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Lexy's: Legacy of The Dragonborn Special Edition


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@Shadriss regarding night eye
 
SkyrimSE Re-Engaged ENB added nighteye support a few days ago (02/08/18), It was in lexy's pack up untill 09/07/18

 

now I'm almost certain it needs to be ENB side.

 

Also ENB support isn't even metioned on Spectacular Night Eye mod page, infact the posts/comments say it doesn't support ENB at all.

 

I know - I posted that change myself yesterday. I've looked into it, and it looks as though it's better described as a partial support - it sort of works from the way that most of the posts regarding it seem to read. The required change is some kind of color correction setting, but every comment seems to assume that all ENBs will have this setting without actually mentioning the name of the setting, only it's acronym of AGCC... which tells me very little.

 

As to Spectacular, I know it worked with ENBs of the time (Vividian in particualar) because I used it and had it working with no additional tinkering. As it is, in my converted version, I can see the effect itself working (sorta), but without the actual color changes the version I selected should have. Secondly, make sure you are looking at dates when you look through comments there... such as this one:

 

Nefim posted this in December of 2016:

 

 

Not true...most ENBs now fix the whole vanilla Night vision bug which is what effects this mod. Vivid Weather's ENB seems to work with this mod, and quite a few others. 

 

I think the whole thing is more a need to work with the settings of ENBs to allow the effect. You'd think that after 7+ years with ENBs, this one missing effect would have been somehow worked it - I'm convinced there is a way to do it, it's just a matter of figuring out the how. SSE ENB authors are only now starting to get it back to the point where LE was in 2016. Give it time - it's coming.

Edited by Shadriss
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A pair of miscellaneous minimal fuss mods:

Sigil Stone Fix - Not seemingly addressed by anything yet, a simple mesh drop that gives sigil stones a pretty primo appearance.  No plugin required.

Upgrade for Bandolier - Bags and Pouches - Oldrim mesh mod to give fancier glass effects to the vials on bandolier models and the like; no plugin required, easy enough to run the nif files through same as others we've converted for the guide and a nice visual.

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I know - I posted that change myself yesterday. I've looked into it, and it looks as though it's better described as a partial support - it sort of works from the way that most of the posts regarding it seem to read. The required change is some kind of color correction setting, but every comment seems to assume that all ENBs will have this setting without actually mentioning the name of the setting, only it's acronym of AGCC... which tells me very little.

 

As to Spectacular, I know it worked with ENBs of the time (Vividian in particualar) because I used it and had it working with no additional tinkering. As it is, in my converted version, I can see the effect itself working (sorta), but without the actual color changes the version I selected should have. Secondly, make sure you are looking at dates when you look through comments there... such as this one:

 

Nefim posted this in December of 2016:

 

 

Not true...most ENBs now fix the whole vanilla Night vision bug which is what effects this mod. Vivid Weather's ENB seems to work with this mod, and quite a few others.

 

I think the whole thing is more a need to work with the settings of ENBs to allow the effect. You'd think that after 7+ years with ENBs, this one missing effect would have been somehow worked it - I'm convinced there is a way to do it, it's just a matter of figuring out the how. SSE ENB authors are only now starting to get it back to the point where LE was in 2016. Give it time - it's coming.

I've been following your discussion re: ENBs and darkness over the past couple of weeks. One of the things I played around with last night was adjusting the CC Contrast and Brightness changes suggested by the guide:

 

"Adjust the Brigness, Constrast and Saturation:

 

Navigate to Skyrim Special Edition\enbseries folder

Open enbeffect.fx.ini

Change CC: Brightness= to 1.15 CC: Contrast=1.25, CC: Saturation= to 0.95"

 

I had not done these at first and was not having near the issue you talked about earlier, but then added them later and could see what a difference they made. I decided to play around with the values then, and was pleasantly surprised with the results.

 

Don't know if that helps you, at all, but thought I would share.

Edited by CastlemanRC
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I've been following your discussion re: ENBs and darkness over the past couple of weeks. One of the things I played around with last night was adjusting the CC Contrast and Brightness changes suggested by the guide:

 

"Adjust the Brigness, Constrast and Saturation:

 

Navigate to Skyrim Special Edition\enbseries folder

Open enbeffect.fx.ini

Change CC: Brightness= to 1.15 CC: Contrast=1.25, CC: Saturation= to 0.95"

 

I had not done these at first and was not having near the issue you talked about earlier, but then added them later and could see what a difference they made. I decided to play around with the values then, and was pleasantly surprised with the results.

 

Don't know if that helps you, at all, but thought I would share.

Appreciate the thought, but it's two different discussions. The original one (a few weeks ago) was with regards to the overall darkness in some areas. That's been addressed in much the way that you just posted. The current one is with regards to Night Eye, which standard wisdom holds does not work with ENBs. Up until very recently (for SE), this was true, but ENBs are starting to incorporate some version of fix that makes them work - sorta. LE has had that since at least 2016... it's just taking a while for ENB authors to figure it out with the SSE binaries. 

 

Thanks for the post - if nothing else, it should make things clearer than I did at the time for those who are trying to work around the darkness issue as well.

 

EDIT: I just noticed on re-read - are those settings in the guide now? That was a change I missed - those didn't exist when I started putting the guide together, so I'll have to take a closer look at those values and see how they fare in my setup.

 

EDIT the Second: (I've been doing that a lot lately...) Re-read your post a third time, and realized you knew it was a different discussion from weeks ago. Disregard most of what I said - I can only claim that it's been a busy morning here and I didn't read as closely as I should have. Thanks for the heads up about the setting changes, I've played with them myself as well, and have achieved something I'm able to work with.

Edited by Shadriss
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Appreciate the thought, but it's two different discussions. The original one (a few weeks ago) was with regards to the overall darkness in some areas. That's been addressed in much the way that you just posted. The current one is with regards to Night Eye, which standard wisdom holds does not work with ENBs. Up until very recently (for SE), this was true, but ENBs are starting to incorporate some version of fix that makes them work - sorta. LE has had that since at least 2016... it's just taking a while for ENB authors to figure it out with the SSE binaries.

 

Thanks for the post - if nothing else, it should make things clearer than I did at the time for those who are trying to work around the darkness issue as well.

 

EDIT: I just noticed on re-read - are those settings in the guide now? That was a change I missed - those didn't exist when I started putting the guide together, so I'll have to take a closer look at those values and see how they fare in my setup.

 

EDIT the Second: (I've been doing that a lot lately...) Re-read your post a third time, and realized you knew it was a different discussion from weeks ago. Disregard most of what I said - I can only claim that it's been a busy morning here and I didn't read as closely as I should have. Thanks for the heads up about the setting changes, I've played with them myself as well, and have achieved something I'm able to work with.

To be fair, I also use the full reshader version of Phoenix ENB, so without testing, I couldn't say how playing with those settings would change for those following the guide more precisely. For me, I was able to make interiors look more like dark rooms with the lights turned off, but still keep exteriors looking realistic for a world without as much man-made lights.

 

Since ENBs and lighting visuals are so subjective, though, I think it is sufficient to simply point out for others that these settings (and others) can always be adjusted to fit personal preference. :)

Edited by CastlemanRC
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Since ENBs and lighting visuals are so subjective, though, I think it is sufficient to simply point out for others that these settings (and others) can always be adjusted to fit personal preference. :)

Exactly. I've heard reshade has problems with WIN10, but if it works as well as you imply, I may have to try to fight through that - have you had any difficulties with the reshade portion of that ENB?

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Exactly. I've heard reshade has problems with WIN10, but if it works as well as you imply, I may have to try to fight through that - have you had any difficulties with the reshade portion of that ENB?

No issues for me. I have a fairly new PC (~1 year) with an i7 and a GTX 1070. I've been using the Reshader version for a couple of months now without issue.

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every comment seems to assume that all ENBs will have this setting without actually mentioning the name of the setting, only it's acronym of AGCC... which tells me very little.

 

Apply Game Color Correction

 

Tells ENB to use the game engine's colour correction as well as ENBs own. This lets full screen effects light Night Vision show up but will mess with the colour balance so you need to turn it off and on whenever you use Night Vision.

 

This isn't the method that fireman's newer ENBs (Intrigued, NVT, and now Re-Engaged as well) work, as he now uses the method from The Truth ENB which sets a trigger condition in ENB which comes on when it detects a full screen effect like Night Vision being requested by the game, and switches on a similar filtering effect from the ENB itself.

 

The bottom line is that this lets Night Vision work seamlessly with ENB and without screwing with the colour balance, but it can be slightly fiddly to set up if you aren't using vanilla Night Vision, and it occasionally gets frigged by non-Night Vision effects, for example it sometimes comes on when Frostfall does it's "I am Freezing" screen effect.

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Apply Game Color Correction

 

Tells ENB to use the game engine's colour correction as well as ENBs own. This lets full screen effects light Night Vision show up but will mess with the colour balance so you need to turn it off and on whenever you use Night Vision.

 

This isn't the method that fireman's newer ENBs (Intrigued, NVT, and now Re-Engaged as well) work, as he now uses the method from The Truth ENB which sets a trigger condition in ENB which comes on when it detects a full screen effect like Night Vision being requested by the game, and switches on a similar filtering effect from the ENB itself.

 

The bottom line is that this lets Night Vision work seamlessly with ENB and without screwing with the colour balance, but it can be slightly fiddly to set up if you aren't using vanilla Night Vision, and it occasionally gets frigged by non-Night Vision effects, for example it sometimes comes on when Frostfall does it's "I am Freezing" screen effect.

Thanks for the explanation - it clears up what's actually happening beneath the hood so to speak. I know that the author of Phoenix is reaching out to some of the other authors (Like Fireman) to try to get this implemented in Phoenix as well, so hopefully it's just a matter of time. It may be fiddly with non-vanilla NE effects, but just getting it working at all would be a huge step forward.

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