TES Skyrim SE 0.370
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 17557
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
-
Offline
- Posts: 37
- Joined: 04 May 2018, 18:15
Re: TES Skyrim SE 0.370
https://ufile.io/djsrk
Test SKSE64 plugin
has nearly all ENBHelper stuff
source https://github.com/aers/ENBHelperSE
Test SKSE64 plugin
has nearly all ENBHelper stuff
source https://github.com/aers/ENBHelperSE
Last edited by aers on 04 Feb 2019, 05:24, edited 1 time in total.
-
Offline
- *master*
- Posts: 156
- Joined: 04 Jan 2019, 15:27
Re: TES Skyrim SE 0.370
I tried adding an ENB particle light glow to ESO Skyshards. Their model uses a base mesh and one overlayed on top with a scrolling texture effect and alpha blending. With ENBL the overlayed mesh transparency seems to not work and I get this cartoonish dark outline. I understand ENB particle lights don't play well with transparency. I tried different blending modes but nothing helped. Is there any mode that can fix this or I should just leave it as is, it doesn't bother me all that much.
_________________
ENB Light at NexusMods
ENB Light at NexusMods
-
Offline
- *blah-blah-blah maniac*
- Posts: 17557
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.370
aers
Okay, but bit later, now time to sleep.
4109
I dont know, sorry. Maybe you can use as example those volumetric meshes which assigned to furnace in tavern of Solitude where i did screenshots for this effect? It have extra geometry which simulate glowing and also near bard there are some similar volumetric things.
Okay, but bit later, now time to sleep.
4109
I dont know, sorry. Maybe you can use as example those volumetric meshes which assigned to furnace in tavern of Solitude where i did screenshots for this effect? It have extra geometry which simulate glowing and also near bard there are some similar volumetric things.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 37
- Joined: 04 May 2018, 18:15
Re: TES Skyrim SE 0.370
Okay. I updated the version in that post to have nearly everything.ENBSeries wrote:aers
Okay, but bit later, now time to sleep.
https://i.imgur.com/C9pIH0k.jpg
Btw if there is any other game state stuff that would be useful let me know and I can look for it.
-
Offline
- Posts: 82
- Joined: 09 Oct 2014, 01:29
Re: TES Skyrim SE 0.370
Hey Boris! I've noticed that distant shadow effect will often "black out" meshes that are receiving light, even when they aren't very far away, which leads to some black blocky artifacts.
It will also cover up a lot of windows that have emittance in the same way, so they are dark/black until the player gets close.
I know nothing of the implementation, but could the distant shadow effect apply before light bulbs/emittance? Or perhaps make a setting for how far away the distant shadow effect kicks in?
Not complaining, just wanted to throw it out there in case it's helpful, or if it's due to my shadow settings or something (they are between medium/high)
Here are some examples:
Turning distant shadows on/off outside of Whiterun entrance:
https://i.imgur.com/LVJxknW.gifv
Whiterun door is black despite being lit, but fades when you get closer:
https://i.imgur.com/yf2OuFx.gifv
It will also cover up a lot of windows that have emittance in the same way, so they are dark/black until the player gets close.
I know nothing of the implementation, but could the distant shadow effect apply before light bulbs/emittance? Or perhaps make a setting for how far away the distant shadow effect kicks in?
Not complaining, just wanted to throw it out there in case it's helpful, or if it's due to my shadow settings or something (they are between medium/high)
Here are some examples:
Turning distant shadows on/off outside of Whiterun entrance:
https://i.imgur.com/LVJxknW.gifv
Whiterun door is black despite being lit, but fades when you get closer:
https://i.imgur.com/yf2OuFx.gifv
-
Offline
- Posts: 82
- Joined: 09 Oct 2014, 01:29
Re: TES Skyrim SE 0.370
You're a hero, Aers!!aers wrote: Okay. I updated the version in that post to have nearly everything.
https://i.imgur.com/C9pIH0k.jpg
Btw if there is any other game state stuff that would be useful let me know and I can look for it.
Boris, while per-weather will be amazing, maybe in addition to that, a simple setting for "Rain specular multiplier" would go a long way. The game has an IsRaining flag that Aers can pass, so a single "rain mult/add" value could be specified that ramps up/down when any rainy weather begins. It would work with all weather mods out-of-the box since it looks at IsRaining instead of weather ID, and would basically add Fallout 4 wetness in SE!
Thoughts?
-
Offline
- *blah-blah-blah maniac*
- Posts: 17557
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.370
fadingsignal
I am not sure about rain, if remember it's not a problem to detect it, except can be messed up with snow. But specular is not a factor for rain, i already tried this idea before and it sucks.
Distant shadows can't be applied before windows and point lights. To not have effect on them, i should draw lights and windows to separate mask, which not worth performance costs.
I am not sure about rain, if remember it's not a problem to detect it, except can be messed up with snow. But specular is not a factor for rain, i already tried this idea before and it sucks.
Distant shadows can't be applied before windows and point lights. To not have effect on them, i should draw lights and windows to separate mask, which not worth performance costs.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *sensei*
- Posts: 286
- Joined: 20 Sep 2012, 00:20
- Location: the perfect system
Re: TES Skyrim SE 0.370
Boris,
Thanks so much for the updates. Forgive me if this has been covered. I see you had a fix previously for the footprints mod and had to revert it due to other bugs, and I believe this is probably related. I like many use Enhanced Blood Textures SE however other decal mods are also affected. It seems the alpha is not reading properly only when Image Based Lighting is enabled:
Thanks so much for the updates. Forgive me if this has been covered. I see you had a fix previously for the footprints mod and had to revert it due to other bugs, and I believe this is probably related. I like many use Enhanced Blood Textures SE however other decal mods are also affected. It seems the alpha is not reading properly only when Image Based Lighting is enabled:
-
Offline
- *blah-blah-blah maniac*
- Posts: 17557
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.370
Phinix
It doesnt matter image based lighting or anything else, problem is the same - alpha blending do not work for normal map and all other channels cause of how game renderer designed and i can't fix that without ruining other objects. The only way to fix without do any harm is via alpha test for every mod.
It doesnt matter image based lighting or anything else, problem is the same - alpha blending do not work for normal map and all other channels cause of how game renderer designed and i can't fix that without ruining other objects. The only way to fix without do any harm is via alpha test for every mod.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7