TES Skyrim 0.111 KAGE

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TES Skyrim 0.111 KAGE

The Elder Scrolls Skyrim (TES Skyrim)

Graphic mod ENBSeries 0.111 KAGE

NVidia and ATI/AMD have optimizations now. Turn off fake videocard in the config.

Notify all errors of latest updates to this version. Transparent water is not a bug, because it's not completely hidden or colors wrong, it's mixed result when ssao enabled.
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Re: TES Skyrim 0.110 KAGE

My results with 0.111 still sadly shows the same issue I and some others had with 0.110 but not with prior versions. For the sake of completion I'll post re-post my examples from previous thread but with an example from 0.111 in there aswell. As always, thanks for the great work you do and hopefully I can provide some assistance to help you figure this issue out. :)

No ENB .dll, smooth edges all around: http://i.imgur.com/Wg70Z.jpg
ENB 0.109 active, smooth edges all around, AA working fine: http://i.imgur.com/0jOI6.jpg
ENB 0.110 active, marked areas that are good for comparison. AA not working: http://i.imgur.com/6nBIR.jpg
ENB 0.111 active, same issue as with 0.110 - AA not working and bad texture shimmering whilst moving: http://i.imgur.com/n0tib.jpg


The ENB screens are with the default .fx-files and .ini from the download packages. No other mods with post-processing active.

Some extra into:
ASUS GTX 560-Ti 448 (0x1087) 1280mb
No fake ENB, has proper GPU detected
My driver version is 301.34 beta. Have tried with 301.24, 301.25, 301.32 with same results.
AA settings are 4x ingame AA and 4x4 SSAA via NVIDIA Inspector + 4x TRSGSSAA
Post-processing AA's do work however when tried, but do not change the texture shimmering that has appeared since 0.110.

Thanks! :)
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Re: TES Skyrim 0.111 KAGE

Have you tried to turn off bilateral filter?
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Re: TES Skyrim 0.111 KAGE

ENBSeries wrote:Have you tried to turn off bilateral filter?
Thanks for the suggestion, tried it just now and afraid it had no effect on the issue. :/
Also tried to run the Injector version instead of Wrapper just because that was another thing I hadn't tried as of yet, but no change there either

Edit: Oh btw, the link from Downloads section for TES Skyrim to 0.111 still leads to http://enbdev.com/mod_tesskyrim_v0110.htm rather than http://enbdev.com/mod_tesskyrim_v0111.htm, so had to change the URL in browser to get to the new file :)
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Re: TES Skyrim 0.111 KAGE

Ok, i'll try to find what is that, but not seen (may be because fxaa enabled).
Post-processing AA's do work however when tried, but do not change the texture shimmering that has appeared since 0.110.
I don't know how to find shimmering. Do you have installed parallax? Or may be you don't have, but turned on this fix (or i turned it by default...)?
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Re: TES Skyrim 0.111 KAGE

@Blood Bug: I made some custom UV maps for the blood in my mod, so I'm always messing around with them. I think its a diffuse texture, but its also like a shader too? It gets UV mapped like a diffuse map when I set up the UV for it, but when the game applies it to the weapon its a bit random and sporadic.

The parts of the texture that seem to be missing are near the middle of the blood texture's placement.

It's a bit hard to explain, if you need more info I can try to help...But basically a lot of the blood is not being shown.

If you want I can send the blood texture itself to you and maybe you can take a look at it?
Last edited by shingouki on 13 May 2012, 22:18, edited 1 time in total.

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Re: TES Skyrim 0.111 KAGE

Извеняюсь, а как _SPAM_? Not found пишет, при попытке _SPAM_ главной страницы. О_О

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Re: TES Skyrim 0.111 KAGE

ENBSeries wrote:Ok, i'll try to find what is that, but not seen (may be because fxaa enabled).
Post-processing AA's do work however when tried, but do not change the texture shimmering that has appeared since 0.110.
I don't know how to find shimmering. Do you have installed parallax? Or may be you don't have, but turned on this fix (or i turned it by default...)?
The issue isn't there if you use FXAA so might be that. Yes, I have parallax enabled as I downloaded osmodius great package, and yes it was on by default in .110 atleast, not sure if it was with .111. I'll try to disable it and see if that makes a difference. Texture shimmering I can't really show without making a video and upload, but if you take those window "bars" above the gate in Whiterun that I've used as a point of reference in earlier examples. Move from the marketplace down towards the gate and you will see they constantly "shimmer" (and many other textures aswell, but that's an easy point of reference), which wasn't there in .109 or earlier for me either

Texture shimmering is not only due to ENB though, but the fact that AA isn't working for me is making it much worse, as my NVIDIA Inspector settings are specifically set up to remove the shimmer but now not working. :)

Edit: Disabling parallax didn't fix it either sadly!
Last edited by Vond on 13 May 2012, 22:02, edited 1 time in total.
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Re: TES Skyrim 0.111 KAGE

Hi Boris. Thanks for your work toward optimization for AMD.
Graphic mod ENBSeries 0.111 KAGE

NVidia and ATI/AMD have optimizations now. Turn off fake videocard in the config.
As an AMD user (AMD 965BE & XFX HD6870), if I disable Fake Videocard in enbseries.ini with 0.111 it brings the grass shadow bug back. I have to enable it to fix the problem. This was with the wrapper.

Just thought I'd bring this to your attention. Also for some reason I am not seeing any noticeable difference when configuring SSAO (wouldn't work with 0.110 or 0.111 for me), this was regardless of whether I set Fake Videocard true or false.

Edit: Nevermind about SSAO. I have it working now.

Cheers.
Last edited by Unreal Warfare on 13 May 2012, 22:07, edited 1 time in total.
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Re: TES Skyrim 0.111 KAGE

Hi Boris,

I'm an ATI user and for some reason I'm not able to use the new feature, Detailed Shadows, with ENB v0.111 KAGE. I also had to set "ForceFakeVideocard=true" just to get DOF and SSAO working.

I appreciate your hard work and look forwards to using these new features!


EDIT: So far the grass and underwater bugs appear to be fixed with v0.111 KAGE when "ForceFakeVideocard=true", but it comes back when set to false. The same as UW's issue and with wrapper version as well. Thanks again for your work, I'm sure this will be resolved in a matter of time.
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