TES Skyrim 0.235

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Re: TES Skyrim 0.235

Unreal Warfare wrote:
wolfgrimdark wrote:Thanks much for the reply Boris. Based on this it suggests there is a bug somewhere in the FX file being used and that for some reason it only pops up when the helper.dll is installed. But I fully understand that isn't your issue as the actual problem seems to be the FX file itself. I won't bother you anymore with this issue then and will instead focus on the FX file and see if I can find out what in the FX file is creating the issue.
In which interior do you have this bug. Describe it in it's entirety because I use the Helper file with the effect.fx file Somber is based off and haven't had any issues other than the one which is fixed by using Blackout.

If easier, so to not clog up this thread with non related content just PM me.
I can answer since this is the same issue across the Somber ENBs. It must be during daytime hours as specified by your Time of Day cycle. Time of Day must be enabled (last I checked, UnrealCinema didn't use ToD). The enbhelper.dll must be installed. The result is that the image will become exceedingly dark during daytime hours while in interiors only. Stony Creek Cave is an example that I test periodically, but really all interiors are affected, including Breezehome. The important factors are TimeofDay enabled, daytime interior lighting conditions must be in effect. I have Blackout installed and it's last in my load order. Again, this issue only manifests when the enbhelper.dll is installed.

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Re: TES Skyrim 0.235

Maeldun wrote:
Unreal Warfare wrote:
wolfgrimdark wrote:Thanks much for the reply Boris. Based on this it suggests there is a bug somewhere in the FX file being used and that for some reason it only pops up when the helper.dll is installed. But I fully understand that isn't your issue as the actual problem seems to be the FX file itself. I won't bother you anymore with this issue then and will instead focus on the FX file and see if I can find out what in the FX file is creating the issue.
In which interior do you have this bug. Describe it in it's entirety because I use the Helper file with the effect.fx file Somber is based off and haven't had any issues other than the one which is fixed by using Blackout.

If easier, so to not clog up this thread with non related content just PM me.
I can answer since this is the same issue across the Somber ENBs. It must be during daytime hours as specified by your Time of Day cycle. Time of Day must be enabled (last I checked, UnrealCinema didn't use ToD). The enbhelper.dll must be installed. The result is that the image will become exceedingly dark during daytime hours while in interiors only. Stony Creek Cave is an example that I test periodically, but really all interiors are affected, including Breezehome. The important factors are TimeofDay enabled, daytime interior lighting conditions must be in effect. I have Blackout installed and it's last in my load order. Again, this issue only manifests when the enbhelper.dll is installed.
I have experimented with ToD and the enbhelper.dll in older versions (including setting up weather files), with Unreal Cinema. It's not something I have ever come across in the time I spent with it (other than what is resolved with Blackout). I have the enbhelper.dll installed now so I will setup ToD and have a play and see if I come across any of these issues.

It's worth looking to see if using other enbeffect.fx files with DNI code in them have the same issue (try downloading JawZ base files for DNI from his page and install one of those and see if still it causes the issue). If so then it's possibly something in the DNI code that conflicts with the helper file. If not then it's either something to do with Detector Levels or the way DNI is setup in the enbeffect.fx file.

When you are in an interior that has this issue, open up the ENB GUI and take note of what colour it is. That should tell you what day cycle settings it is actually using in that space. Cycle through a whole day and see if the brightness changes at all or if the ENB GUI changes colour at all also.

It's worth noting that both our profiles are using an old version of DNI also, so it may not be suited to the TOD setup in it's current form. You may need to upgrade to a newer one if you wish to use the feature. One step at a time though.

PM me for further discussion on the matter if you require any help.
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Re: TES Skyrim 0.235

The thing I've noticed in recent ENB versions with the TOD active is that the blackout mod with it's disabled sky has no affect on how the ENB renders the NightDay factor. It will use both Day and Night settings if TOD is active with Sky disabled, but with TOD disabled and Sky disabled it will only use night time settings for such an interior.

As for the DNI and DN-IE split does not cause it, at least not my latest I have running currently. I have optimized my DN-IE split using Tonaran's example for DNI split code found on page 4 at the ENB Resources thread here at ENBDev. However that will not alter any behavior of the code, just slim down some code lines.

Also I'm using default settings for [TIMEOFDAY] and [NIGHTDAY]

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Re: TES Skyrim 0.235

First my sincere apologies for spamming this thread - but since there was some discussion I just wanted to post some screenshots if only so those folks who have been reading this have a visual idea. I know it is something Maeldun0 and myself have to figure out but I wanted to let people see visually the issue. I made a dozen shots but to cut down on spam will just post four of them.

As JawZ suggested I did a full 24 time cycle, hitting the keep points and noticing when the times changed. Night time lighting is completely unaffected regardless of TOD enabled or not. It is the day time interior that is the issue. I am at the Vilemyr Inn in Ivarstead. I have the helper DLL file installed. If I remove it from the enbseries folder the TOD works (for whatever reason).

DAY TIME
10:34AM Skyrim Time, TOD = TRUE
Image

10:34AM Skyrim Time, TOD = FALSE
Image

NIGHT TIME
9:31PM Skyrim Time, TOD = TRUE
Image

9:31PM Skyrim Time, TOD = FALSE
Image

Anyhow I (and Maeldun) really do appreciate all the feedback and offers of help (and the PMs already exchanged). I just wanted to show what it is we have been talking about. Based on the feedback I think this is something in the FX file.

So this weekend will be testing - thanks to Unreal and JawZ for their helpful advice and suggestions - it has been extremely appreciated.

EDIT: I just did one more test. Bronze uses ToD in True Vision - so I loaded his AS IS with the helper file and no problems at all. I then removed his enbeffect.fx file and replaced it with the one from Somber and the problem came up. So there is definitely something in that FX file causing the conflict. Maybe, as JawZ suggested, it is old code that needs to be updated.
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Re: TES Skyrim 0.235

I'm having the same problems with Somber's. have tried everything but nothing seems to worked... there's something inside the enbeffect.fx file. every other works fine but when i switched back... same sh*t happens
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Re: TES Skyrim 0.235

@Wolfgrimdark,

I was going to mention this to you earlier in the PM I sent you a few days ago, but I was waiting for you to bring up the interior interpolation issues with Somber and the ToD. The enbeffect.fx file I use has --JawZ--'s DN-IE separation (with interpolation for interiors), along with a few areas that I "butchered". Porting Somber with the new interior factors will require some time and work, but I think we can preserve the visuals as I have with my presets from 0.119. That was a "scary" moment for me. :lol: If you need help just let me know. And of course I'm sure --JawZ-- is willing to help too. ;)

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Re: TES Skyrim 0.235

I'm almost done with the conversion part and I have also optimized the file as well, a bit at least.
So far I have removed 200 code lines without altering the visuals, still some stuff left to do.

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Re: TES Skyrim 0.235

So, i don't need to delay release and it's issue in Somber preset. Sorry folks, i can't help with searching bug, editing shaders in assembly require a lot of brain memory, don't want to take something else in mind.

Finished volumetric shadows underwater, unfortunately they flicker because of shadow aliasing issues, same as shadow on upper water surface, resolution is 1024*1024 and even 9*9 gaussian blur absolutely useless when downsampling 4096*2048 original shadow texture to this smaller one. I never bothered with methods to remove aliasing of shadows when small holes or objects cast shadow, have no idea if this fixable. Anyway i think water looks better than just deepness lit by sun, only underwater colors are strange in game, brown near Riverwood while water color is dark blue. Posted screenshots to the gallery on the site.
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Re: TES Skyrim 0.235

ENBSeries wrote:wolfgrimdark
PS: attached image of volumetric shadows underwater (actually will be used for sun light scattering only)
Image
WOW! Cannot WAIT for this! Looks fantastic! :D
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Re: TES Skyrim 0.235

Bronze316 wrote:@Wolfgrimdark,

I was going to mention this to you earlier in the PM I sent you a few days ago, but I was waiting for you to bring up the interior interpolation issues with Somber and the ToD. The enbeffect.fx file I use has --JawZ--'s DN-IE separation (with interpolation for interiors), along with a few areas that I "butchered". Porting Somber with the new interior factors will require some time and work, but I think we can preserve the visuals as I have with my presets from 0.119. That was a "scary" moment for me. :lol: If you need help just let me know. And of course I'm sure --JawZ-- is willing to help too. ;)
@Bronze and @JawZ - Thanks guys that really points us in the right direction. Its very clear what the issue is now from what I can see. JawZ sent me a cleaned up file and going to start playing with that (JawZ - you made a reply after Bronze in this thread and not sure if that was to someone else or if you mean you did more work on the clean up of the effect file - if so I don't know what to say really as... well it is a somber specific issue and for you to spend time on it is just ... well its very kind of is all I can say.

Anyhow at least we know the problem and where to focus and that is pretty much the main battle. Thanks again to everyone who has helped. Never could have made it this far without all the feedback.
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