TES Skyrim SE 0.440

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17447
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

TES Skyrim SE 0.440

The Elder Scrolls Skyrim SE (SSE)

Improved caching of shaders to reduce startup time, it is no more dependent from changes made to preset. Highly recommended to use ShaderCache=true in your presets as it only take long to compile in first run.
Forgot to mention that disable fake character lights also was fixed since from last game patch it didnt work and required old shaders.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 88
Joined: 22 Nov 2019, 16:40

Re: TES Skyrim SE 0.440

Sweet, will try it out asap!

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17447
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.440

Forgot to mention that disable fake character lights also was fixed since from last game patch it didnt work and required old shaders.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: TES Skyrim SE 0.440

Sweet, this will save like a million people a lot of time over time.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 983
Joined: 09 Dec 2012, 00:29

Re: TES Skyrim SE 0.440

ENBSeries wrote:Forgot to mention that disable fake character lights also was fixed since from last game patch it didnt work and required old shaders.
Thanks a lot :D
_________________
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma

English is not my native language.

AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram

Offline
Posts: 48
Joined: 07 Aug 2019, 04:01

Re: TES Skyrim SE 0.440

*whistles* so all features are compatible with the latest game shaders then after Bethesda made that update awhile back with aers' fix. I didn't think that was going to get fixed since you had said it wasn't worth your time to go back through the shaders and figure out what they changed and where.

We're gonna have to start nicknaming you "never say never" Boris ^^.

Now everyone leave him alone so he can get through that big todo list of his he mentioned, apparently this is what happens when we do :P

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17447
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.440

Version updated, download again
Added SpecularPower parameter to complex particle and fire lights. Fixed wrong colors of ssao interiors.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 836
Joined: 10 Dec 2017, 17:10

Re: TES Skyrim SE 0.440

I noticed that the DisableFakeLights is greyed out ingame. Is it supposed to be that way ?
I can only change this by closing the game and making change into the enblocal.ini directly.

This makes it very hard to notice any difference.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17447
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.440

It require shaders to be patched when they are created, so only at game startup.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 836
Joined: 10 Dec 2017, 17:10

Re: TES Skyrim SE 0.440

Ok, I've tested with both DisableFakeLights=true and DisableFakeLights=false - did not see any major difference. Maybe it's the conditions where I checked (half-dark interiors, with light sources on one side and walls on the other side) In what conditions shoud I check to see the difference ?
Post Reply