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Everything posted by JawZ
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
The fog have been overhauled and is not like any other lighting mod that alters fog. The current fog visuals will not change, unless it doesn't look like it was intended to look, do you have a screenshot of this fog you find doesn't look right? Here is what will be added and changed in the next version Relighting Skyrim, most of the things are for the RelightingSkyrim.esp and not the DLC's as they already have it. - USKP edits forwarded to Relighting Skyrim files, the ones that matter- Bunch of light fixes done to Relighting Skyrim none DLC part- Removed custom made light bulbs and re-did affected interiors, only vanilla content now. Only applies to Relighting Skyrim none DLC part- Placed proper labeled light bulbs at their corresponding light source in RelightingSkyrim.esp, light bulbs labelled Candle is only placed at candle light sources for easier tweaking of light bulb colors without affecting any other type of light source- New shadow fix feature implemented- Shadow feature similar to that of ELFX "Shadows under bridges" have added, optional. And no I did not steal any content from ELFX, I just implemented the same feature on my own and created the necessary content from scratch.- New NMM installer, more intuitive and with more options- Merged combination options similar to what is available in my Relighting Skyrim DLC's NMM installer -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Well it can be altered on your end quite easy. I'll whip up a step-by-step guide for you later, now though I have to go and take care of some prelimanry stuff for my new job which I'll start on monday. Finally after 4 months of searching, I finally get a job! -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
On my end with my BENQ GW2760HM VA panel which is hardware calibrated the colors are as it should. The candles are a bit on the greenish side though, but it has been corrected for v0.9.5b. The ambient color is very close to a greyish tone but is slightly stronger in the green primary color, which is noticeable on my end. I assign the ambient color based on the default textures and what type of light bulb is most present in the interior, among other things. Glad to hear you are still enjoying the pre-release version of ELE-Weathers Lite alt3rn1ty :) For those of you interested in a comparison between vanilla weathers/exterior lighting and ELE-Weathers Lite Vanilla ELE-Weather Lite -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
I'm Swedish though, so don't expect my english speech being in par with a British or American ;) -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
I'm working on some video tutorials for a bunch of my mods, both Skyrim and ENBseries mods, which might help in that regard ;) RS currently can come in two esp files at the minimum, the main Skyrim and the DLC's, next version will have all in one .esp. ELE has multiple combinations, among those are Legendary and Legendary+Falskaar+Wyrmstooth, all in one esp file. Relighting Skyrim covers every place, NovakDalton said that three places are still uncovered in his current release but those areas is now covered in my updated version of his file. Some exterior locations might still be untouched but it'sa huge world and not easy to spot every light source and light bulb. But as far as interiors go they are covered. Same goes for ELE-Lite, all interior areas covered. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Octopuss; Well good to have the option to do so, too see which fits your visual expectations the best. That can easily be changed, I have made a TES5EDIT "semi-auto" script which will assign an altered color user assigned RGB/color value. Select all fire labeled light bulbs in ELE-Lite and apply that script to it and all fire lights will have an altered visual color. I can go into more detail if you like. I have updated ELE-Lite files to forward the new USKP 2.1.1 changes, 5 new edits. Moving on to the same for Relighting Skyrim now, RS don't currently forward USKP edits. So there will be an update for ELE-Lite today, v0.9.5b, and for Relighting Skyrim, v4.x.x, depends on how far I get with the light bulb fixes. -
I think this sums it up; Really started to get into Star Wars in general recently, SWTOR, reading up on my comics books and novels, even printing out my digital copies, watching all current movies and TV series over and over again, getting my Girlfriend into who haven't watched any of the Star Wars movies yet! and more... This will be a fun year for me, I have no doubt about that :) By the way, lucky you having that close to the convention center Neovalen. Though don't jeopardize anything, as the saying goes "He who waits for something good, does not wait too long" ;)
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Aaltair; You're welcome EssArrBee; The imagespace settings for the solitude interior in conjuction with it's textures are awful, remove the games post-processing effects, i.e the imagespace settings and you will have no such issues. ELE fixes this as well by having a high amount of toneampping/"White" value applied to all imagespace to cope with such intense bright light bulb lighting in the game appearing in certain interior locations. The glow is there no matter what, it's a bad implemented FX effect, the only way to remove it would be to reduce size of the glow itself. Such fixes is being delt with ELE - FX Effects module. Think ELFX FX effects but for ELE, that will only be a fixer upper of all the FX effects in the game much like Relighting Skyrim is the fixer for light bulbs in the game. TechAngel85; My changes done in RS - DLC's might not all be vanilla placed light sources and light bulbs but that is because the layout of the light bulbs induced light bulb flickering so I had to redesign the light source layout so it would lit the most important parts up but still not draw too far away from the vanilla look. A good example, and the most visual difference would be this place. But this was a very unqiue place and the only place I had to do such drastic changes. https://www.flickr.com/photos/124462020@N06/15739337653/in/set-72157645128113144 Octopuss; That's as good as it gets in comparing the changes the mods does individually. ELE + RS is a total lighting overhaul of the game when used together, or ELE+ ELFX, or ELE + RLO. Have a look at Creation Kit Light and FX tutorial page to get a bit more info on the difference; https://ck.uesp.net/wiki/Bethesda_Tutorial_Lights_and_FX -
That is not how ELE is looking with version 0.9.5a. Something is overwriting your changes or you don't have the latest file version installed. Which interior was that, I can take a screenshot on my end to show you how it should look with ELE + RS. And if you think dungeons are too dark but the interiors are fine. Adjust the Dungeon imagespace settings in TES5EDIT. Only one imagespace for all dungeons, except for the individual DLC's, so one for each DLC+Main game = 4, + 4 interior imagespace. I would suggest that you alter things in the Creation Kit though, while having the game and ELE running, make the changes in Creation Kit save it and then alt+tab into the game to see the changes. This can be done by "hot loading" the plugin. Load the Creation Kit as normal. Load your plugin (or create a new one)In this example, we’ll use plugin ELE_S_Lite.espLaunch Skyrim as normal.Make some changes in the Creation Kit, alter 1ELE_S_Dungeon_IS by adjusting setting Brightness and White both to say 0.5.In-game, open the console (~) and enter the command: fcfThis step only applies if you loaded/activated ELE_S_Lite.esp in the Data files section of the launcherThis only has to be done once per boot of the game.FCF is shorthand for “force close filesâ€, and allows the Creation Kit to save a loaded plugin while having the game runningReturn to the creation kit and save ELE_S_Lite.espReturn to the game. And be inside any dungeon found in the game to prepare yourself for the visual changeOpen the console and enter: hlp ELE_S_Lite.espHLP is shorthand for “Hotload pluginâ€The scene will re-load. Your changes will now show up in-game! This will allow a better visual understanding and comparison on how changes done to the settings will affect the game in all possible ways, even when running ENB, SweetFX, GemFX, McFX, ReShade and various Skyrim mods.
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You guys might find these images to be helpful, in deciding the interior lighting and seeing how ELE, v0.9.5, is in the game coupled with Relighting Skyrim. My Flickr album containing ELE+RS comparisons https://www.flickr.com/photos/124462020@N06/sets/72157645128113144/ Vanilla ELE - Lite v0.9.5 + Relighting Skyrim v4.0 Vanilla ELE - Lite v0.9.5 + Relighting Skyrim v4.0
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
TechAngel85; NovakDalton grabbed my files from the Nexus download like any other end user, so the files he has at his Nexus download currently is the same as mine. I will do a complete Legendary file that includes the RS Main + DLC's in one .esp file. Which will be uploaded once I've gone over the necessary fixes needed to be done for the main part of Relighting Skyrim. hellanios; After the none JIT-script version have been updated I will start working on creating the JIT-Script version for the DLC's and after that I will optimize NovakDalton's RS file, where it's needed. EDIT; This post might suite to have here as well; -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
EssArrBee; NovakDalton uses my files without alterations. So yes all my files are up to date. TechAngel85; I will have a updated version of NovakDalton's Relighting Skyrim released next, no JIT. It will fix a bunch of light bulb issues I have found and will remove my old custom light bulbs I entered in my RS - Update part of Relighting Skyrim which was eventually merged into the main file. It will include some other features as well, no visual difference from those things, it will only make it easier to customize the Relghting Skyrim light bulbs without altering it an unexpected way. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
aaltair; You can't, that can only be done in Creation Kit. when in an interior, right click inside the Render Window and select "Render Window Properties" and then select the "Shaders" tab and mark the "# of lights". It will display the interior with solid colors showing where there are too many light bulbs, which is marked in pure red. Here is a good video on light bulbs and it's limitations; -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
EssArrBee; Version to be used in STEP Core? I would recommend going with no JIT-Script version for the Core setup, even though the script does not affect the game in any bad way, it's a much neater approach not having that included for a much more compatible and easier mod install/"up-keep". RS JIT might be better suited as an optional install for STEP: Extended once JIT implementation have been optimized to give better results in both visuals and performance, yes there is possible performance gains to be had with a better implementation of the JIT script. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
No matter the mesh, be it the smoke or a building mesh, a mesh surface can only have a limited amount of light bulbs emit light onto that particular mesh surface. That is what's causing the smoke to lit up when moving the viewing angle. No way around this, hard coded in the game through the use of Forward Lighting. One can split meshes up like ELFX does, but mesh FX effects like smoke wouldn't recieve any gain because it's such a small mesh, that splitting it up wouldn't improve it. It can be fixed by removing a light bulb or more until that mesh recieves only 3 light bulbs lighting at most at all time. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Next version of Relighting Skyrim will include the necessary fixes from the Unofficial Patches. A long with a bunch of light bulbs issues I have found still residing in the Main Skyrim file by NovakDalton. The new DLC's does not have any light bulb issues as far is I've been able to tell. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
One of the lighting mods compared alongside ELFX and RLO in this thread. ELE or Enhanced Lighting for ENB https://www.nexusmods.com/skyrim/mods/59733/?tab=3&selected_game=110&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodimages%2F%3Fid%3D59733%26user%3D1%26gid%3D110&pUp=1 -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
ELE on Nexus does not touch exteriors at all, no such module uploaded as of yet. The only thing affected in the exteriors are the light bulbs, which has no exterior or interior restriction. I have a Lite version of the ELE-Weathers module lying around and I've had some positive feedback on it, and it will be released with the next ELE - Lite update. ELE - Weathers is the only ELE module to affect exterior lighting. ELE-Lite v0.9.5 - Only Interior version will be uploaded soon, later today. Octopuss Relighting Skyrim only adjusts light bulbs and not the ambience lighting/none light bulb lighting, which is the point of it, minimal amount of edits and only edits done to cell placed light bulbs to have the greatest compatability with as many mods as possible, both technically and visually. By the way, ELE is the "byproduct" your speaking off and ELFX - Enhancer can also be considered the "byproduct", you can even use RLO with some TES5EDIT adjustments to the RLO files. That is the beauty with Relighting Skyrim if an interior lighting mod looks good with the vanilla game, it looks good with Relighting Skyrim. EDIT; P.S Why the light bulb colors in the exteriors looked cooler/desaturated is because of the way the exterior imagespaces/weather imagespaces was setup by Bethesda. They desaturate the colors by adding a grey-ish color filter and high contrast values and then for some reason they upped the saturation, which didn't do squat, I don't thik they knew what they wanted in terms of visual when they assigned these values to the imagespaces. That affects the light bulbs, well everything in the visuals, making it a ugly looking night scene with pitch black shadows and mid-tones and no colors at all, or a very small amount of it anyway. -
The issue you posted in the pics are caused by improper Rommarker and Portalmarker setups. Judging by how things are missing, if it was missing textures from meshes it would all be purple, not just gone from the image. It can also be an Occlusion Plane that causes it. Both roommarker/rommbounds and occlusion planes does the same thing, hides objects that does need to be viewed because the player aren't looking at them. I don't edit roommarkers in any way that would cause such issues. I only remove Roommarkers own imagespace and lighting templates values so it won't overwrite the ELE imagespaces and lighting templates. And I don't touch portalmarkers at all. I have discontinued updating the ELE - Interior Lighting found at the ENBDev forum, because ELE - Lite is now the direct replacment of that. And that has no such error with it, and comes with multiple merged versions that have been thouroghly tested for any possible issue, none so far.
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Tapioks have started to make some visual comparisons on various ENBSeries effects; https://www.youtube.com/channel/UCAVAEFNquRhLUDmL9LNtqsg Thought it would be worth mentioning it here, for some possible future inclusion/linking.
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I thought of doing a similar approach for the elepAGCC.fxh code, but in the end I decided to go with the default r0 approach, just to serve as a before and after example of what can be done with it so users can, hopefully, see how the code was changed and in so doing they might learn a bit from it by having a before and after example in front of them. Basically how I always try to code my stuff as that is how I started to learn coding for ENBSeries, though it was in the HD6 file which was a nightmare to go through. I agree full with you there. One can just make compensations here and there until it all blends as best as it possibly can. Cloud textures alpha is a joke, Bethesda originals that is, pure white in almost all areas :/ The already uploaded files will stay that way until I find, or if I find, a new better effect to replace certain aspects of it. But it will most likely be included as a comparison file similar to the elepTonemapMethods.fxh file is currently. The base is there and it will only be changed if it is in need of it, to fix visual render issues if there are any. Though I can't remember such a fix is necessary with any of the files uploaded currently.
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Matso; My mods, in every form, is always free to use as long as a user of them doesn't claim to have constructed them initially, him- or herself. So feel free to use them as you want Matso ;) Aiyen; Explaining things are always so fun, especially writing lines upon lines of description in the shader files :P But yeah it would allow new comers to be less afraid of tinkering with codes if there where better documentation with them. It is after all as close as one can get to the vanilla looks while having the ENBSeries fully functional and activated, graphically. Then there are the hard coded visual changes Boris have made "behind the scenes" that will draw certain areas away from the vanilla visual style regardless of settings while in full graphical mode. The cloud layer opacities for instance. Maybe we should stop thinking about adding a bunch of new effects and codes to the files, for a while anyway, and actually start adding in proper explanation? Less fun granted but in the end the community would most likely benefit more from it. Than using pre-configured files which they don't have a clue how they fit together, code wise that is. Not saying we will go over HLSL basics but at least give some hint on how the code works. I'm ok with simplifying explanations, but suck at delivering technical accurate explanations in detail.
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For a good base that anyone can start off from it would be a complete vanilla visual style. Which means default AGCC and then a vanilla state enbseries.ini file. After that add whatever effects on top of that which an end user would like to have or adjust to make the visuals more to their liking. [spoiler=enbseries.ini, Vanilla game state] [GLOBAL] UseEffect=true [EFFECT] UseOriginalPostProcessing=false UseOriginalObjectsProcessing=false EnableBloom=false EnableLens=false EnableAdaptation=false EnableDepthOfField=false EnableAmbientOcclusion=false EnableDetailedShadow=false EnableSunRays=false EnableSunGlare=false EnableImageBasedLighting=false EnableReflection=false EnableSoftParticles=false EnableParticleLights=false EnableSubSurfaceScattering=false EnableWater=false EnableUnderwater=false EnableVolumetricRays=false EnableProceduralSun=false EnableMist=false [COLORCORRECTION] UsePaletteTexture=false UseProceduralCorrection=false Brightness=1.0 GammaCurve=1.0 [WEATHER] EnableMultipleWeathers=false [TIMEOFDAY] Enable=true DawnDuration=4.0 SunriseTime=7.75 DayTime=12.0 SunsetTime=18.0 DuskDuration=4.0 NightTime=0.0 [NIGHTDAY] DetectorOldVersion=false DetectorDefaultDay=false DetectorLevelDay=0.7 DetectorLevelNight=0.15 DetectorLevelCurve=1.0 [ADAPTATION] ForceMinMaxValues=false AdaptationSensitivity=0.5 AdaptationTime=0.1 AdaptationMin=0.0 AdaptationMax=1.0 [BLOOM] IgnoreWeatherSystem=false Quality=0 AmountSunrise=0.0 AmountDay=0.0 AmountSunset=0.0 AmountNight=0.0 AmountInteriorDay=0.0 AmountInteriorNight=0.0 BlueShiftAmountSunrise=1.0 BlueShiftAmountDay=1.0 BlueShiftAmountSunset=1.0 BlueShiftAmountNight=1.0 BlueShiftAmountInteriorDay=1.0 BlueShiftAmountInteriorNight=1.0 [LENS] IgnoreWeatherSystem=false ReflectionIntensitySunrise=1.0 ReflectionIntensityDay=1.0 ReflectionIntensitySunset=1.0 ReflectionIntensityNight=1.0 ReflectionIntensityInteriorDay=1.0 ReflectionIntensityInteriorNight=1.0 ReflectionPowerSunrise=2.0 ReflectionPowerDay=2.0 ReflectionPowerSunset=2.0 ReflectionPowerNight=2.0 ReflectionPowerInteriorDay=2.0 ReflectionPowerInteriorNight=2.0 DirtIntensitySunrise=1.0 DirtIntensityDay=1.0 DirtIntensitySunset=1.0 DirtIntensityNight=1.0 DirtIntensityInteriorDay=1.0 DirtIntensityInteriorNight=1.0 DirtPowerSunrise=2.0 DirtPowerDay=2.0 DirtPowerSunset=2.0 DirtPowerNight=2.0 DirtPowerInteriorDay=2.0 DirtPowerInteriorNight=2.0 [SSAO_SSIL] UseIndirectLighting=true UseComplexIndirectLighting=false UseComplexAmbientOcclusion=false UseAmbientIndirectLighting=false SamplingQuality=2 SamplingPrecision=2 SamplingRange=0.3 FadeFogRange=1.0 EnableComplexFilter=true FilterQuality=2 FilterType=2 AOAmount=1.0 AOAmountInterior=1.0 ILAmount=1.0 ILAmountInterior=1.0 AOIntensity=1.0 AOIntensityInterior=1.0 AOType=0 ILType=0 AOMixingType=0 AOMixingTypeInterior=0 EnableDenoiser=true [SKYLIGHTING] IgnoreWeatherSystem=false Quality=1 FilterQuality=2 AmbientMinLevelSunrise=1.0 AmbientMinLevelDay=1.0 AmbientMinLevelSunset=1.0 AmbientMinLevelNight=1.0 AmbientMinLevelInteriorDay=1.0 AmbientMinLevelInteriorNight=1.0 [ENVIRONMENT] IgnoreWeatherSystem=false DirectLightingIntensitySunrise=1.0 DirectLightingIntensityDay=1.0 DirectLightingIntensitySunset=1.0 DirectLightingIntensityNight=1.0 DirectLightingIntensityInteriorDay=1.0 DirectLightingIntensityInteriorNight=1.0 DirectLightingCurveSunrise=1.0 DirectLightingCurveDay=1.0 DirectLightingCurveSunset=1.0 DirectLightingCurveNight=1.0 DirectLightingCurveInteriorDay=1.0 DirectLightingCurveInteriorNight=1.0 DirectLightingDesaturationSunrise=0.0 DirectLightingDesaturationDay=0.0 DirectLightingDesaturationSunset=0.0 DirectLightingDesaturationNight=0.0 DirectLightingDesaturationInteriorDay=0.0 DirectLightingDesaturationInteriorNight=0.0 SpecularAmountMultiplierSunrise=1.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierSunset=1.0 SpecularAmountMultiplierNight=1.0 SpecularAmountMultiplierInteriorDay=1.0 SpecularAmountMultiplierInteriorNight=1.0 SpecularPowerMultiplierSunrise=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierSunset=1.0 SpecularPowerMultiplierNight=1.0 SpecularPowerMultiplierInteriorDay=1.0 SpecularPowerMultiplierInteriorNight=1.0 SpecularFromLightSunrise=0.0 SpecularFromLightDay=0.0 SpecularFromLightSunset=0.0 SpecularFromLightNight=0.0 SpecularFromLightInteriorDay=0.0 SpecularFromLightInteriorNight=0.0 AmbientLightingIntensitySunrise=1.0 AmbientLightingIntensityDay=1.0 AmbientLightingIntensitySunset=1.0 AmbientLightingIntensityNight=1.0 AmbientLightingIntensityInteriorDay=1.0 AmbientLightingIntensityInteriorNight=1.0 AmbientLightingCurveSunrise=1.0 AmbientLightingCurveDay=1.0 AmbientLightingCurveSunset=1.0 AmbientLightingCurveNight=1.0 AmbientLightingCurveInteriorDay=1.0 AmbientLightingCurveInteriorNight=1.0 AmbientLightingDesaturationSunrise=0.0 AmbientLightingDesaturationDay=0.0 AmbientLightingDesaturationSunset=0.0 AmbientLightingDesaturationNight=0.0 AmbientLightingDesaturationInteriorDay=0.0 AmbientLightingDesaturationInteriorNight=0.0 AmbientColorFilterAmountSunrise=0.0 AmbientColorFilterAmountDay=0.0 AmbientColorFilterAmountSunset=0.0 AmbientColorFilterAmountNight=0.0 AmbientColorFilterAmountInteriorDay=0.0 AmbientColorFilterAmountInteriorNight=0.0 AmbientColorFilterTopSunrise=1, 1, 1 AmbientColorFilterTopDay=1, 1, 1 AmbientColorFilterTopSunset=1, 1, 1 AmbientColorFilterTopNight=1, 1, 1 AmbientColorFilterTopInteriorDay=1, 1, 1 AmbientColorFilterTopInteriorNight=1, 1, 1 AmbientColorFilterMiddleSunrise=0, 0, 0 AmbientColorFilterMiddleDay=0, 0, 0 AmbientColorFilterMiddleSunset=0, 0, 0 AmbientColorFilterMiddleNight=0, 0, 0 AmbientColorFilterMiddleInteriorDay=0, 0, 0 AmbientColorFilterMiddleInteriorNight=0, 0, 0 AmbientColorFilterBottomSunrise=1, 1, 1 AmbientColorFilterBottomDay=1, 1, 1 AmbientColorFilterBottomSunset=1, 1, 1 AmbientColorFilterBottomNight=1, 1, 1 AmbientColorFilterBottomInteriorDay=1, 1, 1 AmbientColorFilterBottomInteriorNight=1, 1, 1 PointLightingIntensitySunrise=1.0 PointLightingIntensityDay=1.0 PointLightingIntensitySunset=1.0 PointLightingIntensityNight=1.0 PointLightingIntensityInteriorDay=1.0 PointLightingIntensityInteriorNight=1.0 PointLightingCurveSunrise=1.0 PointLightingCurveDay=1.0 PointLightingCurveSunset=1.0 PointLightingCurveNight=1.0 PointLightingCurveInteriorDay=1.0 PointLightingCurveInteriorNight=1.0 PointLightingDesaturationSunrise=0.0 PointLightingDesaturationDay=0.0 PointLightingDesaturationSunset=0.0 PointLightingDesaturationNight=0.0 PointLightingDesaturationInteriorDay=0.0 PointLightingDesaturationInteriorNight=0.0 ParticleLightsIntensitySunrise=1.0 ParticleLightsIntensityDay=1.0 ParticleLightsIntensitySunset=1.0 ParticleLightsIntensityNight=1.0 ParticleLightsIntensityInteriorDay=1.0 ParticleLightsIntensityInteriorNight=1.0 FogColorMultiplierSunrise=1.0 FogColorMultiplierDay=1.0 FogColorMultiplierSunset=1.0 FogColorMultiplierNight=1.0 FogColorMultiplierInteriorDay=1.0 FogColorMultiplierInteriorNight=1.0 FogColorCurveSunrise=1.0 FogColorCurveDay=1.0 FogColorCurveSunset=1.0 FogColorCurveNight=1.0 FogColorCurveInteriorDay=1.0 FogColorCurveInteriorNight=1.0 ColorPowSunrise=1.0 ColorPowDay=1.0 ColorPowSunset=1.0 ColorPowNight=1.0 ColorPowInteriorDay=1.0 ColorPowInteriorNight=1.0 [SKY] Enable=false IgnoreWeatherSystem=false DisableWrongSkyMath=false StarsIntensity=1.0 StarsCurve=1.0 AuroraBorealisIntensity=1.0 AuroraBorealisCurve=1.0 CloudsIntensitySunrise=1.0 CloudsIntensityDay=1.0 CloudsIntensitySunset=1.0 CloudsIntensityNight=1.0 CloudsIntensityInteriorDay=1.0 CloudsIntensityInteriorNight=1.0 CloudsCurveSunrise=1.0 CloudsCurveDay=1.0 CloudsCurveSunset=1.0 CloudsCurveNight=1.0 CloudsCurveInteriorDay=1.0 CloudsCurveInteriorNight=1.0 CloudsDesaturationSunrise=0.0 CloudsDesaturationDay=0.0 CloudsDesaturationSunset=0.0 CloudsDesaturationNight=0.0 CloudsDesaturationInteriorDay=0.0 CloudsDesaturationInteriorNight=0.0 CloudsOpacitySunrise=1.0 CloudsOpacityDay=1.0 CloudsOpacitySunset=1.0 CloudsOpacityNight=1.0 CloudsOpacityInteriorDay=1.0 CloudsOpacityInteriorNight=1.0 CloudsEdgeClamp=1.0 CloudsEdgeIntensity=1.0 CloudsEdgeFadeRange=1.0 CloudsEdgeMoonMultiplier=1.0 GradientIntensitySunrise=1.0 GradientIntensityDay=1.0 GradientIntensitySunset=1.0 GradientIntensityNight=1.0 GradientIntensityInteriorDay=1.0 GradientIntensityInteriorNight=1.0 GradientDesaturationSunrise=0.0 GradientDesaturationDay=0.0 GradientDesaturationSunset=0.0 GradientDesaturationNight=0.0 GradientDesaturationInteriorDay=0.0 GradientDesaturationInteriorNight=0.0 GradientTopIntensitySunrise=1.0 GradientTopIntensityDay=1.0 GradientTopIntensitySunset=1.0 GradientTopIntensityNight=1.0 GradientTopIntensityInteriorDay=1.0 GradientTopIntensityInteriorNight=1.0 GradientTopCurveSunrise=1.0 GradientTopCurveDay=1.0 GradientTopCurveSunset=1.0 GradientTopCurveNight=1.0 GradientTopCurveInteriorDay=1.0 GradientTopCurveInteriorNight=1.0 GradientMiddleIntensitySunrise=1.0 GradientMiddleIntensityDay=1.0 GradientMiddleIntensitySunset=1.0 GradientMiddleIntensityNight=1.0 GradientMiddleIntensityInteriorDay=1.0 GradientMiddleIntensityInteriorNight=1.0 GradientMiddleCurveSunrise=1.0 GradientMiddleCurveDay=1.0 GradientMiddleCurveSunset=1.0 GradientMiddleCurveNight=1.0 GradientMiddleCurveInteriorDay=1.0 GradientMiddleCurveInteriorNight=1.0 GradientHorizonIntensitySunrise=1.0 GradientHorizonIntensityDay=1.0 GradientHorizonIntensitySunset=1.0 GradientHorizonIntensityNight=1.0 GradientHorizonIntensityInteriorDay=1.0 GradientHorizonIntensityInteriorNight=1.0 GradientHorizonCurveSunrise=1.0 GradientHorizonCurveDay=1.0 GradientHorizonCurveSunset=1.0 GradientHorizonCurveNight=1.0 GradientHorizonCurveInteriorDay=1.0 GradientHorizonCurveInteriorNight=1.0 SunIntensitySunrise=1.0 SunIntensityDay=1.0 SunIntensitySunset=1.0 SunIntensityNight=1.0 SunIntensityInteriorDay=1.0 SunIntensityInteriorNight=1.0 SunDesaturationSunrise=0.0 SunDesaturationDay=0.0 SunDesaturationSunset=0.0 SunDesaturationNight=0.0 SunDesaturationInteriorDay=0.0 SunDesaturationInteriorNight=0.0 SunColorFilterSunrise=1, 1, 1 SunColorFilterDay=1, 1, 1 SunColorFilterSunset=1, 1, 1 SunColorFilterNight=1, 1, 1 SunColorFilterInteriorDay=1, 1, 1 SunColorFilterInteriorNight=1, 1, 1 SunGlowIntensitySunrise=0.0 SunGlowIntensityDay=0.0 SunGlowIntensitySunset=0.0 SunGlowIntensityNight=0.0 SunGlowIntensityInteriorDay=0.0 SunGlowIntensityInteriorNight=0.0 SunGlowHazinessSunrise=0.0 SunGlowHazinessDay=0.0 SunGlowHazinessSunset=0.0 SunGlowHazinessNight=0.0 SunGlowHazinessInteriorDay=0.0 SunGlowHazinessInteriorNight=0.0 SunCoronaIntensity=1.0 SunCoronaCurve=1.0 SunCoronaDesaturation=0.0 MoonIntensitySunrise=1.0 MoonIntensityDay=1.0 MoonIntensitySunset=1.0 MoonIntensityNight=1.0 MoonIntensityInteriorDay=1.0 MoonIntensityInteriorNight=1.0 MoonCurveSunrise=1.0 MoonCurveDay=1.0 MoonCurveSunset=1.0 MoonCurveNight=1.0 MoonCurveInteriorDay=1.0 MoonCurveInteriorNight=1.0 MoonDesaturationSunrise=0.0 MoonDesaturationDay=0.0 MoonDesaturationSunset=0.0 MoonDesaturationNight=0.0 MoonDesaturationInteriorDay=0.0 MoonDesaturationInteriorNight=0.0 [OBJECT] IgnoreWeatherSystem=false SubSurfaceScatteringMultiplierSunrise=1.0 SubSurfaceScatteringMultiplierDay=1.0 SubSurfaceScatteringMultiplierSunset=1.0 SubSurfaceScatteringMultiplierNight=1.0 SubSurfaceScatteringMultiplierInteriorDay=1.0 SubSurfaceScatteringMultiplierInteriorNight=1.0 SubSurfaceScatteringPowerSunrise=1.0 SubSurfaceScatteringPowerDay=1.0 SubSurfaceScatteringPowerSunset=1.0 SubSurfaceScatteringPowerNight=1.0 SubSurfaceScatteringPowerInteriorDay=1.0 SubSurfaceScatteringPowerInteriorNight=1.0 SpecularAmountMultiplierSunrise=1.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierSunset=1.0 SpecularAmountMultiplierNight=1.0 SpecularAmountMultiplierInteriorDay=1.0 SpecularAmountMultiplierInteriorNight=1.0 SpecularPowerMultiplierSunrise=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierSunset=1.0 SpecularPowerMultiplierNight=1.0 SpecularPowerMultiplierInteriorDay=1.0 SpecularPowerMultiplierInteriorNight=1.0 [VEGETATION] IgnoreWeatherSystem=false SubSurfaceScatteringMultiplierSunrise=1.0 SubSurfaceScatteringMultiplierDay=1.0 SubSurfaceScatteringMultiplierSunset=1.0 SubSurfaceScatteringMultiplierNight=1.0 SubSurfaceScatteringMultiplierInteriorDay=1.0 SubSurfaceScatteringMultiplierInteriorNight=1.0 SubSurfaceScatteringPowerSunrise=1.0 SubSurfaceScatteringPowerDay=1.0 SubSurfaceScatteringPowerSunset=1.0 SubSurfaceScatteringPowerNight=1.0 SubSurfaceScatteringPowerInteriorDay=1.0 SubSurfaceScatteringPowerInteriorNight=1.0 SpecularAmountMultiplierSunrise=1.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierSunset=1.0 SpecularAmountMultiplierNight=1.0 SpecularAmountMultiplierInteriorDay=1.0 SpecularAmountMultiplierInteriorNight=1.0 SpecularPowerMultiplierSunrise=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierSunset=1.0 SpecularPowerMultiplierNight=1.0 SpecularPowerMultiplierInteriorDay=1.0 SpecularPowerMultiplierInteriorNight=1.0 [EYES] IgnoreWeatherSystem=false SubSurfaceScatteringMultiplierSunrise=1.0 SubSurfaceScatteringMultiplierDay=1.0 SubSurfaceScatteringMultiplierSunset=1.0 SubSurfaceScatteringMultiplierNight=1.0 SubSurfaceScatteringMultiplierInteriorDay=1.0 SubSurfaceScatteringMultiplierInteriorNight=1.0 SubSurfaceScatteringPowerSunrise=1.0 SubSurfaceScatteringPowerDay=1.0 SubSurfaceScatteringPowerSunset=1.0 SubSurfaceScatteringPowerNight=1.0 SubSurfaceScatteringPowerInteriorDay=1.0 SubSurfaceScatteringPowerInteriorNight=1.0 SpecularAmountMultiplierSunrise=1.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierSunset=1.0 SpecularAmountMultiplierNight=1.0 SpecularAmountMultiplierInteriorDay=1.0 SpecularAmountMultiplierInteriorNight=1.0 SpecularPowerMultiplierSunrise=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierSunset=1.0 SpecularPowerMultiplierNight=1.0 SpecularPowerMultiplierInteriorDay=1.0 SpecularPowerMultiplierInteriorNight=1.0 [LIGHTSPRITE] IgnoreWeatherSystem=false IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 [WINDOWLIGHT] IgnoreWeatherSystem=false IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 [VOLUMETRICFOG] IgnoreWeatherSystem=false EnableShadows=true IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 LightingInfluenceSunrise=1.0 LightingInfluenceDay=1.0 LightingInfluenceSunset=1.0 LightingInfluenceNight=1.0 LightingInfluenceInteriorDay=1.0 LightingInfluenceInteriorNight=1.0 OpacitySunrise=1.0 OpacityDay=1.0 OpacitySunset=1.0 OpacityNight=1.0 OpacityInteriorDay=1.0 OpacityInteriorNight=1.0 [FIRE] IgnoreWeatherSystem=false IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 AdditiveBlending=true [PARTICLE] IgnoreWeatherSystem=false IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 LightingInfluenceSunrise=1.0 LightingInfluenceDay=1.0 LightingInfluenceSunset=1.0 LightingInfluenceNight=1.0 LightingInfluenceInteriorDay=1.0 LightingInfluenceInteriorNight=1.0 [DEPTHOFFIELD] IgnoreWeatherSystem=false Quality=0 FadeTime=0.1 [SHADOW] IgnoreWeatherSystem=false ShadowCastersFix=false UseBilateralShadowFilter=true ShadowQualityFix=true DetailedShadowQuality=1 ShadowFilterQuality=2 ShadowBlurRange=2.0 ShadowBlurRangeInterior=2.0 [RAYS] IgnoreWeatherSystem=false SunRaysMultiplierSunrise=0.4 SunRaysMultiplierDay=0.4 SunRaysMultiplierSunset=0.4 SunRaysMultiplierNight=0.4 SunRaysMultiplierInteriorDay=0.4 SunRaysMultiplierInteriorNight=0.4 [REFLECTION] IgnoreWeatherSystem=false Quality=2 FilterQuality=2 FilterBluriness=0.3 Amount=1.0 Power=1.0 GlosinessMin=0.0 GlosinessMax=0.0 EnableDenoiser=true DenoiserType=0 ExteriorEnable=true InteriorEnable=true [IMAGEBASEDLIGHTING] IgnoreWeatherSystem=false AdditiveAmountSunrise=0.0 AdditiveAmountDay=0.0 AdditiveAmountSunset=0.0 AdditiveAmountNight=0.0 AdditiveAmountInteriorDay=0.0 AdditiveAmountInteriorNight=0.0 MultiplicativeAmountSunrise=0.0 MultiplicativeAmountDay=0.0 MultiplicativeAmountSunset=0.0 MultiplicativeAmountNight=0.0 MultiplicativeAmountInteriorDay=0.0 MultiplicativeAmountInteriorNight=0.0 ReflectiveAmountSunrise=0.1 ReflectiveAmountDay=0.1 ReflectiveAmountSunset=0.1 ReflectiveAmountNight=0.1 ReflectiveAmountInteriorDay=0.0 ReflectiveAmountInteriorNight=0.0 [RAIN] IgnoreWeatherSystem=false Enable=false EnableAntialiasing=false EnableSupersampling=true MotionStretch=1.0 MotionTransparency=0.9 [SUBSURFACESCATTERING] IgnoreWeatherSystem=false Quality=1 Radius=3.0 Amount=0.5 EpidermalAmount=1.0 SubdermalAmount=1.0 EpidermalDiffuseSaturation=0.0 SubdermalDiffuseSaturation=0.85 EpidermalMix=0.3 SubdermalMix=0.3 SubdermalTranslucency=0.3 SubdermalPhase=0.0 [WATER] IgnoreWeatherSystem=false EnablePreCache=true EnableDispersion=true EnableCaustics=true EnableParallax=false EnableShadow=true EnableVolumetricShadow=false EnableLighting=true EnableSelfReflection=false EnableDisplacement=false DisplacementQuality=2 DisplacementFilterQuality=2 ShadowQuality=2 EnableShadowNoise=false ReflectionAmount=1.0 FrennelMultiplier=1.0 FrennelMin=0.0 FrennelMax=1.0 DispersionAmount=1.0 CausticsAmount=1.0 SunSpecularMultiplier=1.0 SunScatteringMultiplier=1.0 SunLightingMultiplier=0.3 WetMultiplier=1.0 WavesAmplitudeSunrise=1.0 WavesAmplitudeDay=1.0 WavesAmplitudeSunset=1.0 WavesAmplitudeNight=1.0 WavesAmplitudeInteriorDay=1.0 WavesAmplitudeInteriorNight=1.0 Muddiness=1.0 [UNDERWATER] IgnoreWeatherSystem=false EnableDispersion=true EnableParallax=false EnableDisplacement=false EnableSilhouette=false EnableBlurring=false EnableReflection=true EnableShadow=false ShadowQuality=2 DispersionAmount=1.0 ReflectionAmount=1.0 TransparencyFade=1.0 TransparencyCurve=1.0 DeepnessFade=1.0 DeepnessDarkening=0.5 TintAmount=1.0 TintFade=1.0 SunScatteringMultiplier=1.0 [CLOUDSHADOWS] IgnoreWeatherSystem=false EnableAtNight=true OpacitySunrise=0.0 OpacityDay=0.0 OpacitySunset=0.0 OpacityNight=0.0 OpacityInteriorDay=0.0 OpacityInteriorNight=0.0 [VOLUMETRICRAYS] IgnoreWeatherSystem=false Quality=2 IntensitySunrise=0.2 IntensityDay=0.2 IntensitySunset=0.2 IntensityNight=0.2 IntensityInteriorDay=0.2 IntensityInteriorNight=0.2 DensitySunrise=1.0 DensityDay=1.0 DensitySunset=1.0 DensityNight=1.0 DensityInteriorDay=1.0 DensityInteriorNight=1.0 SkyColorAmountSunrise=0.5 SkyColorAmountDay=0.5 SkyColorAmountSunset=0.5 SkyColorAmountNight=0.5 SkyColorAmountInteriorDay=0.5 SkyColorAmountInteriorNight=0.5 [PROCEDURALSUN] IgnoreWeatherSystem=false Size=1.0 EdgeSoftness=0.4 GlowIntensitySunrise=0.4 GlowIntensityDay=0.4 GlowIntensitySunset=0.4 GlowIntensityNight=0.4 GlowIntensityInteriorDay=0.4 GlowIntensityInteriorNight=0.4 GlowCurveSunrise=10.0 GlowCurveDay=10.0 GlowCurveSunset=10.0 GlowCurveNight=10.0 GlowCurveInteriorDay=10.0 GlowCurveInteriorNight=10.0 [MIST] IgnoreWeatherSystem=false EnableAnchors=false AnchorsAmountSunrise=1.0 AnchorsAmountDay=1.0 AnchorsAmountSunset=1.0 AnchorsAmountNight=1.0 AnchorsAmountInteriorDay=1.0 AnchorsAmountInteriorNight=1.0 ColorFromEnvironmentFog=0.0 SkyLightingAmountSunrise=1.0 SkyLightingAmountDay=1.0 SkyLightingAmountSunset=1.0 SkyLightingAmountNight=1.0 SkyLightingAmountInteriorDay=1.0 SkyLightingAmountInteriorNight=1.0 SunLightingAmountSunrise=0.1 SunLightingAmountDay=0.1 SunLightingAmountSunset=0.1 SunLightingAmountNight=0.1 SunLightingAmountInteriorDay=0.1 SunLightingAmountInteriorNight=0.1 DesaturationSunrise=0.0 DesaturationDay=0.0 DesaturationSunset=0.0 DesaturationNight=0.0 DesaturationInteriorDay=0.0 DesaturationInteriorNight=0.0 ColorFilterSunrise=1, 1, 1 ColorFilterDay=1, 1, 1 ColorFilterSunset=1, 1, 1 ColorFilterNight=1, 1, 1 ColorFilterInteriorDay=1, 1, 1 ColorFilterInteriorNight=1, 1, 1 RelativeToCameraSunrise=0.0 RelativeToCameraDay=0.0 RelativeToCameraSunset=0.0 RelativeToCameraNight=0.0 RelativeToCameraInteriorDay=0.0 RelativeToCameraInteriorNight=0.0 VerticalOffsetSunrise=-10.0 VerticalOffsetDay=-10.0 VerticalOffsetSunset=-10.0 VerticalOffsetNight=-10.0 VerticalOffsetInteriorDay=-10.0 VerticalOffsetInteriorNight=-10.0 DensitySunrise=1.5 DensityDay=1.5 DensitySunset=1.5 DensityNight=1.5 DensityInteriorDay=1.5 DensityInteriorNight=1.5 VerticalFadeSunrise=4.0 VerticalFadeDay=4.0 VerticalFadeSunset=4.0 VerticalFadeNight=4.0 VerticalFadeInteriorDay=4.0 VerticalFadeInteriorNight=4.0 DistanceFadeSunrise=0.0 DistanceFadeDay=0.0 DistanceFadeSunset=0.0 DistanceFadeNight=0.0 DistanceFadeInteriorDay=0.0 DistanceFadeInteriorNight=0.0 BottomTopSunrise=0.0 BottomTopDay=0.0 BottomTopSunset=0.0 BottomTopNight=0.0 BottomTopInteriorDay=0.0 BottomTopInteriorNight=0.0 ExponentialFadeSunrise=1.0 ExponentialFadeDay=1.0 ExponentialFadeSunset=1.0 ExponentialFadeNight=1.0 ExponentialFadeInteriorDay=1.0 ExponentialFadeInteriorNight=1.0 Coupled with enbeffect.fx that only includes the AGCC code; [spoiler=enbeffect.fx, with only AGCC] //+++++++++++++++++++++++++++++++++++++++++++++++++++++// // ENBSeries effect file // // visit http://enbdev.com for updates // // Copyright (c) 2007-2015 Boris Vorontsov // //----------------------ENB PRESET---------------------// // - Insert Preset Name - // // - ENBSeries v0.265 - // //-----------------------CREDITS-----------------------// // - Place credit for various authors here - // //+++++++++++++++++++++++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++++++++++++++++++++ // INTERNAL PARAMETERS BEGINS HERE, CAN BE MODIFIED //++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // EXTERNAL PARAMETERS BEGINS HERE, SHOULD NOT BE MODIFIED UNLESS YOU KNOW WHAT YOU ARE DOING //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /// Keyboard controlled temporary variables (in some versions they exist in the config file). /// Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0 float4 tempF1; /// 1,2,3,4 float4 tempF2; /// 5,6,7,8 float4 tempF3; /// 9,0 float4 Timer; /// x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds) float4 ScreenSize; /// x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY float ENightDayFactor; /// Changes in range 0..1, 0 means that night time, 1 - day time float EInteriorFactor; /// Changes 0 or 1. 0 means that exterior, 1 - interior float EAdaptiveQualityFactor; /// Changes in range 0..1, 0 means full quality, 1 lowest dynamic quality (0.33, 0.66 are limits for quality levels) float4 WeatherAndTime; /// x=current weather index, y=outgoing weather index, z=weather transition, w=time of the day in 24 standard hours. float FieldOfView; /// FoV in degrees float EBloomAmount; /// ENB version of bloom applied // TEXTURES texture2D texs0; /// color texture2D texs1; /// Bloom Skyrim texture2D texs2; /// Adaptation Skyrim texture2D texs3; /// Bloom ENB texture2D texs4; /// Adaptation ENB texture2D texs7; /// Palette ENB // SAMPLERS sampler2D _s0 = sampler_state { Texture=<texs0>; MinFilter=POINT; MagFilter=POINT; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MipMapLodBias=0; }; sampler2D _s1 = sampler_state { Texture=<texs1>; MinFilter=LINEAR; MagFilter=LINEAR; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D _s2 = sampler_state { Texture=<texs2>; MinFilter=LINEAR; MagFilter=LINEAR; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D _s3 = sampler_state { Texture=<texs3>; MinFilter=LINEAR; MagFilter=LINEAR; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D _s4 = sampler_state { Texture=<texs4>; MinFilter=LINEAR; MagFilter=LINEAR; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D _s7 = sampler_state { Texture=<texs7>; MinFilter=LINEAR; MagFilter=LINEAR; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; // DATA STRUCTURE struct VS_OUTPUT_POST { float4 vpos : POSITION; float2 txcoord0 : TEXCOORD0; }; struct VS_INPUT_POST { float3 pos : POSITION; float2 txcoord0 : TEXCOORD0; }; // VERTEX SHADER VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN) { VS_OUTPUT_POST OUT; OUT.vpos = float4(IN.pos.x, IN.pos.y, IN.pos.z, 1.0); OUT.txcoord0.xy = IN.txcoord0.xy; return OUT; } // REGISTERS float4 _c1 : register(c1); /// .xy = ColorRange float4 _c2 : register(c2); /// .xy = Imagespace HDR - Target Lum1/Receive Bloom Threshold, Target Lum2/White float4 _c3 : register(c3); /// .xyzw = Imagespace Cinematic - Saturation, 0.0 at all times?, Contrast, Brightness float4 _c4 : register(c4); /// .xyzw = Imagespace Cinematic - Tint R, G, B, A float4 _c5 : register(c5); /// .xyzw = Imagespace Modifier - Fade R, G, B, A // PIXEL SHADER float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR { // Initialize various variables used in this shader file float4 color = 0.0f; float4 _v0 = 0.0f; _v0.xy = IN.txcoord0.xy; /// Texture coordinates color = tex2D(_s0, _v0.xy); /// ENBSeries color output float4 vbloom = tex2D(_s1, _v0.xy); /// Vanilla bloom float4 vadapt = tex2D(_s2, _v0.xy); /// Vanilla adaptation float4 ebloom = tex2D(_s3, _v0.xy); /// ENBSeries bloom float4 eadapt = tex2D(_s4, _v0.xy); /// ENBSeries adaptation /// Game Color Post-Processing, "APPLYGAMECOLORCORRECTION" float4 r0; float4 r1; float4 r2; r0.x=1.0/_c2.y; r1=vadapt; r0.yz=r1.xy * _c1.y; r0.w=1.0/r0.y; r0.z=r0.w * r0.z; r1=color; r1.xyz=r1 * _c1.y; r0.w=dot(float3(0.212500006f, 0.715399981f, 0.0720999986f), r1.xyz); r1.w=r0.w * r0.z; r0.z=r0.z * r0.w + 1.0f; r0.z=1.0/r0.z; r0.x=r1.w * r0.x + 1.0f; r0.x=r0.x * r1.w; r0.x=r0.z * r0.x; if (r0.w<0) r0.x=0.0f; r0.z=1.0/r0.w; r0.z=r0.z * r0.x; r0.x=saturate(-r0.x + _c2.x); r2=vbloom; r2.xyz=r2 * _c1.y; r2.xyz=r0.x * r2; r1.xyz=r1 * r0.z + r2; r0.x=dot(r1.xyz, float3(0.212500006f, 0.715399981f, 0.0720999986f)); r1.w=1.0f; r2=lerp(r0.x, r1, _c3.x); r1=r0.x * _c4 - r2; r1=_c4.w * r1 + r2; r1=_c3.w * r1 - r0.y; r0=_c3.z * r1 + r0.y; r1=-r0 + _c5; color=_c5.w * r1 + r0; color.w = 1.0f; return color; } // TECHNIQUES technique Shader_D6EC7DD1 /// ENB post processing technique { pass p0 { VertexShader = compile vs_3_0 VS_Quad(); PixelShader = compile ps_3_0 PS_D6EC7DD1(); ColorWriteEnable=ALPHA|RED|GREEN|BLUE; ZEnable=FALSE; ZWriteEnable=FALSE; CullMode=NONE; AlphaTestEnable=FALSE; AlphaBlendEnable=FALSE; SRGBWRITEENABLE=FALSE; } } That is propably the best, or one of the best, base for anyone new to the ENBSeries who want to configure the game visuals from a vanilla state into their own version of how Skyrim should look visually. With such a basic and "cleaned" file it would make it easy for anyone to use any of my library files or Aiyen's own by implementing it. Compared to the default enbeffect.fx file that comes with the binary download. But in any case looking forward to seeing how your vanilla state version turns out Matso.
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A preset that only uses the enbseries.ini to customize the look or add in effects without using any external shader files, and no special required mods in terms of lighting? There are a few old presets that only uses certain effects such as Detailed Shadows, SSAO, DoF, bloom etc without touching the visuals beyond the activation of those effects. I can probably whip up something, if I get some more info on how you want it to be setup. But it is quite easy to do so if the preset you are looking for is what I imagine it would be. Untouched enbseries.ini values, except for values tied to effects like SSAO and the rest found in the [EFFECT] section, doesn't use any special shader files or "empty" shader files with no change to the render output ENBSeries "gives out". Or just a complete vanilla game visual with the ability to activate effects and shader code on top of it?
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Hope it will have some use in some way to you guys. Aiyen; Yeah, I blame it on speed typing :P I have corrected it now, and added a short description on how to add a boolean for the novice coder/tweaker.

