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Aiyen

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Everything posted by Aiyen

  1. The fGamma in the ini is the same as the ingame slider. A value of 1.0 is the default middle value. And yeah it is normally either all the way down or in the middle... all depends on the basis that the preset creator started from. It is a real pain to change once you have something that look nice, since then you have to retweak essentially all other values. Hence why they do not go away from it again... it does involve quite a bit of work.
  2. The reason it is a bad idea to alter the fGamma is that you can technically get the same look using enbeffect.fx. However most older presets do still not use GUI controls for such things, hence it is much easier to adjust fGamma ingame then bother with the enbefffect.fx values where you have to trial and error your way through it. Since the gamma is a power function, then even slight variations from what the preset creator suggest can create huge differences. However these days then it is just a bad practice, since it is silly to make your users go alter that setting because you did not want to spend the proper amount of time tweaking the enbeffect.fx file! At least in my opinion!
  3. 00 = skyrim.esm, 01 = update.esm 02 = dawnguard... etc. on my list then 07 is CoT.esm (You find it in MO furthest to the right in the plugins tab. ) So for me it would be 07058148 or just 7058148 since you can ignore all 0´s in front of first non zero when typing hex. If you just type "coc riverwood" then if your regions are actually using CoT´s regions then it will load a CoT weather. If you start a default new game through helgen, then at first you got a vanilla fog weather, then a vanilla cloudy. Which stick until you walk out of the cave, and down the path a little bit. After that point CoT regions are used everywhere, unless other quests actually force a given weather like the helgen intro does.
  4. Yeah 2.0b was just a transition release in order see what sort of feedback I could get from altering the Time of Day system. Got some nice feedback and spent the time to almost perfect it in v.2.1. You can safely use that for a while though, mostly what remains to be done with exteriors is minor bug fixing. Next update will focus on interiors, since it has been some time since they got some love. And special optional effects when I get the time.
  5. Yes what CJ typed is entirely correct (Except I also accept the Dawnguard specific ones hehe). You need the mod ID in front of the formID to call it into the game. However if you coc into the game and it looks dark then you have some mod (most likely a sound one) overwriting the regions restoring the default vanilla weather system. On this topic I am currently considering a few options. A: I can leave it as it is, and have it like a "You have a mod list conflict" feature. B: I can make an .esp to fix the issue for all vanilla image spaces. However if people then have a bad modlist then it will not look super good, since it is in no way optimized for the vanilla weathers. C: I can code my way out of it and essentially make a rainbow all over the screen if you have a bad mod list, or just make it so it would look like if I made an .esp. But again I kind of like the idea of having people know they have a bad mod list... If anyone has some ideas, or input into this I would love to hear it.
  6. If you want unique bashed patches you must create separate mods for them. By default the bashed patch is stored in MO´s overwrite folder which will mean that only it is used across all profiles, since they all share overwrite.
  7. While I doubt that combining ASIS with this or even using it these days in general is a good idea, then you can just go look in its ignore list which .esp´s it ignore and which it does not.
  8. Sweet.. saves me the trouble of doing it myself! :D Now to figure out why it includes a million face tint textures..
  9. Awwww... and here I did just that last night! Except the upload part... but well the tweaking of it so it fits. :)
  10. Yeah I have overhauled everything properly for the new ToD system. Now nights are actually quite lovely imo. They more depend on where you are in skyrim rather then what weather it is. IE nights are going to be rather bright in snowy regions, but quite dark and spooky in falkreath. The update will be out in a few hours.. just need to put on some final testing, and polish.. and wait for nexus to behave again! Children are always too red, there is a mod that help with this, but I forgot what it is called. Perhaps someone else will fill in that blank. Sadly I do not have it on my list yet... so I cant even go look it up! Edit: Update is out now since nexus allowed me to actually upload it! Yay!
  11. Nice overall job overall Z! A few points if I may. There is absolutely no reason not to include the particle patch... it only alters mesh shader flags. Only when ENB is active will this matter. Vanilla will still look the same. Also more vitally. If you alter the ingame brightness then it will affect how screenshots are taken and which programs you use to do it. Any ENB that relies on this is sorry to say poorly setup in that regard. I know many older presets, my own previous versions included used to rely on this, but it is just not optimal. Anyways it is worth mentioning. Also as a small sidenote about my ENB: It is only dark if you do not use what I say in the install! Certain Vanilla image spaces produce darkness.. which means you have not used the setup I said. However since quite a few people seem to think this is a major flaw, then the next update (not the one today) will include all vanilla image spaces overhauled so that the patch I have for vanilla will make vanilla look nice again. However my ENB is always going to require an .esp that fixes this, since making an ENB with all of the default image space values on will just never work, and require many .esp to fix many locations.
  12. Level up doing something else comes to mind. Also especially since you are using SkyRE then you do not just go into embershard at level 1 and expect to win. This is why there normally is a rather high level bandit at the entrance so you can see that when the door guard is like that then the rest are probably worse. But in general you should spend a bit of time doing some lock picking, crafting etc. to level up before going into any dungeons. Go find some wolves etc to skin.
  13. You clearly have not been far enough away from the nexus :P
  14. If you got no interest in using high resolution textures there is no point in using it no. If you are just going to use vanilla textures then you will have more then enough memory in the default game process to not be concerned about memory related CTD´s.
  15. Well I can say where ever you heard that it is most likely a story where they forgot to mention a few details. ENBoost does not affect quality of what is rendered, it only allow you to use more memory for textures. The quality in the setup is mainly draw distances, and shadow quality. Lowering any of those will increase performance. If you cant get a certain amount of FPS with vanilla then you will not get more by using STEP. If it will look better or not you are just going to have to try and see.
  16. If you say that your FPS without ENBoost is 22-25 but with it is 17-20 then there difference is about 4-5 FPS on average which means you have the grahpics elements enabled. I would actually be more worried about only having the non ENBoost performance to begin with.. sound like your game cant handle Ultra settings properly to begin with. Try to lower amount of grass, and/or some draw distances, shadow resolution to get more. Also UsePatchSpeedhackWithoutGraphics=true
  17. Yeah most "lets´s players" tend to be console teen casual players who just play through the vanilla game. In general there is very far between good "lets play" people who have really got the game down, and who want to spend time doing proper editing. I am still searching for one on skyrim, other then Gopher... my only real issue with his stuff is that he can tend to go out on a boring tangent with some stuff which should have just been edited out. But again still miles better then watching some teen shouting "OMG HE BLEW AWAY" when he got his first word.
  18. The idea is decent enough, the main problem is that it does not have the ability to distinguish between weathers. Hence you will also get the brightness increase during snow storm, and overcast weather. For this reason alone I do not find it useful enough to warrant the extra script running. Guess one could build on top of the idea and make it entirely CoT compatible with full weather support. Guess I should look into that on a rainy day.
  19. Yeah just merged into a general patch to save the two slots.
  20. While I agree on the points about interiors then only up to a point. Many caves, dungeons etc. have braziers, and or torches. Realistically then rock and especially bright rock is rather reflective, hence it would actually not be pitch black quite far from the light source. Also realism aside one has to consider that it is a game.. and pitch black is just annoying even in the best of cases. High contrasts ruin quite a few things after all. As for nights and moons... then well as a former student of astrophysics.. then those moons do not make much sense... considering their size then the tidal forces on Nirn would be MASSIVE.. unless for some strange reason the moons got the density of a sponge. This is also part of the reason why I reduce their sizes by 20% since then they are a bit more believable for me, yet keep that artistic fantasy feel you get by having two rather large moons. Also it makes the vanilla textures look less stretched. I have actually also been messing with the idea to just mute all the colors in my ENB and send it to Neo hehehe. Since I do have the lighting down almost perfectly now, and support everywhere and everything CoT related. However atm this idea is only on the drawing board, not an actual feature.
  21. The main problem with making an ENB dark inside and during the night is that most people tend to have crap monitors that are not properly calibarated, and/or placed in positions where there is too much back light. This will make it almost impossible to really enjoy the ambience of dark locations properly, and it just gets frustrating after a while. To make matters worse then in order to do a really good job at making nights brighter or darker, then you need to edit the enbeffect.fx values not just the enbseries.ini ones. If you are building on a bright set of base values then it is not possible to get consistent looking dark ones. However most presets still do not have proper GUI implementations, and this makes it really time consuming to do it, which is why most people just do not bother and move on. Also I find it amusing that people say they go for "realistic nights" and requiring a torch. You are in a world with two moons up most of the time, and depending on which texture you use for galaxy then have other rather bright light sources. The only time it would be really dark is during a storm or overcast weather... never during a clear or cloudy one. It is like people have never been out on a clear full moon night in real life ;) But oh well enough off topic out of me for now! I would still suggest grim and sombre ENB as the muted color candidate atm. It is quite impressive imo.
  22. There already is a mod series that does that.... though I forgot what its name is right now. Overhauls every city, and roads etc. with more people, and make people go out of the city more etc. I am sure someone knows what I am talking about and will fill in the link asap! :)
  23. If the game uses a weatherID that is coded into the weatherlist then the corresponding ini file will be the one used. When you are ingame you can see which settings are used. If any of those settings are missing or deleted by accident, then ENB will automatically write them again at default values. Skylighting is not used nope.. so those values do nothing, but like I said ENB will always rewrite them if you delete them, since they are a hardcoded part of the weather.ini files. The sky color depends on weather so make sure you try out quite a few before you change anything. Most of the cloudy are much more blue then the clear. The reason for this is that the sun and volumetric rays etc. cause the sky to get brighter. And since there are no real clouds on the clear weathers then this color is all over the place on those but not on cloudy You can reduce the volumetric rays intensity to 0 to get a really blue sky on clears as well during the day. But also some clears have base values that just makes them look really bright at horizon level. If it is really annoying you I can suggest that you try JawZ modifed skysphere mesh.. it moves the horizon further down below the gameworld so it is hardly noticeable. Weathers I normally use for testing. xxx58148 Clear snowy weather... probably the brightest in the CoT. xxx5a1c0 clear less bright xxx5b7c0 Cloudy with Aurora xxx40cd0 cloudy dark xxx44824 overcast xxx45868 fog xxx47e30 snow 31 for blizzard
  24. Latest version is up... now with dawnguard support as well. Fixed the red bloom issues, and interiors are now more sharp and defined. Also a new ToD system so everything should blend much nicer. And before Neovalen or someone else ask... yes I will make a legendary version at some point when I am happy with the content :P
  25. Yeah well the catch is that it implements the image space brightness as well.. so for some presets it might throw of the balance depending on weather and where you are. However most image spaces use a brightness of 0.8-1.3 range... so the effect is not that noticeable.
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