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 Post subject: TES Skyrim 0.308
PostPosted: 20 Jul 2016, 08:10 
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The Elder Scrolls Skyrim (TES Skyrim)

Graphic mod ENBSeries / patch ENBoost 0.308

Restored old skylighting code, it's less buggy in some places. Removed dependency of LocationID from mods loading order.
Added support of loading multiple plugins (.dllplugin extention) from "enbseries" folder. Previously they were loaded as proxy only and one file.

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 22 Jul 2016, 16:07 
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Which change to skylighting was reverted? Are you referring to the performance changes to skylighting mentioned in the 0.302 notes?


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 Post subject: Re: TES Skyrim 0.308
PostPosted: 22 Jul 2016, 16:25 
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Everything, old code now. I don't remember what was changed, so after bug report simply reverted it.

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 22 Jul 2016, 19:59 
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Well, Skylighting always looked great and there weren't too many bugs (for me at least). Now I just need to get my Skyrim back into working order... after my fallout adventures that is.

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 23 Jul 2016, 07:58 
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Hey Boris I have an important question.

I did some lighting balancing of my enb and realized that this Water foams are controled by the fire setting.

So to have a good look at night or dusk setting I need to turn the intensity down, but then the fire looks almost transparent and very weak. Is there a way to fix this?

EDIT: attachment deleted. Please, do not use this feature for temporary things, there are image hosts


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 Post subject: Re: TES Skyrim 0.308
PostPosted: 23 Jul 2016, 08:13 
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Dragens
That's an issue with the mesh. The Skyrim Particle Patch was designed to fix that very issue, among many others. That particular mesh is fixed... however, if you're using a water mod, that mesh may need to be fixed too. I'd ask mindflux about it in the patch thread.

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 24 Jul 2016, 08:02 
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Thanks for the update, Tweak time ! :)

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 24 Jul 2016, 20:58 
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Hi Boris,
You said ENB won't support the cropped rendering back in 2013.
http://enbdev.com/enbseries/forum/viewt ... 250#p44049

I see I can now set a non-native resolution such as 1920x900 for 2.41:1, but ENB couldn't render the scene when I load a cell. I couldn't even start Skryim/ENB with that resolution when I was using an AMD card back in 2013, so is there a way to configure preset to support a non-native resolution in ENB?

EDIT: the SkyrimPrefs.ini file has the "bFull Screen=1" setting for 1920x900.

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Last edited by skysan4298 on 25 Jul 2016, 00:16, edited 2 times in total.

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 24 Jul 2016, 22:21 
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skysan4298 wrote:
Hi Boris,
You said ENB won't support the cropped rendering back in 2013.
http://enbdev.com/enbseries/forum/viewt ... 250#p44049

I see I can now set a non-native resolution such as 1920x900 for 2.41:1, but ENB couldn't render the scene when I load a cell. I couldn't even start Skryim/ENB with that resolution when I was using an AMD card back in 2013, so is there a way to configure preset to support a non-native resolution in ENB?


Are you using windowed mode via enblocal.ini? I can set just about any resolution defined in SkyrimPrefs.ini as long as windowed mode is configured in enblocal.ini, but your GPU scaling options will determine whether you can render such a resolution in full screen mode. Many non-standard resolutions may not work at all if you attempt to render them full screen.


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 Post subject: Re: TES Skyrim 0.308
PostPosted: 01 Aug 2016, 03:06 
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Joined: 16 Jan 2014, 06:26
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Very stable on my end, as recently I converted and tweaked the Project preset, and played for some 4 hours without a hiccup.


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