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Everything posted by JawZ
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Aiyen; I still have not gotten around to testing it out to determine a possible cause for it reacting like that. Yeah precisely, during coding sessions I run in window mode too, and besides why there would be a need of a mod that fixes the alt+f4 issue when a simple "qqq" in the console command works just as well. But I guess it's there because not all users are familiar with the "qqq" command and by habit go for the alt+f4 approach. All; Perhaps a Troubleshooting or Tips & Tricks section of the guide would be useful. either in the enbseries.ini guide or linked to it in the enbseries.ini introduction section, just a suggestion. I'm sorry if I overlooked the guide and there already is such a section, either in the works or implemented, or perhaps in the form of a forum thread. EDIT; Added some info to the guide in the section ENVIRONMENT-AmbientColorFilter
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Jafin16; No but the default usage with ENB is without the numpad and then it is completly ignored. At least for me. by default I mean a Skyrim install without mods and only the ENBSeries installed, or mods that do not cause similar bugs for certain users, it would seem. Now it is defintely worth inestigating now that it isn't only me that it has this issue, might be some setting or even a program running in the background that doesn't like the combination of that mod and ENBSeries for some reason. All just theories now though.
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It can happen now and then that there is a effect one have forgot to turn off. Hmm weird, guess I need to do some more in depth testing to see why it reacts like that on my side.
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When activated, both PCC and Palette, you must hit the button APPLY CHANGES to not end up with a black screen. But as I said was a long time since I used the default files so I will need to confirm this on my end. I tested it right now by installing and uninstalling it and I did encounter that problem. But will do some more testing to see that it isn't a combination of mods, thoug I did onyl have the STEP-Fixes mods installed when testing it out. We haven't really gotten together to talk about this, or atleast I haven't been included into such an conversation. But we should go over it togeher to be able to create a more normalized code install environment to prevent any unnecessary "hickups" when using multiple resources together. Or something like that. EDIT; Activate PCC and/or palette. Press the button SAVE CONFIGURATION. Press the buton APPLY CHANGES. Start customization the PCC gui annotations values.
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Last time I checked you don't need to activate or deactivate anything in order for the Procedural Color Correction to function. The way I read it is like you need to deactivate any ENB post-processing and activate the APPLYGAMECOLORCORRECTION for the the Procedural Color Correction to work, which is not the case. I figure you meant it as a more optimal approach to alter from vanilla into "X visual preference". However as it is now with the format of the PCC section it would seem that you need to do this and that before trying to activate the effect. Altering for instance "To use this feature:" into "To use this feature to alter from a vanilla base look;" would imply that there are no requirements to turn certain effects of to be able to use the PCC effects, which is the case atleast from the last time I used the default files. I don't know if this will be off-topic or on-topic but i thought it might fit into this section. When using Step Core or if it is part of the Extended pack, the ELYS SKSE Alt+f4 SKSE plugin does not work well with ENB GUI windows, and users of both STEP and ENB should be better informed of this. Issues are as I've been able to tell, is a bug that causes any input from any keyboard key to result in a double input. So say you want to enter a value to alter it, example 1, it will input two 1's instead of just the one 1, same with the Enter key or as I said any key. EDIT; And by the way based on what was talked about earlier on in this thread of doing "modular" effect installation files and waht not, I've started re-coding all my effect resource files into such a format, similar to how Aiyen have done his Skylight preset. To allow an easy installation of additional effect either into the default .fx files or to a clean and empty .fx file/files. It will become available from here and on nexus.
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No Aiyen, your spot on. Perhaps I should have formulated the sentence a bit better, dully noted for future additions to the guide.
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Monitor, 144 Hertz, V-sync, Enb, Performance and Cheese
JawZ replied to TehKaoZ's question in General Skyrim LE Support
One of my displays is a 120Hz Samsung SyncMaster SA950D I usually run with all V-sync stuff turned off, and only use a FPS limiter set to 58-59 to not cause the physics bugs with the Skyrim game, otherwise I can reach FPS ranges up to 300-500 FPS in the game. You could also clock your graphic card/cards to have a static clock so it won't fluctuate based on the current amount of needed GPU usage. Might stabilize it somehwat, then there is the pre-render frames option. So here are some settings I use, related to this; Nvidia Inspector; Skyrim.ini;[Display]....iPresentInterval=0SkyrimPrefs.ini;[Display]...bFull Screen=1iPresentInterval=0I can't remember which it should be in. But im certain it didn't actually do anything when it was turned off in the SkyrimPrefs.ini but did actually work Skyrim.ini. However it was a long time ago when Skyrim was still recieving updates so that might have changed. Either way I have kept both of the lines in those files without issues. If you are running in window mode you will lose a small amount of performance, so it's better to run in full screen mode. But if you decide to do a "coding session" which would result in a lot of alt+tabbing out of the game, run in window mode then as it causes least amount of problem in window mode when doing things like that. enblocal.ini;[MEMORY]ExpandSystemMemoryX64=trueReduceSystemMemoryUsage=trueDisableDriverMemoryManager=falseDisablePreloadToVRAM=falseEnableUnsafeMemoryHacks=falseReservedMemorySizeMb=512VideoMemorySizeMb=14336EnableCompression=falseAutodetectVideoMemorySize=false[WINDOW]ForceBorderless=falseForceBorderlessFullscreen=false[ENGINE]ForceAnisotropicFiltering=falseMaxAnisotropy=16ForceLodBias=falseLodBias=0.0EnableVSync=falseAddDisplaySuperSamplingResolutions=falseVSyncSkipNumFrames=0[LIMITER]WaitBusyRenderer=falseEnableFPSLimit=falseFPSLimit=59.0Those are my ENB memory settings, I've tried with running Compression and Autodetect on but I think it works better for me with those off. Haven't done any proper testing on my PC yet to make sure that is the most stable settings for me though. The limiter offered in ENB have been buggy, it was fixed by Boris in the more recent versions of ENBSeries but I still recommend not to use it because it has some "kinks in it's armor" still, so use Nvidia Inspector or AMD equivalent of that to set your max desired FPS to 58-59 FPS I would leave your monitor refresh rate at it's default level, I run mine at an overclocked state (native 1x60HZ, 1x75HZ and 1x120Hz monitors) with an increased value of 1Hz to achieve a better black level. However certain games and programs does not like this and forces the screen to be running at the native refresh rate instead of the user defined one. Which will cause a, in my own terms, drastic shift in overall color intensity the monitor produces when I have used the overclocked value of the refresh rate. -
Just jumping right in here, I do already have "cleaned" files of Boris default files available at ENBDev.com. Same coding but none of the nonsense. https://enbdev.com/enbseries/forum/viewtopic.php?f=6&t=1503&sid=628302ee202f39d2bee46673df69b199
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The default files are what is accesible through the the officia ldownload, and it would make sense to use those files as you say. Using any other files are a just from a personal preference and would just add more trouble in the end. In summation, doing the general approach as I did with my guide would be a good approach.
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I was thinking more of like users who do want to start from the beginning, either ENB default or with a total vanilla look, could have an easier experience learning all the different settings if the guide would follow something they have been used to seeing in the game. But if it is a vanilla enhancment preset you're looking for their are a bunch of viable presets out there, I have recently released one such preset as well - https://www.nexusmods.com/skyrim/mods/40729/? But I still think that a preset with complete vanilla state look is the best approach, to take the guide pictures with. Even if it has altered ENB shader coding or not. And I know TechAngel85 has something brewing on his side and he is working on the picture implementation to the guide. In the end it will be up to the STEP authors of this guide to decide the approach and formatting of this guide.
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Whn doing the comparison shots it would be better to have a uniform, consistent visual to compare with. I always used a default ENBSeries straight from the box so that people new to the mod would know how each of the setting would look when altered from it's default state. That or having a ENB that does not alter the vanilla state of the game unless it has recieved a change in some value/values.
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Thanks :) I'm in the process of finishing up those modules previewed in that flick for a weekend release so users might test the new features out in small scale. Whiterun and Solitude interiors will be the interiors with those effects applied to them. To start off with.
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When I implement ELE lighting with the features it will not have the same huge difference between the different times, which is Day, Sunset, Night and Sunrise. So in essence it will work just as good as it does with the current ELE modules.
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Here is a preview of the "True adaptive interiors" I was talking about earlier; https://youtu.be/LpmQztaukpc
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I would suggest that you make a habit of comparing both say weather 81a and c821e when working with trying to fix the horizon. And also compare 81a against other clear weather types as 81a has one of the brightest skies. I made a _weatherlist.ini and divided the weathers based on their overall sky intensity. It can be downloaded from here - https://www.nexusmods.com/skyrim/mods/40732/? When using an ENB preset with DisableWrongSkyMath activated, the fog, Rain and Snow weathers horizon gets extremely dark because ENB removes the Sky Scale (located in imagespaces) setting which acts as an intensity control for the weathers Cloud Layer, Horizon, Lower and Upper Sky RGB values. However the Sky Scale still works on the Cloud Layers RGB values even if ENB is active.
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I can understand that, seems you are all over the place, more or less. If I still have some money left on the phone so I can have internet access I will send the files to you once I get back home, otherwise it will happen during the weekend. And thank you, for yours!
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I did go with a similar color tone as the old ELE v0.0.4 ( not v0.0.3 as I wrote above)Made a fourth alteration right after my last post here. I improved the ambient lighting to behave and look more like a proper hemispheric ambient lighting. As proper as it can get with the Creation Engine.And added a ~5-10% vanilla color tone assigned to it. Just to add a hint of the default color tint visuals making it slightly different between each interior cell type.Assigning the initial RGB value to Z-, using the reversed RGB value of Z- for Z+, minus the assigned Direct Lighting RGB value.Example;Direct Lighting: 5, 10, 15.Z+: 80, 82, 89.Z-: 89, 82, 80 - 5, 10, 15 = 84, 72, 65. X+-, Y+-: 13, 9, 3.Now I just need to create the 120+ different types of Lighting Templates and the next update will be ready for release. TechAngel85; If you want I can send you my "ELEP - Full Vanilla Customization" preset your way which let's you control all imagespace values ENB is able to read. Brightness, Contrast, Saturation, White Level, Bloom Scale, Bloom Threshold, Turning on and off Adaptation, alter IS color tint, IS modifier color tint as well as altering Night Eye color tint separately. If you use it with ELE-Interior Lighting you can also adjust Dungeon type cells independantly from the rest of the location types. I'm also working on a plugin for that preset that uses certain ELE features but still looks like the vanilla game or at least very close to it. I saw that, and was a bit surprised when I did, a happy surprise that is. And that's why I decided to put my full focus on ELE again and make sure there will be an update until this weekend or next week. I skimmed through it and didn't notice any misinformation. I might send you a more detailed list of the features and such once the new update has been released, the mod info needs to be updated and corrected. Even at my thread at ENBDev. As for the ENB Guide itself I have not really read it, just "quick zapping" between the pages. I will be sure to look over it more closely when I get the time to do so, to see if I can find something that is either missing or perhaps needs some sort of correction, if there is anything to be corrected that is.
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Ok good to know, I will be sure to create a test file so those that are interested can have a go with it and see how it works in game. I went with a third option that incorporates the above methods, sort of, as well as how hemispheric lighting generally works. "Up" ambient lighting will be slightly less intense than "down" ambient lighting though and the "circular" ambient will be handling the ambient color tint. Z- = "Up" Ambient Z+ = "Down" Ambient X+-, Y+- = "Circular" Ambient
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Ok good. I'm in need of your nit picking once again. Or from anyone browsing this mod thread actually. Which one of these images seems to fit the interior best? I'm focusing on bringing back a bit of the vanilla look in terms of overall color. Vanilla Default ALPHA 0.0.3 Altered version 1 Altered version 2 Which ever looks better will help me to choose a implementation method and make it faster for me to come up with unique lighting implementations per interior cell based on their original look and the former ELE look. Don't think of the overall brightness changes of the scene as being part of this evaluation, only focus on the color changes. I'm skipping the calculator thing I coded, to much variables to take into account for it to be a viable replacement of my "gut feeling".
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redirishlord; If I remember correctly prod80 does not feel like interiors should have different light settings introduced by ENB as that would look weird having interior cells that has no external light shining into certain interior cells. I might be wrong but in any case with ENB interior cells are "limited" to having only Day and Night spceific time adjustments, this "new" ELE features will have that + sunset and sunrise specific visual changes. My thoughts exactly, it's the details that makes the final render "pop". My approach to ELE is not too only make things better for ENB preset users but also for none ENB users or those who just use ENBoost or a "Vanilla with ENB SSAO" effect or similar that does not alter the vanilla look. But of course it is first and fore most a mod to improve the use of an ENB preset in Skyrim. Aiyen; I want to make ELE as all around good as I can do it. Whether or not a end user use an ENB preset they should feel and see that this is an improvement over vanilla lighting, not a "re-lighting", to borrow a reference to a vanilla texture that has had it's saturation and contrast increased or decreased without any quality increase. Oh and by the way the updated first post, is it ok or should i revert back to the previous version or something shorter? Just thought I would add some info on the mod here so there wouldn't be any need to go back and forth between sites for some info on what it does.
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Ok so thought I would ask this question again, but here at the STEP forum and not ENBDev forum. A while back I made a feature for the Interior Lighting modules I called "True Adaptive Interiors" which made the interiors have a time cycle with different visuals based on what time it was. So in essence interiors had different visual look during the day compared to the night, sunset or sunrise. I did not continue working on it because I did not get enough of user input on the matter for or against it, so decided to save me some work. I know that ENB preset users doesn't really need this feature, but what about you guys who run without it or just use the ENBoost with or without small adjustments to keep the vanilla look intact. Is this worth adding into ELE again or should it just be as it is, looking the same throughout the entire time cycle of a day? The changes between Day, Sunset, Night and Sunrise will not be as big as exteriors, but it will still be a noticeable change in the ambient lighting to give it that feel of being for instance night or day. regular interiors such as Dragonsreach, stables and similar interior cells with exterior light present, windows etc. will have the most noticeable change while dungeons and caves will either have no change or a very small change. If anyone is interested in testing this feature out to better get a feel for it, let me know and I'll upload a test file of that feature. This will not delay the next update to be released which should happen this weekend or before that at most next week. I will do my best to keep that promise.
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SKYRIMLE Enhanced Lighting for ENB - Patch Collection
JawZ replied to Nearox's topic in Skyrim LE Mods
It had to do with how the ENB read interior and exterior locations and used it to allow interior exterior variables/"customization commands" to be created. With the old NightDayDetector. It's redundant now and I found a better way to do it that did not require that setting to be turned off. I will from now on only "correct" those settings. Turning it on in interiors that has the sky visible from any angle, and turn it off in interiors where the sky is not visible from anywhere in an interior cell. I will also have an eye out for any misplaced weather types to interior cells. Like having Whiterun weather assigned to to Solitude interiors, not that I have seen such bad assigned weathers but for an easy example. This is for users running older presets such as ENBSeries v0.108 or v0.119. EDIT; Nearox; By the way about the changing the vanilla IS and LT and use those altered vanilla IS and LT in the patch. Forget about that, I forgot that in order for a feature of ELE to function the proper IS has to be assigned to an interior cell, Interior or Dungeon type IS to designate that interior cell is a dungeon or interior cell. Why that is because I have specific values assigned to Contrast and Brightness in the IS to act as a "hack" value which allows ENB presets to code a "DungeonFactor" for any ENB preset version and for older preset than 0.117 it allows for a InteriorFactor to be coded. Which results in the ability to have separate controls for dungeon interior cells or interior/exterior controls for ENB presets using for instance ENB v0.108 True HD. -
SKYRIMLE Enhanced Lighting for ENB - Patch Collection
JawZ replied to Nearox's topic in Skyrim LE Mods
Glad I could shed some light into this topic :) Yeah well with the lack of info I had put out there explaining the "inner workings" of the ELE modules, I can understand that it raised a question mark for you. Next update will include a seperate readme file containing both a list of the IS/LT applied to their specific interior cell, as well as listing of altered vanilla IS and LT and for what reason they where altered and used for. The way I'm thinking of doing it is to alter certain vanilla imagespaces and lighting templates to "ELE standard" and when a patch is needed for a new content mod, the patch just alter the assigned IS and LT to those specific altered vanilla imagespaces in the ELE-Interior Lighting Say that I have altered the "DefaultImageSpaceDungeon" and "DefaultLightingTemplate" in the ELE-Interior Lighting module, then the patch only needs to assign that IS and LT to any cells in that new content mod, without having the ELE module being a master, less fuzz I think. But any input on that is of course welcome. Well it's "easy" to assign proper naming to IS and LT in the default game content + DLC's, but when it comes to end user/modder content it can get a bit trickier if you don't know what their intentions was when doing the interiors. But in general you only need to keep an eye out for what an interior cell represents most, interior or dungeon type cell, or "bright" or "dark" interior cell. By either looking at the content in the module, does it have windows, does it have sun shimmer in from pit holes or cracks in the wall, if no then assign dungeon type IS and LT to it. If yes assign interior type IS and LT to it. And then just go through the visual effects of each IS and lT. For instance Whiterun IS with Solitude LT looked better than "this and that" IS and LT combination. I will upload the next version of the Interior Lighting modules to Nexus, and only those as they are the most complete ones out of all modules. As well as being the most used ones as well. So next update will make the interior lighting modules to go from alpha to full versions and become a ENBDev + Nexus exclusive mod. A list of possible things in the next version; Real full coverage for all Skyrim + DLC interiors, including Falskaar and WyrmstoothDetailed info on the inner workings for end users/moddersInfo on how to use ENB and add Dungeon seperation to a ENB presetAdjustments to all IS and LT for better looking lighting, which doesn't "clip" the color range as it does in the current version of ELEMerged plugins, Skyrim only, Legendary, Skyrim + Dawnguard + Dragonborn.Renaming of the .esp files to allow hot load functionality, it might be unnecessary if the console command works with " ", like this -> hlp "ELE - Interior Lighting"Renaming of ELE IS and LT for a more intuitive understanding of what it covers and to allow easier access to themAnd update your current patches to the new modulesProbably something more that I have forgotten now or implement "on the go". Oh and by they way, digging the REGS pack :) good mods for making the game feel new. -
SKYRIMLE Enhanced Lighting for ENB - Patch Collection
JawZ replied to Nearox's topic in Skyrim LE Mods
Nice going with putting all patches in one thread like this. I will be sure to post a link to this thread at my ELE thread. When it comes to making new content mods to use another lighting mods imagespaces or lighting templates I found it better to alter vanilla IS and LT's to the lighting mod "standard". If the new content mod is using vanilla IS and LT's of course. If it's using their own new created IS and LT's a patch would need to be done that would have the lightiing mod as a master file. The way I did it for Falskaar was to look at what types of vanilla IS and LT's was used through out all of Falskaar's interiors, then I made a plugin that removed any specific cell menu changes to lighting (checking all the lighting boxes in each Falskaar interior cell menu) and the final step was to alter the vanilla IS and LT's inside the ELE interior Lighting modules, which before this adjustment, was untouched. Doing it like that allowed new content mods that used vanilla IS and LT's to have "ELE standardized" lighting without the need of a patch, unless there was some per cell men changes done to it. And I will continue to do it like that. So the only thing a patch would need is to make sure that all lighting related check boxes are checked for each cell that "new content" mod introduces to the game. And forward any "restrictions" caused between each mod to the file loaded last, which should be the lighting mod, in 9 out of 10 cases. If you're wondering what I mean when I say "checking lighting boxes in the cell menu", than this is what I mean Cell menu - Lighting Template/"LT" -> https://ck.uesp.net/wiki/File:LightingTemplateDropdown.jpg Cell menu - Imagespace/"IS" -> https://ck.uesp.net/wiki/File:ImageSpaceDropdown.jpg For ELE with altered vanilla LT's to take full effect all the check boxes must be checked in the LT section of each interior cell menu. -
Skyrim's Horizon Mesh and ENB's and the challenge of fixing it.
JawZ replied to Kuldebar's question in Post-Processing Support
The horizon with it's issue can't be totally fixed. Once the Skyrim fog line is removed by Sky mesh/atmosphere.nif edits you are still left with fugly looking waterplanes that makes a very defined line similar to the line between the horizon and water planes, the area removed by my mesh, so far I do not know of any way of fixing this other than to make the distance fog to be colored as the fog and/or use ENB Mist functions to blend that part better. Oh Kuldebar when I say vertex color should be intact I mean the assigned vertex point in the mesh not the sections viewed in game. For a good smooth transitions between the Horizon, Middle and Top sky you need to tweak the Intensity and Curve values.

