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JawZ

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Everything posted by JawZ

  1. It's still active as that is a seperate feature entirely, the UseEffect only turns off the graphical portion of ENBSeries. Unless Boris have made something that would allow such deactivation without adding a bunch of, in my eyes and ears, unnecessary code into the binary file to allow such use. At least from what I can remember from my testing it appeared to function like that. But why would you want to run ENBSeries with the graphics option active, only to have the graphics option deactivated through the in-game menu? Which isn't entirely the same thing as having the UsePatchSpeedhackWithoutGraphics set to true.
  2. TechAngel85 Good thing I decided to upate the header with Vivid compatability info then, I saw your post after I updated it. I just compared the AllInOne Vividian - Extended Weathers.esp file from the Vivid Clouds and Fogs v2.6 - Vanilla I find that for initial testing on the changes a mod does to the game it's better to load it into my "empty" Skyrim folder using NMM or manual extraction. If it passes the initial stand-alone test I move on to include it into the STEP mod compilation via Mod Organizer and see if there are any hiccups between mods that needs some special attention. Agnusthemagi The only problem still left with sun and Sun Glare is the textures themselves and the Sky, the sky will still make the Sun and Sun Glare to appear with different intensities, because the background/sky is brighter or darker between various weather types. But the Sun and Sun Glare own RGB value are the same, between the same weather types. But if you are an ENBSeries user I recommend using Procedural Sun and Sun Rays instead of Sun Corona/Sun Glare. But if you do wish to use Sun Glare I recommend using ENB Sun Glare with this enbsunsprite.fx shader the EYE version. These are the current Sun values for all weathers that has the Sun, might change in future revisions making the Sun less intense in Fog, Rain and StormSnow weathers. Sunrise: 33, 19, 10 Day: 79, 72, 66 Sunset: 33, 16, 8 Night: 0,0,0
  3. Hehehe :) Visuals aren't that "black & white" in comparison but that's not what this is for. A extremely lite version ELEWL if you will. Haven't really aimed for any particular new mood for the visuals, just gone with what is needed and what isn't needed, like having a color tint for Ambient that affects the Tree LOD and what not, is in my eyes redundant. And I was going to go with a Directional Ambient XY+- RGB value where I used the normalized value of the vanilla games Green color value, Green is the strongest RGB color after all, but it took forever. So instead I normalized those values per type of weather instead and subtracted ~8% for the Ambient value instead of equal value as the Dir Ambient XY+- value. You might want to check your Tree LOD diffuse texture intensity, grass and rocks are ok while the trees got a slight increase in intensity, not much but noticeable. Going to include my various texture and mesh fixes into this mod, if it gets any attention and is seen as worth having and/or adding. Effects affected by the changes are; NightEyeImod VampireChangeEffect MGRitual02Effect NightEyeEffect NightEyeImodIntro MGRAppBSpell01Effect VampireChangeEffect MGRitual02Effect NightEyeEffect NightEyeImodOutro MGRAppBSpell01Effect VampireChangeEffect MGRitual02Effect NightEyeEffect Will have a look and see how they are handling the new changes in-game.
  4. This is a mod that does not try to overhaul the exterior visuals. It only alters certain values to reduce "eye-sore" visual objects/effects like radioactive lod meshes affected by the Ambient setting, bushes, small rocks and LOD trees. It will also make it easier for ENBSeries users as certain values have been normalized where it didn't really make sense, to me, to have different values applied. Sun and Sun Glare for instance, Direct Lighting, Moon glare, Stars. Adaptation was also changed, still there but not a noticeable change between various lighting conditions, unless you move around like you where playing Counter-Strike. If it where to be turned off completely certain effects would cease to function, one of them being the Night Eye effect. Currently not Legendary content as I don't know if this would actually be used. I made it with STEP in mind because STEP doesn't have any weather alteration mod, weather effect additions yes, original weather alteration no. And this is also why the download is from my own Mediafire account rather than from Nexus. Detailed lists of changes Imagespaces (for all weathers) HDR: Eye Adapt Speed - 100.0HDR: Sunlight Scale - 1.0 (Clear & Cloudy Days have 1.8)HDR: Eye Adapt Strength - 1.0Clear, Cloudy, WorldMap and HelgenAttack Weathers;Cloud Layers: Layer #28 - applied Horizon RGB valueCloud Layers: All - Alpha - 1.0Weather Colors: Ambient - applied grey-scale RGB valueWeather Colors: Sunlight - normalized valuesWeather Colors: Sun - normalized values (added to Fog, Rain and Snow that didn't have it, very nice visuals with ENB Sun Rays)Weather Colors: Stars - normalized values (Applied them to Sunrise and Sunset as well, slight increase at those times)Weather Colors: Effect Lighting - applied Middle Sky Green value to Effect Lighting RGB valueWeather Colors: Water Multiplier - applied Middle Sky RGB valueWeather Colors: Sun Glare - normalized valuesWeather Colors: Moon Glare - normalized values (grey-scale, because the diffuse texture is colored and not grey-scale)Directional Ambient Lighting: X-+, Y-+ - applied grey-scale RGB value (~8% larger/higher value than Weather Colors: Ambient)Fog, StormSnow and Rain Weathers;Cloud Layers: Layer #28 - applied Horizon RGB valueCloud Layers: All - Alpha - 1.0Weather Colors: Ambient - applied grey-scale RGB valueWeather Colors: Sun - normalized values (added to Fog, Rain and Snow that didn't have it, very nice visuals with ENB Sun Rays)Weather Colors: Stars - normalized values (Applied them to Sunrise and Sunset as well, slight increase at those times)Weather Colors: Moon Glare - normalized values (grey-scale, because the diffuse texture is colored and not grey-scale)Directional Ambient Lighting: X-+, Y-+ - applied grey-scale RGB value (~8% larger/higher value than Weather Colors: Ambient)Special Weathers; (DA02, MQ206, Sovngarde, BluePalaceFog) Cloud Layers: Layer #28 - applied Horizon RGB valueCloud Layers: All - Alpha - 1.0Weather Colors: Ambient - applied grey-scale RGB valueDirectional Ambient Lighting: X-+, Y-+ - applied grey-scale RGB value (~8% larger/higher value than Weather Colors: Ambient)Night Eye; (Current, Intro and Outro Imagespace Modifiers) Tint Color: All - 255, 255, 255, 0 (In other words = Off)Fade Color: All - 255, 255, 255, 0 (In other words = Off)Radial Blur Strength - 1.0Radial Blur Start - 0.45HDR: Eye Adapt Speed Add - 100HDR: Bloom Blur Radius Add - 0.0 (overrides current imagespace values)HDR: Bloom Blur Scale Add - 0.0 (overrides current imagespace values)HDR: Target Lum Min Add - 0.0 (overrides current imagespace values)HDR: Target Lum Max Add - 20.0HDR: Sky Scale Add - 0.0 (overrides current imagespace values)HDR: Others - uses current imagespace values insteadCinematic: Saturation Add - 0.75Cinematic: Brightness Add - 2.0Cinematic: Contrast Add - 1.2Cinematic: X Mult 0.0 (overrides current imagespace values)Some preview images of the changes (Will add images later on) Overall comparison: Vanilla, Weather Fixes Ambient Lighting changes: Vanilla, Weather Fixes Sun addition: Vanilla, Weather Fixes Water Multiplier: Vanilla, Weather Fixes Moon Glare: Vanilla, Weather Fixes Vivid Clouds and Fog compatibility There are no conflict between them that would remove any new features introduced by Vivid Clouds. Only alterations to the visual aspects such as Sun, Sun Glare, Ambient etc. STEPWthrFixes.esp should be loaded after Vivid Clouds esp file/files and, optionally, forward the changes you like from those esp files into STEPWthrFixes.esp. If the STEP team finds this useful notify me of that and I'll do a Legendary version of this and send it your way with permission to include it in to the STEP compilation, or just having it hosted on your own site of choosing. DOWNLOAD TES5EDIT SCRIPTS Apply Boris weather corrections for Skylighting effect - Download Other Weather Fixes related downloads Reduced sky gradient banding Adjust textures affected by Ambient RGB value Sun and Sunglare textures (These and vanilla textures was used during testing of STEPWthrFixes.esp. sun.dds almost identical but without artifacts or noise, sunglare.dds more tame with few light rays)
  5. Relighting Skyrim, but look inside CK to see if Cutting Room Floor moves around any other object to fit the new light bulb placement that RS do no not, for instance a table or similar. Relighting Skyrim moves around or removes light sources and light bulbs to fit each other and not cause light bulb turning off and on. Same goes for Rotation, Relighting Skyrim should win that as well.
  6. TechAngel85, I will take a look at it. might have a new updated version ready for release this weekend, otherwise I will just do a hot fix version for those edits. I'll post a note here when that is done. Off-Topic; Working on XEDIT batch edit lighting for Skyrim and Fallout 4 as well as a "weather fix" for Skyrim that adjust various RGB colors and intensities to remove visual bugs, no technical bugs just visual off putting lighting conditions and what not, then we have the MSL for Skyrim and Fallout 4 on top of that. That is just the things I'm doing for games though, busy, busy.
  7. Amazing what they have achieved with this and Nehrim for Oblivion as well. Haven't kept up with it though lately.
  8. When I was just about to post about spybot I've already been beaten. But I can make this contribution at least;
  9. Open TES5EDIT and remove the RS records entirely for the affected interiors.
  10. You know copy/pasting ordeals :P Hopefully yes. Getting it out this early might help spark a better interest for it than it has for Skyrim, or knowledge of it.
  11. Yeah just going to port some worthwhile effects and it's bye bye ReShade ;) But it currently contains a good mix of visual effects though, and development tools as well. Let me know if any trouble arises for you or if you have any particular effect request.
  12. INTRODUCTION While chatting with some folks at the STEP forum in the enbseries.ini guide, we, myself, Aiyen, Matso and TechAngel, agreed that it would be helpful to newcomers to the ENBSeries "world" to supply them with easy and highly configurable shader files. And that it had a clean look with good amount of info in them, letting the "reader" of the code see what each code line actually do to achieve that particular visual effect. So I started whipping up my own shader library, borrowing the base template, sort of anyway, from Aiyen's Skylight ENB. This is however not an extension of Aiyen's Skylight ENB preset, rather something totally different. A base code library for anyone to configure and expand how they see fit. FEATURES Highly customizable and easy customization and addition of various effects for the purpose of altering the visuals. All ENBSeries default shader effects in easy accessible and injectable .fxh files Entirely new effects, compared to what is available in the default ENBSeries shader files Currently only effects for enbeffect.fx, enbbloom.fx and effect.txt EFFECT LIST ENBSeries Game Color-Correction effect, also known as APPLYGAMECOLORCORRECTION ENBSeries Post-Process methods, v1, v2, v3, v4 Reinhard Tonemapping Filmic ALU Tonemapping Uncharted 2D Tonemapping Improved Tonemapping Sepia Tone ENBSeries Procedural Color-Correction Control of Shadows and Highlights SweetFX Vibrance and Saturation controls 3D LUT SweetFX Split Screen control Clip Mode, to display over and underexposed colors Multiple helper functions such as Yxy, HSV, HSL color space conversion, Average/percieved luminance calculations. And more to come... HOW TO INJECT EFFECTS https://www.youtube.com/watch?v=EV3ZgtAc3Sc First you need to include the files into the enbeffect.fx, you do that with this code line; NOTE: elepHelpers.fxh and enbAGCC.fxh will be used for this example. #include "/Modular Shaders/msHelpers.fxh" // This code line needs to be added before the Vertex Shader section inside a .fx or .txt #include "/Modular Shaders/enbeffect/enbAGCC.fxh"There, you have now successfully added/included the helper function library and the APPLYGAMECOLORCORRECTION effect library into your file. Now you need to include it into the rendering stage so it will have an effect on the render output. For that you need to add this code line for the AGCC code to take affect; color.rgb = enbAGCC(color, IN.txcoord0.xy); // This code line goes into the Pixel shader (PS_Draw) after all initialization code is doneLike this; // PIXEL SHADER float4 PS_Draw(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target { float4 res; float4 color; color = TextureColor.Sample(Sampler0, IN.txcoord0.xy); /// HDR scene color /// AGCC if (ENABLE_AGCC==true) color = enbAGCC(color, IN.txcoord0.xy); /// Requires enbAGCC.fxh active res.xyz=saturate(color); res.w=1.0; return res; }And to be able to toggle the AGCC code in the GUI; // Add the below GUI annotation at the top of the file bool ENABLE_AGCC < string UIName = "Enable Game Post-Processing"; > = {true}; DOWNLOAD
  13. The snow texture used by STEP is in my eyes a white noise texture, not much better than vanilla. Try using another snow texture mod instead, Example1, Example2. Are you running with DisableWrongSkyMath enabled, found under Sky section in enbseries.ini. It certainly looks like you do at least. Cloud texture is caused by ENBSeries CloudsEdge settings found in enbseries.ini under Sky. Set them to 0.0 to remove that visual. The grass texture issue is most likely caused by the game struggling to update from LOD to full detail, which is an engine limitation. Wall fragment image can also fall under this.
  14. From the first install window. So as far as I can tell, haven't run it in-game yet, you can switch the animation options inside of the MCM Menu instead of in the fomod install option, or something like that. Different animations based on equipped weapons, now that is interesting, as it was one or the other before. Not really sure what the quiver and magic animation feature brings to game, not yet anyway.
  15. You can use the USLEEP script for that. https://www.nexusmods.com/skyrim/mods/71316/? Install instructions are in the description.
  16. It's just a simple drag & drop procedure, no removal/replacing of master files or anything like that. The records I posted earlier, dragged with the mouse from USLEEP into RBB, and your done. And if it where to be a master file in the File Header, open Creation Kit and press ctrl+delete in the master list file, does not need to have the mod loaded just op en the Data tab and press those two buttons while having the desired master .esm/.esp file selected. Or use TES5EDIT, select the master file to remove and right click with the mouse button and select remove.
  17. There ares still mod releases for Morrowind and Oblivion, so no. Skyrim modding won't end because a new game have been released. A decrease maybe, but no ending.
  18. Just because those two magic words:P Recently watched The Adventures of Baron Munchausen with my father last week on TV, haven't seen that flick since I was a kid and I don't rarely watch TV anymore, so that was great :) Ok back to topic at hand, I was going to try this one out but opted for the safe card and installed the old XP32 instead. Will havea go and see how it functions on my end. Oh and just a heads up for anyone out there, if you are having those damn application errors, and fix it for the game but not the CK and you figure I will just un-install that tool and re-install it. DO NOT DO THAT! I did that five minutes a go and it removed my entire Skyrim folder, wtf!!!
  19. The old one included a mesh fix to allow a mesh to actually cast shadows when a light bulb was shining on to it. The texture I can't remember what it was right now. But I worked around that and used vanilla state files instead. v4.1 will yet again include meshes, but entirely new so it won't conflict with any mod out there. Shadow fix feature, posted on previous page; https://forum.step-project.com/topic/1229-relighting-skyrim-by-novakdalton-and-jawz/page-9
  20. It's one or the other, not both. Following STEP use 4.0.1, 4.0.1 in other cases as well I would say as the JIT version haven't had the Unofficial Patch records forwarded.
  21. As far as I can tell from the records, USKP edits aren't used and neither is USLEEP. 5 XOWN - Owner 3 XESP - Enable Parent 1 XLCN - Location 5 DATA - Position/Rotation Those are the USLEEP records to forward. Though the position records I hardly think needs forwarding and neither of the records are game breaking ones, in itself.
  22. Looked at some of his other textures, the nightshade looked great in game in the shots. While the snow grass and RHD tree looked good but in game it just looked flat, great detail on a flat surface doesn't equal a great texture. His texture implementation/construction needs true 3D objects and not just mesh texture planes to apply them to, in my observations at least.
  23. I noticed the edit after I posted my comment. Don't know haven't seen any other deathbell texture mods, that I can remember anyway. While he was at it he could have made it an uncompressed version as well, really useful. 4k is even overkill for this object.
  24. Look at the title once more Shadriss ;) He has two options a 1k and 2k, 1k will suffice or even a 512 version would be an ok option, as it is a clean and detailed texture without artifacts due to poor choice of compression method. But 8k release of anything for this game is ridiculous, landscape and mountains is barely a reason to add it to, let alone a small object like flora details like this.
  25. Mod page:Real Gold Trophies by starz82 The colors in this mod are overall better making the trophies equally "goldie", while detail may not be boosted it's still a good improvement in my eyes. Will upload comparisons between STEP and this mod momentarily. I have not really done a good comparison beyond looking at them quickly in game, but so far they are an improvement. Comparison Optional gold elder scrolls At least in my eyes they appear more pleasing than the vanilla ones. The gold elder scroll I just added because it was there, I do have it installed but I go back and forth about using it or not.
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