TES Skyrim SE 0.310

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Re: TES Skyrim SE 0.310

Been a while since I poked my head in here, what's the situation with possibly improved shadow rendering such as in the original game? I know shadows in general have improved for SE, but it's still not quite what ENB did for the first edition.
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Re: TES Skyrim SE 0.310

I don't want to touch shadows and in general you better give up about much progress of Skyrim SE, it's too much hard to modify, not worth it.
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Re: TES Skyrim SE 0.310

It's a shame bethesda makes it so hard for modders often times, although they clearly know their game is one of the most modded games in history.
@boris, just out of curiousity... if the shaders would have been easy to edit, and with DX11, what "crazy things" COULD have been done with Skyrim SE?
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Re: TES Skyrim SE 0.310

At least same as for old Skyrim. Other features are all limited by the game content, if there is no input data, then nothing to do about it, including tesselation with displacement. Dx11 do nothing itself if game is just ported, so keep calm.
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Re: TES Skyrim SE 0.310

ENBSeries wrote:At least same as for old Skyrim. Other features are all limited by the game content, if there is no input data, then nothing to do about it, including tesselation with displacement. Dx11 do nothing itself if game is just ported, so keep calm.
Out of curiosity, have you tried contacting Bethesda for shader source code?
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Re: TES Skyrim SE 0.310

I never contact anybody and shader source code gives me nothing, because i can't map easily variables and shaders which exist in game to compiled by me from sources. Also no developers ever give such data to anybody.
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Re: TES Skyrim SE 0.310

Hello to all,

Have been stalking this page for a while now. I anticipate huge demand for ENBSSE soon as it was hinted we may get SKSE64 sometime this spring. The performance and stability of SSE over old Skyrim is truly massive. Once SKSE64 is out it will instantly become the most popular modding platform. Even with the effects we have now it is possible to get nice results, of course I have high hopes for more, primarily SSAO. I know Reshade has an option for that which I haven't tested, but the ENB SSAO in Skyrim was really good. I hope it can be ported.

EDIT: It would also be amazing to have ENB God Rays instead of the default lens flare soup effect of SSE. :p

I did notice a tiny bug in the current version. It appears that when indoors at night, Night-day factor and TOD factor Day both return 1 as if it was day:

Image

If you walk outside so not in an interior, both variables return the correct values:

Image

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Re: TES Skyrim SE 0.310

Without helper plugin it's not fixable.
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Re: TES Skyrim SE 0.310

Hi All! I have FINALLY finished my second video about ENB DOF for Skyrim SE, including coverage of Marty McFly's Advanced DOF. For your consideration:



Let's take a look at how to configure the 'depth of field' effect that comes with ENB for Skyrim Special Edition, along with a look at Marty McFly's alternative Advanced Depth of Field (ADOF), which may be used in place of the default effect. This video covers configuration details for both versions, plus installation instructions for Marty's ADOF.

1:00 - ENB Depth of Field Configuration
6:34 - Marty McFly's ADOF Installation
7:37 - Marty McFly's ADOF Autofocus Smoothing
8:32 - Marty McFly's ADOF Configuration
18:04 - Marty McFly's ADOF Tilt-Shift

Download Marty McFly's Advanced DOF:
viewtopic.php?f=7&t=5279

ENB DOF Part 1 Video: https://youtu.be/cdagvAjiOUc
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Re: TES Skyrim SE 0.310

ENBSeries wrote:Without helper plugin it's not fixable.
Is that still in the works?
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