TES Skyrim SE 0.338

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TES Skyrim SE 0.338

The Elder Scrolls Skyrim SE (SSE)

Graphic mod ENBSeries 0.338

Added clouds edge parameters for [SKY] category from old Skyrim mod. Implemented backward compatibility of all external shaders with VR optimized versions of them which will be created in future via handling DynamicScaling parameter.
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Re: TES Skyrim SE 0.338

Thanks a lot :D
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Re: TES Skyrim SE 0.338

Boris

Off-Topic and personal request : would you be able to create a downsampling tool that would work on DX11 games, allowing to set our own resolutions above native res ?
NVidia DSR is a mess imho, and tools like GeDoSaTo only work with DX9 and conflict with win 10.
Something coming from you on that subject would be great.
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Re: TES Skyrim SE 0.338

I dont think such tool will work any better than NVidia did. Games very often have very specific calculations in code which contain information about size of render targets similar to ScreenSize parameter in my mod, so without knowing where such parameter is and tweaking it, graphics will have visual errors. So, generic tool is not something which will work well, doubt even half games can work fine and i have no time and money to test every game and make fixes for them.
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Re: TES Skyrim SE 0.338

Makes sense. Thank you.
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Re: TES Skyrim SE 0.338

big thanks for the update Boris.
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Re: TES Skyrim SE 0.338

Hey, I just want to try to summarize what Boris said about future updates (pls correct me if I'm wrong)

- Water effects:
Probably not going to happen, over 4000 shader files have to be tweaked.

- SSS for Skins
Boris said he tries to implement it, but it's hard.

- Skylighting
Probably hard without bugs, also SSE is still updated.

-Multi weather support:
Hard to implement and a single SE update might destroy his efforts.

Parallax:
Most likely the same as above.

If i forgot something, please add it or correct me if I was wrong in some aspect.

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Re: TES Skyrim SE 0.338

Multiweather support is not hard to make, but patches kill it every time and multiple weathers worth to make only when many parameters are already done in the mod (because preset makers will go mad on me if i add something new), so there is no point to rush. Skylighting is already exist, but bugs with alpha channel will never be fixed, they exist in old Skyrim too. In general it is hard to tell something for sure, because it is not something with source code available, several times i had brilliant ideas to implement something in old Skyrim while before them i thought there is no way at all. To find such ideas can take months.
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mohaderhangen

Re: TES Skyrim SE 0.338

So you said skylighting is already present, wouldn't that also allow for more advanced cloud shadows? Or am I mixing something up?
Anyways, thank you for your hard work.

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Re: TES Skyrim SE 0.338

Ehh, sorry, my fault. It's not the first time i make mistake and think about ibl while people tell about skylighting. Nope, skylighting is rather impossible, i did it in fallout 4 and it is buggy there too much, while people didn't write me anything about it, so most likely they dont need it at all. Cloud shadows and skylight have no connection and no dependency from each other, except that how they must be applied per object to avoid bugs with transparent objects. The time for start old skyrim with mod installed is mostly time to process game shaders, patch them, recompile. If i will do the same with skyrim se, time to start the game will raise probably up to 1-1.5 minute. And it is not including all the problems to patch shaders, search for any buggy. I can try one day, but have zero interest to waste time like that.
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