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Posted
  On 1/16/2017 at 10:08 PM, Avastgard said:

Does the flickering you guys are mentioning include the situation in which, for example, a wall will be lit by the light of a torch I am carrying, but, depending on the angle I look at the wall, it will be dark (i.e., look as if there was no torch lit)?

 

I've heard that this could be caused by too many light sources acting on the same object. Is that correct? Is there a way to fix that?

That is, in fact, caused by too many light sources touching a single mesh and is a limitation of the engine/mesh format. There are various ways to fix it, but all require modding skill and knowledge. You can remove or alter the light sources in the CK to fix the issue, or you can split the larger mesh into smaller sections (this is how ELFX fixes it).

Posted (edited)

I got a question regarding BethINI's settings for Fallout 4 (Ultra settings and Recommended Tweaks box ticked), at the Interface tab the Y-scale is set to 0.0420 and I was just wondering why it uses that value instead of 0.03733 (with x-scale left at default 0.0210 ofc) which would be the value to achieve equal vertical and horizontal acceleration on a 16:9 monitor (which is iirc the currently most used aspect ratio for monitors) as Cal from Dirtyweasel shows in this video (at around the 3min mark). I'm just curious to know why that specific value was chosen by default ^^. Cal also mentions setting bMouseAcceleration=0 in the fallout4.ini which was a bogus setting in Skyrim so I was just wondering if this is still the case or if it actually works in Fallout 4 (there is no STEP wiki for the fallout4.ini to my knowledge, hence my question for THE ini expert :) )

Edited by El_Rizzo
Posted

I was told 0.042 was the best value to use. Is there some mathematical formula to calculate this? I am on a 21:9 monitor myself.

 

Mouse acceleration only exists in Fallout 3 and Fallout New Vegas.

Posted
  Quote

 

I was told 0.042 was the best value to use. Is there some mathematical formula to calculate this? I am on a 21:9 monitor myself.

Well, the value depends on your monitor's aspect ratio and with 21:9 it would be 0.0490, for 16:9 it would be 0.03733 and so on. The formula is quite easy, you simply take your aspect ratio and divide the numbers (16 div. by 9 = ~1.77, 21 div. by 9 = ~2.33 etc.), the resulting value gets multiplied with 0.0210 and then you have the value for your y-scale. Now I'm not a mathematical genius ::P: , so if anyone sees a logical error in this, please correct me :;): .

 

  Quote

 

Mouse acceleration only exists in Fallout 3 and Fallout New Vegas.

Okay, as I suspected, thanks for confirming it :).

Posted

Thanks for the info = )

 

Good to know on the flickering setting. In the video I tested that scene every which way. I don't just take a quick shot and throw it up for viewing. Only when set to the value in the video (roughly 8192 or higher) would that light pop-in effect not take place on that specific brazier. Same save, nothing different but the setting. ELFX was installed as well if that adds anything to it (meshes being chopped up or extra lights in the area as the mod does/adds) but still, it doesn't change that the scenes were played out identical in each take (and as it only affects the smoke, with the wall being so close to it I'd assume it would cause this same bug on the wall but it doesn't). The only thing different was the flickering values. The 4 lights rendering on 1 mesh wouldn't make a difference being that the scenes are identical, though I agree its the same effect/issue that happens in those circumstances. If you turn your camera far enough away from a light source it stops being rendered and thus, the light pops back in, but that's not the case in the video. Just walking straight towards the sources from the moment the same save loads, same starting point, some scene, same speed (no lonely guards walking around with torches to add additional lighting to one scene and not the other). Perhaps the setting pushes another light source back further to compensate for what it does to the flicker? I have no clue (and... that's 32bit Skyim in the video obviously, not SE)...I also only "fudged" one setting in that video lol flickering wasn't it... That's one of those settings that I spent hours going around the game, creating different saves to attempt to figure out what it did... finally... that was the only difference I could see... oh well... = ) 

 

Edit: The back and forth walking in the video was just to emphasize what I was seeing. Same thing would happen walking straight towards it as mentioned above. If I ever get bored I'll mess around with it and see if it still effects anything or if there was just some hidden light that I couldn't see messing up the mesh. Maybe elfx using the flickering sort of bulb.. idk

 

Off to do some final prep for a full on BethINI guide and the initial audio recording tomorrow = )

Posted
  On 1/17/2017 at 12:29 AM, El_Rizzo said:

Well, the value depends on your monitor's aspect ratio and with 21:9 it would be 0.0490, for 16:9 it would be 0.03733 and so on. The formula is quite easy, you simply take your aspect ratio and divide the numbers (16 div. by 9 = ~1.77, 21 div. by 9 = ~2.33 etc.), the resulting value gets multiplied with 0.0210 and then you have the value for your y-scale. Now I'm not a mathematical genius ::P: , so if anyone sees a logical error in this, please correct me :;): .

 

 

Okay, as I suspected, thanks for confirming it :).

OK. So the ideal method would be to set it to resolution width divided by height times 0.021.

Posted

Fallout 3

 

The display adapter shows value=0. Is this correct, is bethini reading my current GPU correctly? I have no option other than zero in the drop down box. Just want to be sure the game recognizes my card correctly.

Posted

Could we have an option for Grass Shadows on/off please ? (AO for SSE, particularly on grass, looks terrible.  )

 

( Please keep in mind my previous idea to include the Gamma setting - for ENB use. )

 

Thank you so much for this app.

Posted (edited)

The "bDoDepthOfField=0" option doesn't seem to work for turning off depth of field :O Does anyone have any ideas why that might be, and possibly other .ini settings that I could try to turn off DOF? It gives me a proper headache :/

Edited by Dath1
Posted

Ahh, sorry, Skyrim SE. Can't seem to figure out a way to turn off the depth of field. Whenever I look down it blurs distant terrain, and it's giving me a headache while playing :/

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