TES Skyrim 0.109 BETA

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Re: TES Skyrim 0.109 BETA

Boris,

If I had an extra Radeon 5870 I'd send one across the ocean. :)
Guess I'm stuck with 102 till 109 SSAO works for ATI cards. :(

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Re: TES Skyrim 0.109 BETA

Hi Boris,

I found another little bug with the latest 0.109. The following settings can no longer be updated in real-time by alt-tabbing out of the game:

FogColorMultiplierDay=0.55
FogColorMultiplierNight=0.5
FogColorCurveDay=0.9
FogColorCurveNight=1.2


When I return to the game, nothing changes, even if I hit 'Backspace' This is true in Fullscreen and Windowed mode. The other variables seem to update fine, no issue.
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Re: TES Skyrim 0.109 BETA

Check out if this attached version do not have red bug.
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Re: TES Skyrim 0.109 BETA

This release is perfect for me now I just have two bugs remaining:

Blood bug and SSAO see through bug.

Blood Bug:

Toggled Off: Image

Toggled On: Image

SSAO Shadow Bug Here:

Toggled Off: Image

Toggled On: Image

More Photos: http://imgur.com/a/D3jpo#1

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Re: TES Skyrim 0.109 BETA

Thanks Boris, I'll check if the 'red' issue is gone.

Also ,for the transparency issue, it is easy to repproduce:

1) Be in first-person mode with hands/weapon out
2) Make sure SSAO is enabled
3) Walk directly towards any wall

As you get VERY close to the wall, the hands become transparent... it is as though in the game world, your hands are at a greater distance than the wall (i.e. they go 'behind' the wall). I guess this is some depth-related issue?


EDIT: The 'red' issue is fixed with that last d3d9.dll, thanks!
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Re: TES Skyrim 0.109 BETA

@Boris :

BTW, thank you for fixing the crash/freeze on exit with the wrapper one !
Same results than with injector for me, but more convenient !

BTW, another question :
I've been testing lots of things and I tried to have two other dll running :
d3d9_injFX.dll for FXAA sharpening and vignette
d3d9_smaa.dll for AA (works great on high resolution with game AA off)

Strange, only the first one in order in [PROXY] section works.
The one in second place doesn't work.
If u turn them upside down, the new first will work, not the second.
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Re: TES Skyrim 0.109 BETA

The [PROXY] function only supports one additional .dll

If you use my Skyrim Enhanced Shaders effect add-on framework, you can use all of FXAA Injector's effects through a simple effect.txt file without the need of an additional d3d9.dll file. This would allow you to use ENB + FXAA Injector effects, while keeping the PROXY slot free for SMAA.

You're welcome :)
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Re: TES Skyrim 0.109 BETA

@Tapioks :
Thanx ! I already tried it indeed :D
But I'm using your natural colors+UHQ sharpening... along my ENb set

How can I use a second effect.txt with it ?

Sorry for my newbie's attitude !!... :D :D
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Re: TES Skyrim 0.109 BETA

@Oyama

No worries. :D

Well, you can actually 'stack' the effects manually within one effect.txt file! Just copy the contents of both effect.txt files into one file, in sequence, like this:

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Natural Colors
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

// Chromatic adaptation: (makes all tones more neutral)
#define EADAPTATION

// The target white point (0-10, higher = more blue)
// If default is too blue, try 4, if it's too red, try 6
#define WHITEPOINT 5

// Saturation controls: (Uncomment the #define to enable them)
// 0 is grayscale, 1 is normal, higher values = more saturated
#define SATURATION 1.0

// Load the effect
#include "Data/shaders/naturalcolors.fxh"

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Sharpen
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

// Default preset
#define ESHARPENING
#define ESHARPENINGCOLOR
#define ENOISE

#include "Data/shaders/sharpen.fxh"


// FXAA Injector v2 default settings

#define USE_ANTI_ALIASING 0
#define USE_PRE_SHARPEN 0
#define USE_BLOOM 1
#define USE_TECHNICOLOR 1
#define USE_TONEMAP 1
#define USE_SEPIA 1
#define USE_POST_SHARPEN 1
#define FXAA_QUALITY__PRESET 6
float fxaaQualitySubpix = 0.3885;
float fxaaQualityEdgeThreshold = 0.1315;
float fxaaQualityEdgeThresholdMin = 0.0545;
bool highQualitySharpen = 0;
float AverageBlur = 0.45;
float CoefficientsBlur = 1.3333;
float CoefficientsOriginal = 2.3333;
float SharpenEdge = 0.205;
float SharpenContour = 0.055;
float BloomThreshold = 18.5;
float BloomPower = 1.892;
float BloomWidth = 0.0284;
#define TechniAmount 0.33
#define TechniPower 4
#define redNegativeAmount 0.99
#define greenNegativeAmount 0.99
#define blueNegativeAmount 0.99
#define Gamma 1.05
#define Exposure 0.15
#define Saturation 1.125
#define Bleach 0.25
#define Defog 0
#define ColorTone float3(1.30, 1.02, 0.68)
float SepiaPower = 0.11;
float GreyPower = 0.22;
float Sharpen = 0.07;

#include "Data\shaders\fxaa2.fxh"
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Re: TES Skyrim 0.109 BETA

@Tapioks :

man, you teach as good as you tweak !
Keep that sentence for advertising... :D


THANK YOU !
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