TES Skyrim SE 0.309 BETA

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Re: TES Skyrim SE 0.309 BETA

To use palette, you need to write shader code for it. I simply don't see any more reason to make it as generic feature of the mod. But maybe i just write it code in default shader in next release, not sure.
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Re: TES Skyrim SE 0.309 BETA

I can quickly write a thread for people to readd that feature.

About the key issues with UI, I encountered a weird thing. The default setting with shift enter doesn't work at all, enabling works but disabling not. However switching UI combo and toggle mod combo so both combos do the opposite, it works. So the key combo of shift + enter is not the issue, it's what its used for. Why though, no clue.

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Re: TES Skyrim SE 0.309 BETA

Is it possible to have DNI separation for the effect setting, im finding Night and interiors to be very bright. Ps i sent you a small donation just checking if you got it Boris cheers.
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Re: TES Skyrim SE 0.309 BETA

Hi Boris,

I noticed that with the 'Sample DOF', the players hands / weapons are blurred. Would it be easy to exclude these elements from the effect?
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Re: TES Skyrim SE 0.309 BETA

whitescar wrote:I tried to install the enb but all i get when opening the game is a black screen and then a CTD. When I deleted the d3d11.dll it works fine but no enb. Any help?
I had the same or a similar issue the first time I started the game after adding ENB - a black screen, but no CTD as I could hear the music, so the game was running. Odd as I've never had a similar issue with ENB. And oddly enough it was fixed after restarting the computer and starting the game again. Not sure how much that helps, though.

Thanks for working on this!
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Re: TES Skyrim SE 0.309 BETA

Oddly enough, Timer works for me. I've been using it in my shaders ported from Fallout 4 for random numbers and it works.

I managed to "fix" the first-person hand blurring by increasing the fpdistance variable to

Code: Select all

float	fpdistance=1.0/(0.085*5);
- it seems like weapons are much further back in Fallout 4 than in Skyrim.

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Re: TES Skyrim SE 0.309 BETA

@roxahris

Thanks for the tip! Will try it out...
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Re: TES Skyrim SE 0.309 BETA

Timer works indeed.
It was my mistake in a dynamic grain code. Solved.
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Re: TES Skyrim SE 0.309 BETA

Hi Boris, is the adaptation feature not yet implemented? I see the controls in the UI, and some adaptation code in the enbeffect.fx, but these do not seem functional. I just want to confirm that adaptation is not yet implemented ... or am I just missing something (very possible)?
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Re: TES Skyrim SE 0.309 BETA

tapioks wrote:Hi Boris, is the adaptation feature not yet implemented? I see the controls in the UI, and some adaptation code in the enbeffect.fx, but these do not seem functional. I just want to confirm that adaptation is not yet implemented ... or am I just missing something (very possible)?
I forget which preset I was trying, but adaptation was working in it, but I think it was written into a shader, but I can't remember as I've tried countless presets, plus while working on my own.
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