engine Fixes mod. Not sure yet, need to test more, if something else dependent and can i remove this dependency.
TES Skyrim SE 0.462
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TES Skyrim SE 0.462
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Re: TES Skyrim SE 0.462
Version updated, download again
Added parallax terrain as optional parameter in [EFFECT] category.
Added parallax terrain as optional parameter in [EFFECT] category.
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Re: TES Skyrim SE 0.462
Woow, that sounds really nice! Im not using any parallax-meshes/textures right now, but maybe that will change with this new update! Thanks again for all your hard work Boris!
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Re: TES Skyrim SE 0.462
Verrry sweet, thank you so much
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Re: TES Skyrim SE 0.462
Errr, question please ?
Does this still need the meshes and textures to be made ready for parallax, or will this work on any texture/mesh ?
Does this still need the meshes and textures to be made ready for parallax, or will this work on any texture/mesh ?
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Re: TES Skyrim SE 0.462
Without a doubt, yes.
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Re: TES Skyrim SE 0.462
Hey Boris, is there any way to implement a water color filter? Like fog color filter, or horizon color filter? There's a bunch of instances/weathers where I feel like the water is electric blue when everything else looks natural. I'd love to be able to tone the blue filter down, but leave Red and Green alone
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Re: TES Skyrim SE 0.462
Aers parallax worked via the vertex color shader only.
Is it the same for enb mesh parallax?
Vertex, yes, no, or doesn't matter works either way?
Terrain parallax map still in the alpha map of the diffuse, just like in LE?
I deleted all of aers files and downloaded the new d3d11.dll.
Activated it in the ini and it is active ingame with a checkmark.
Does parallax need any other new files?
Because neither terrain parallax, nor mesh parallax is working for me.
I did multiple big parallax mods over the years, so not a noob in recognizing the effect
Does parallax work for you guys? Screen please.
Is it the same for enb mesh parallax?
Vertex, yes, no, or doesn't matter works either way?
Terrain parallax map still in the alpha map of the diffuse, just like in LE?
I deleted all of aers files and downloaded the new d3d11.dll.
Activated it in the ini and it is active ingame with a checkmark.
Does parallax need any other new files?
Because neither terrain parallax, nor mesh parallax is working for me.
I did multiple big parallax mods over the years, so not a noob in recognizing the effect
Does parallax work for you guys? Screen please.
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Re: TES Skyrim SE 0.462
Boris, thank you so much for your work!
It is strange that the fix also works when EnableTerrainParallax=false. That is, I have a parallax fix turned on immediately after replacing the d3d11.dll, no matter what is specified in the line EnableTerrainParallax.
Pfuscher, I have a fix working. Replaced only d3d11.dll as usual, disabled SSE Parallax Shader Fix (BETA). But I checked with the mod Vivid Landscapes - Whiterun Grounds and Walls - With or Without Parallax. Screens:
It is strange that the fix also works when EnableTerrainParallax=false. That is, I have a parallax fix turned on immediately after replacing the d3d11.dll, no matter what is specified in the line EnableTerrainParallax.
Pfuscher, I have a fix working. Replaced only d3d11.dll as usual, disabled SSE Parallax Shader Fix (BETA). But I checked with the mod Vivid Landscapes - Whiterun Grounds and Walls - With or Without Parallax. Screens:
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Re: TES Skyrim SE 0.462
mcmull500
Water can't have color filter, because it is not global object, can be many types in the same place.
Pfuscher
Things are same as in LE. Parallax fix works always, but need parallax meshes and textures. Terrain parallax is toggled by parameter, because there is no mesh for it, uses alpha of diffuse texture.
Water can't have color filter, because it is not global object, can be many types in the same place.
Pfuscher
Things are same as in LE. Parallax fix works always, but need parallax meshes and textures. Terrain parallax is toggled by parameter, because there is no mesh for it, uses alpha of diffuse texture.
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i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
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