Jump to content

Aiyen

Mod Author
  • Posts

    3,388
  • Joined

  • Last visited

Everything posted by Aiyen

  1. As I recall then the main obstacle in this should be that the grass generator does not really like when you alter the meshes... too much, or it will simply CTD the game. It apparently have some notion about how the meshes should be made. I personally also use the mod that removes the water plants and stuff.. since in my book then there is essentially nothing to do under water in skyrim anyways... other then in a very very narrow amount of locations... and even there it is not like it is main plot quality stuff.
  2. The [PROXY] section of the INI file allows for use of a second d3d9.dll file. This enables the ENB to be compatible with other post-processors such as FXAA, SMAA, and SweetFX. The following is an explanation of the [PROXY] parameters: This is actually more general then just other post processing hooks. But in most cases then it is true... depends on how detailed you want it to be. The forcefakevideo card is removed in the latest version as I recall... Will have to double check. LOD Bias controls the sharpness of LOD textures. Values are should remain between -0.5 and 0.5; any higher or lower and texture degrading can occur. Lower values result in sharper textures. I guess this could use a bit of a rewording... in general if you go beyond that range then you will get significant visual changes/degradations. However you still do get them even when you alter it inside that range as well. For the super samping resolution entry I guess you could add that people should do a search for the topic before doing it, since it is effectively "overclocking" of your monitor and it will void warranties if you do so... and get any permanent issues after! Just so people at least have been warned. I guess we could even add in a few of the more popular search results since the same can be done through drivers. The end result is the same and there is no difference in how it is done. Finally saying that egde AA and SMAA used together will be a better result is more or less subjective rather then objective! :) But I dunno if you feel that is in the nitpicking department. That is it for now! Back to making dinner!
  3. Yes it is possible to entirely disable it. However then certain effects wont work.. like night vision. Those effects work by adjusting the built in post processing to get their effect. However in most cases it is only the brightness and the tint color that you require... all else is really a matter of taste. If you did take the time to make a really good set of values for all your weathers and interiors they could really help make something that ENB on its own would not be able to. Since it cannot touch object and effect specific things in the game, because an .esp is required to do so. The enbeffect.fx file I use in skylight ENB only apply the brightness and tint (Specifically.. the "Apply Game Color Correction" or AGCC part of the code).. the rest are disabled entirely. You can also do what Prod80 does in serenity and put clamps on the values so even if a mod use some silly values they will still be used.. but not at the same magnitude. Hence you will get more consistent looks all around.
  4. ELE is not ENB preset specfic. It is the other way around. A given preset is made with a given set of interior mods in mind. The reason ELE is used is because it normalize the interiors in a way that makes them look consistently good.. or bad depending on tastes. image space values are the games built in post processing values. If a preset is made with the assumption that you use a certain set of mods etc. then any deviation will make the preset look inconsistent overall. Again good or bad depending on who you ask. Again the good thing about using ELE is that once you make a select few locations look great.... then you can be sure they all will. If a preset is made without ELE then you can be sure you will be able to find locations that do not look equally optimal... since it is technically not possible. ENB cannot seperate interiors like it does weathers... hence you will always need an .esp based mod to sort out your interiors.
  5. I hope that felt all good n stuff. But please be mindful of your language in the future! As for the "issue" if all you wanted was to get the ability to smith daedric you could simply have used the console instead of wasting a million years forging iron daggers. I forgot all the specific details of forging.. but as I recall then you can only forge daedric during the night... or perhaps it is a mod that does that. I am sure someone will come with those specifics. Last welcome to the forums, but please try to keep the temper under control. It is just a game, and there are no RNG to troll you, just a collection of mods that might alter things from what you are used to.
  6. ENB first check the root folder for files with the appropriate names.. then the enbseries folder. If the ini files are not detected in either location it will create new default ones. If no .fx files are detected then it will just look wrong. As for all those ENB managers.. most of them still have various issues with finding everything and swapping around files. The most sure way to make sure is to do it manually. And by simply getting into a habbit of just moving everything but the files mentioned above into the enbseries folder it is really easy. The only real issue is with presets that also use SweetFX since it brings in a new folder with all the shaders.. and its own config files and .dll. But by far most use the standard names for the SweetFX files hence they are easy enough to add to the list as well. If authors wanted they could redo the pathing of the shaders they use to just be enbseries... but I think that is a bit too much to hope for! :)
  7. Skyrim root folder has priority. That said... we cant make a stupid proof guide! If people do not know that delete a folder.. means delete it before you copy then we can just shake our heads and walk away! :)
  8. Your link to what it shows does not work. however in general if ENB flat out refuses to start up then you have either some security settings (this includes Anti virus) that prevents the .dll from working, or a driver issue which showhow is messing something up. The final alternative is that you have some other 3rd party app that is already hooked into the game which will prevent it from working. This includes various monitor software, as well as overclocking software. So make sure to also disable any of those. But since you are using Nvidia then there should not be any driver related issues to startup at this time... I ofc. assume that you are trying the 262 version of ENB.
  9. Yeah I guess it should just be ALL ENB related files. Also I guess it would be a good idea to simply make an instruction on how to move all the .fx files into the enbseries folder to begin with. At this moment my preset is the only one which use some file pathing that is folder specific, but I also made sure that everything is in the enbseries folder. That way it would be really easy to simply say delete the d3d9.dll and/or injector file, the enbhost.exe, and the enbseries and enblocal.ini as well as the enbseries folder.. since everything else would go into that.
  10. Think they have just gone into gansta mode.. because you so rudely entered their hood! :o That said then if it is not a skeleton related issue then ... hmmm.
  11. I guess I should really update my screenshots section!!! :)
  12. I have no idea what I just read... but I did laugh! :D
  13. It is nobodies fault really.... ENB development is going on way, and Hialgoboost another. You have to remember that the ENB dev is doing it all solo and on his spare time only... so if he does not want to spend a bucket load of time making it compatible with 3rd party app A-Z then I can understand that entirely. That said then yeah Boris is quite... direct when he dislikes something and quite closed minded about his stuff, which I guess somewhere is a bit sad, but I can understand why he does it. That said then I have seen some similar technology applied in more recent titles, dunno if it is based on their work... but in general it seems to be used more. The same goes for post processing. More and more games now come with several different profiles that people can chose from. Still a step away from just having an editor to let people tweak but a step in the right direction.
  14. Does it happen if you just use ENB and no mods other then SKSE ? While ENB might be the reason, then it could be that some mod is the cause. And since you do not have to wait for ages for it to happen then it would be nice to have that out of the way!
  15. How long on average before it happens ? Can you just start the game using coc whiterunexterior01 and then walk around for like 10 mins and then it will happen or do you need to wait hours ? Also which versions of the ENB binary are you using ? Never heard of this particular issue before, so kinda interesting.
  16. Which ENB have you tried that saved as PNG ? Afaik then ENB can only save as BMP and have only been able to do that since... forever. Since it is the only truely lossless format.
  17. 1: it is a more advanced way of doing normal mapping... ie making depth in textures. So instead of doing depth on a model which cost performance you do it in the texture which cost next to nothing. 2: Not much since a parallax texture is a greyscale with no alpha channel and it does not need to be high resolution to look good. 3: pros: Done right stuff looks better then with just a normal map. Cons: if not done right it will look like crap. Another con is that it makes other nearby textures that does not have the effect look sort of out of place. 4: Vivid landscapes and project parallax are good.. as are most other individual ones.. the main issue is as I mentioned above that the effect can stand out too much in a few cases if you do not have parallax... ie.. you get used to the extra depth and the visuals.. hence you really notice when it is not there. 5: It is just textures so yes you can just add them on top of your STEP installation. Hope that answers all
  18. Try to disable the effects one by one and see if it is any one of those in particular that is the cause. You do this under EFFECTS in enbseries.ini and you can do this from ingame by pressing shift + enter... the tab will be open by default.
  19. But did disabling crossfire fix it ? Any issues what so ever when running multicard setups on any game.. you first try to disable one of the cards. If the problem persist using just one card then we can work from there.
  20. Guess I should do a slight correction here. It is Transparency that deals with trees and foliage since they have large alpha channel components. It does not work while temporal is enabled.. you can enable them but it will have no effect. Transparency AA scales directly with the number of transparent textures you have in view... hence if you have heavy forest or grass etc. then it can cripple even the best of systems. Stand on a mountain top with no transparent textures and there is no performance impact. For comparison then it works similar the to the transparency AA you can enable via drivers.. it will also kick your machine in the behind if you enable it in a game with lots of transparent textures.
  21. Just because I was just curious... a 16x16 mono chromatic .dds file with no mipmaps (why would it need it), saved at DXT1 compression is 256 bytes. a 64x64 become 2.12 Kb For the few textures that are just mono chromatic could just manually be made to be 16x16 or even lower...heck even going to 128x128 would probably be "good enough". In all cases then it is just weird that the developers thought it was a good idea to even have a shader that requires a texture lookup for a color! It could just have been coded in as a setting. Then there would have been no need for a texture lookup.. which is much more expensive then a defining a float value. Oh well, guess they made some code for a gradient and then just copy pasted and called it a day or something similar hehe. Regardless then there are plenty of options to avoid using a non power of two size and then avoid all potential weird errors. In my book the technical argument would be "you have a .dds texture... it needs to be a power of 2".
  22. alt3ern1ty: Yes that is what I am trying to get at. There are no performance reasons to use 1x1.. only potential issues for not being a power of two texture. And in my experience in various game engines then most of the time then any .dds texture are always expected to be a power of two, and the shaders made accordingly. As for the most optimal size... the difference once you get below 128x128 is so silly small that it would not be noticeable. If it is just a pure color texture then going as low as possible is ofc more optimal.. but if it is a gradient or anything with detail in it then 256x256 is still preferred or you will loose too much of the gradient details.
  23. alt3rn1ty: I guess that single sentence made the entire point go past... so I will try again. If there are problems due to converting something to a single pixel texture... then do not do it! My point was that many shaders expect .dds textures to be power of two.. hence they should always be that to avoid any sort of conflict that we cannot identify/fix without shader source access. Also the point of the last sentence was the following. If instead of using a 1x1 you use for example a 16x16, and this cause some people to suddenly not being able to use it due to hardware... then yes they need to upgrade! We are talking about differences that are WAY less then 100kb.. and even if you have 1000 16x16 textures then the total difference is still negligible for just about ANY dedicated graphics hardware out there... and again I stress that IF it should somehow be that difference that cause a person not to be able to run the game (I highly doubt it would ever be anything but a thought up example).... then yes I think the proper response would be to go upgrade! Since at that point we are talking about hardware that is 10 or more years old. If you think that mentality is elitist then so be it.. but I really think one have to draw the line somewhere! Also about the struggling to install... like I said earlier. It is utterly AMAZING to me how installation of textures have suddenly become an even remotely complex issue. The fact that the unofficial patches and the whole bsa thing still haunts is just mind blowing. It is textures.... place them after and be done with it! If it is more complex then this then the installation process have in my opinion failed to deliver the plug and play experience textures should be. Finally for drivers... then yes every driver version have its own quirks and perks.. some work better some does not, and most of the time it also depends on the other hardware components in the machine. At least these days then driver installations perform a driver cleaning during their update so it is really just a reboot to try out a new driver. Hope that clarified things! :)
  24. In line with what I mentioned earlier then diffuse textures should always be power of two since most engines expect this to be the case. The underlaying reason is that their shaders work in a way where the expect this to be the case... if it is not then the shader will fail.. which in turn will make the texture fail to load... which in turn can make the game CTD due to lacking an asset. One example of a single pixel texture is in ENB The adaptation texture is 1x1... it is just the average value of the entire screen luminosity.. ie a greyscale value. Based on what I have dug up... heard, read etc. on the topic then this is more or less the same thing in most engines. For some effects etc. then if you can compress all the relevant information into a single pixel then you do that to conserve performance. However again this only works if the shaders are made to work with this. So in skyrims case then it would at the very least be safest to simply have the textures being a power of two. Also if anything but an EXTREMELY large number of 16x16 textures are what prevents you from running the game then you most likely REALLY need to upgrade.
  25. Well that photobucket... is a bucket of ... well it wont load up in any decent time frame on my end so I will just rant based on general stuff! Have you tried to simply reduce the blur amount to your liking ? Camera settings from various mods should not affect the DoF since there are no parameters in the shader that rely on them. You got the focus point and a depth reading based on that. Stuff in focus have no blur, and stuff outside of the set focus parameters will be blurred. You can use tcl and tfc and fly around and it will still use the focus point as set in the shader to determine where the effect is applied. rant off! :)
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.