ENB light and fire sources obscure the screen when looking a

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ENB light and fire sources obscure the screen when looking a

First of all, sorry for sounding like a robot, I use the google traslator because of my bad English

I have recently installed PRT X - PhotoRealistic Tamriel 10 - Legacy edition but I have encountered a problem which has consumed the last 11 hours of free time that I have had these days, when taking out a torch, approaching any brazier, using a spell of lightning or fire, in all situations the screen becomes quite dark, in some situations such as at night, turning everything black, I've spent enough time messing around with ENB and looking online to end up asking for help directly.

What I have managed to find out is the following:
It is not produced by lighting mods, fire textures etc, I literally only have skyrim installed and the essential patches, as well as the alternate startup mod
when disabling [GLOBAL] UseEfect the problem (along with the rest of the ENB ) disappears but I deactivated and manually changed the values of the rest of the ENB categories lower than this one without being able to locate the culprit, the effect persisting all the time
I am not very clear if it is necessary to attach screenshots, I have not been able to find much information on the problem in question

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Re: ENB light and fire sources obscure the screen when looki

Adaptation. Tweak the values in enbseries.ini, and if applicable to the preset also in enbeffect.fx, to your liking but note that without adaptation fire sources could become absolutely blinding if they're very bright.

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Re: ENB light and fire sources obscure the screen when looki

Neither Adaptation nor modifying or deactivating enbeffect.fx solved the problem, after deactivating both, the blackout persisted, the truth is that I no longer know where to go
Still, thank you very much for your help

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Re: ENB light and fire sources obscure the screen when looki

By your description it must be adaptation but it can be an external shader as well so I would suggest inspecting the preset more thoroughly.

Another possibility is (modified) vanilla game adaptation. By default it's pretty unobtrusive but like other things it can be modified.

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Re: ENB light and fire sources obscure the screen when looki

This is what appears, the screen darkening, which does not allow you to see beyond
1:https://steamuserimages-a.akamaihd.net/ ... 6CDA7FADC/
2: https://steamcommunity.com/sharedfiles/ ... 2271183037
example 2
1:https://steamuserimages-a.akamaihd.net/ ... F98DB28D3/
2:https://steamuserimages-a.akamaihd.net/ ... 379E417DC/

I really appreciate you spending your time on this

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Re: ENB light and fire sources obscure the screen when looki

Try this: (create backups of you enbseries.ini and enbadaptation.fx.ini)


1.) Open enbseries.ini with notepad (without starting the game) and under [ADAPTATION] change these values:

AdaptationSensitivity=0.5
AdaptationTime=0.05
ForceMinMaxValues=false
AdaptationMin=1.0
AdaptationMax=100.0



If it's still not working right, then try this additional step:

2.) You need different enbadaptation.fx file for this, it's added to the post. (make backup of the original file and use the downloaded one)
Then open enbadaptation.fx.ini with notepad, erase everything that's inside and put this in: (copy from here and paste into your file)

[ENBADAPTATION.FX]
TECHNIQUE=1
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤=0
=0
Auto Exposure Bias (log2 scale)=0.0
Adapt Max Brightness (log2 scale)=3.0
Adapt Min Brightness (log2 scale)=-0.4
Adapt Low Percent=1.0
Adapt High Percent=1.0




I had trouble with adaptation (similar to your problem, just slightly different) and after I did all this, problems are gone.

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Re: ENB light and fire sources obscure the screen when looki

sorry for the delay in answering, by doing all of the above I got two things:
in enbseries.ini the transition between the black tone and its disappearance became instantaneous, but it did not disappear
enbadaptation.fx everything turned black, literally, I could distinguish some flame a couple of angles of the game logo, but everything was black
I do not want to bother with the problem anymore, now my curiosity moves me more, I describe the enbadaptation.fx that I have in case you knew enough to see it with the naked eye, I really wish I had better English and a better understanding of ENB
/*///////////////////////////////////////////////////////
// ENBSeries effect file //
// visit http://enbdev.com for updates //
// Copyright (c) 2007-2019 Boris Vorontsov //
//----------------------ENB PRESET---------------------//

NATURAL & ATMOSPHERIC TAMRIEL ENB

//-----------------------CREDITS-----------------------//
// Boris: For ENBSeries and his knowledge and codes //
// L00 : Shader Setup, Presets and Settings, //
// Port, Modification and author of this file //
// Please do not redistribute without credits //
///////////////////////////////////////////////////////*/

//+++++++++++++++++++++++++++++
//external enb parameters, do not modify
//+++++++++++++++++++++++++++++
//x = generic timer in range 0..1, period of 16777216 ms (4.6 hours), y = average fps, w = frame time elapsed (in seconds)
float4 Timer;
//x = Width, y = 1/Width, z = aspect, w = 1/aspect, aspect is Width/Height
float4 ScreenSize;
//changes in range 0..1, 0 means full quality, 1 lowest dynamic quality (0.33, 0.66 are limits for quality levels)
float AdaptiveQuality;
//x = current weather index, y = outgoing weather index, z = weather transition, w = time of the day in 24 standart hours. Weather index is value from weather ini file, for example WEATHER002 means index==2, but index==0 means that weather not captured.
float4 Weather;
//x = dawn, y = sunrise, z = day, w = sunset. Interpolators range from 0..1
float4 TimeOfDay1;
//x = dusk, y = night. Interpolators range from 0..1
float4 TimeOfDay2;
//changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
//changes 0 or 1. 0 means that exterior, 1 - interior
float EInteriorFactor;

//+++++++++++++++++++++++++++++
//external enb debugging parameters for shader programmers, do not modify
//+++++++++++++++++++++++++++++
//keyboard controlled temporary variables. Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
// xy = cursor position in range 0..1 of screen;
// z = is shader editor window active;
// w = mouse buttons with values 0..7 as follows:
// 0 = none
// 1 = left
// 2 = right
// 3 = left+right
// 4 = middle
// 5 = left+middle
// 6 = right+middle
// 7 = left+right+middle (or rather cat is sitting on your mouse)
float4 tempInfo1;
// xy = cursor position of previous left mouse button click
// zw = cursor position of previous right mouse button click
float4 tempInfo2;



//+++++++++++++++++++++++++++++
//game and mod parameters, do not modify
//+++++++++++++++++++++++++++++
//x = AdaptationMin, y = AdaptationMax, z = AdaptationSensitivity, w = AdaptationTime multiplied by time elapsed
float4 AdaptationParameters;

Texture2D TextureCurrent;
Texture2D TexturePrevious;

SamplerState Sampler0
{
Filter = MIN_MAG_MIP_POINT;//MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
SamplerState Sampler1
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};



//+++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_OUTPUT_POST
{
float4 pos : SV_POSITION;
float2 txcoord0 : TEXCOORD0;
};



//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN, uniform float sizeX, uniform float sizeY)
{
VS_OUTPUT_POST OUT;
float4 pos;
pos.xyz=IN.pos.xyz;
pos.w=1.0;
OUT.pos=pos;
float2 offset;
offset.x=sizeX;
offset.y=sizeY;
OUT.txcoord0.xy=IN.txcoord.xy + offset.xy;
return OUT;
}



//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//output size is 16*16
//TextureCurrent size is 256*256, it's internally downscaled from full screen
//input texture is R16G16B16A16 or R11G11B10 float format (alpha ignored)
//output texture is R32 float format (red channel only)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
float4 PS_Downsample(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
{
float4 res;

//downsample 256*256 to 16*16
//more complex blurring methods affect result if sensitivity uncommented
float2 pos;
float2 coord;
float4 curr=0.0;
float4 currmax=0.0;
const float scale=1.0/16.0;
const float step=1.0/16.0;
const float halfstep=0.5/16.0;
pos.x=-0.5+halfstep;
for (int x=0; x<16; x++)
{
pos.y=-0.5+halfstep;
for (int y=0; y<16; y++)
{
coord=pos.xy * scale;
float4 tempcurr=TextureCurrent.Sample(Sampler0, IN.txcoord0.xy + coord.xy);
currmax=max(currmax, tempcurr);
curr+=tempcurr;

pos.y+=step;
}
pos.x+=step;
}
curr*=1.0/(16.0*16.0);

res=curr;

res=max(res.x, max(res.y, res.z));

res.w=1.0;
return res;
}



//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//output size is 1*1
//TexturePrevious size is 1*1
//TextureCurrent size is 16*16
//output and input textures are R32 float format (red channel only)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
float4 PS_Adaptation(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
{
float4 res;

float prev=TexturePrevious.Sample(Sampler0, IN.txcoord0.xy).x;

float timeweight;
float timevalue;

float fAdaptMinDawn;
float fAdaptMinSunrise;
float fAdaptMinDay;
float fAdaptMinSunset;
float fAdaptMinDusk;
float fAdaptMinNight;
float fAdaptMinInterior;


fAdaptMinDawn=0.05;
fAdaptMinSunrise=0.015;
fAdaptMinDay=0.0;
fAdaptMinSunset=0.012;
fAdaptMinDusk=0.05;
fAdaptMinNight=0.02;
fAdaptMinInterior=fAdaptMinNight;

//fAdaptMin
timeweight=0.000001;
timevalue=0.0;

timevalue+=TimeOfDay1.x * fAdaptMinDawn;
timevalue+=TimeOfDay1.y * fAdaptMinSunrise;
timevalue+=TimeOfDay1.z * fAdaptMinDay;
timevalue+=TimeOfDay1.w * fAdaptMinSunset;
timevalue+=TimeOfDay2.x * fAdaptMinDusk;
timevalue+=TimeOfDay2.y * fAdaptMinNight;

timeweight+=TimeOfDay1.x;
timeweight+=TimeOfDay1.y;
timeweight+=TimeOfDay1.z;
timeweight+=TimeOfDay1.w;
timeweight+=TimeOfDay2.x;
timeweight+=TimeOfDay2.y;

float todfAdaptMin;
todfAdaptMin=lerp( (timevalue / timeweight), fAdaptMinInterior, EInteriorFactor );

//downsample 16*16 to 1*1
float2 pos;
float curr=0.0;
float currmax=0.0;
const float step=1.0/16.0;
const float halfstep=0.5/16.0;
pos.x=-0.5+halfstep;
for (int x=0; x<16; x++)
{
pos.y=-0.5+halfstep;
for (int y=0; y<16; y++)
{
float tempcurr=TextureCurrent.Sample(Sampler0, IN.txcoord0.xy + pos.xy).x;
currmax=max(currmax, tempcurr);
curr+=tempcurr;

pos.y+=step;
}
pos.x+=step;
}
curr*=1.0/(16.0*16.0);

//adjust sensitivity to small bright areas on the screen
curr=lerp(curr, currmax, lerp(lerp(0.1, 0.05, ENightDayFactor), 0.075, EInteriorFactor)); //AdaptationSensitivity

//smooth by time
res=lerp(prev, curr, AdaptationParameters.w); //AdaptationTime with elapsed time

//clamp to avoid bugs in post process shader, which have much lower floating point precision
res=max(res, 0.001);
res=min(res, 16384.0);

//limit value if ForceMinMaxValues=true
float valmax;
float valcut;
valmax=max(res.x, max(res.y, res.z));
valcut=max(valmax, todfAdaptMin); //AdaptationMin
valcut=min(valcut, 0.1); //AdaptationMax
res*=valcut/(valmax + 0.000000001f);

res.w=1.0;
return res;
}



//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//techniques
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//first pass for downscaling and computing sensitivity
technique11 Downsample
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0, VS_Quad(0.0, 0.0)));
SetPixelShader(CompileShader(ps_5_0, PS_Downsample()));
}
}

//last pass for mixing everything
technique11 Draw <string UIName="PRT.LITE: Exposure";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0, VS_Quad(0.0, 0.0)));
SetPixelShader(CompileShader(ps_5_0, PS_Adaptation()));
}
}

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Re: ENB light and fire sources obscure the screen when looki

Are you sure you did everything exactly as described ? It involves 3 files.

1. edit adaptation settings in enbseries.ini (Additionally you could try to change settings under [COLORCORRECTION])
2. replace enbadaptation.fx with the downloaded file
3. make changes in enbadaptation.fx.ini

If you did all this and still have problems, then it's more complicated and involves more files and changes. (This enbadaptation.fx file you have, probably needs some other settings in other files to correspond with it. Very difficult to analyze, many things to check. Need to download this whole preset to diagnose.)
PRT X - PhotoRealistic Tamriel 10 - Legacy edition is one of the more complicated presets, there are 24 files under download section - what exactly did you download and install ?

Also, is this the only preset with this problem, have you tried other presets ?

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Re: ENB light and fire sources obscure the screen when looki

Yes, I am totally sure that I did everything as described, it was really explained very well and I could easily see that I had to edit the 3 files.
I use the litel version of the ENB, as far as I understood, it was only necessary to enter the file in question, I tried to change the version to the normal version, but as you say, it was too complex and if the black screen appeared, I imagine it would be late or early I'll go to another ENB, but now, after so much time browsing between ".ini" it really kills me curiosity, the most that I have achieved with repeated trial and error has been to relate the problem with enbadaptation and discard ADAPTATION (which is why I see it is used to mark the transition between light sources, or so it has seemed so far)
I am aware that this is becoming very reckless, and I do not want to bother more than necessary, if as you say, this would require much more investigation of additional files, I think everything would become too exhausting for the forum.
Even so, I suspect, thanks to your comment, that I have not downloaded everything that I should have downloaded, that is, I know that the normal ENB version is modular, and more things have to be added, but it was not clear if the litel version shared this similarity and just download that, the litel version, its file as such, following the installation instructions

As I said, now I'm just curious, because more people have had this problem but no one ever seems to find the solution.

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Re: ENB light and fire sources obscure the screen when looki

I'm still working to find the problem hahahaha
Last edited by Lufi1080 on 26 Dec 2020, 21:53, edited 1 time in total.
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