Skyrim particle patch for ENB
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Author:  mindflux [ 15 Jan 2013, 17:26 ]
Post subject:  Skyrim particle patch for ENB







The SSE patch is only compatible with SSE. DO NOT USE WITH THE ORIGINAL SKYRIM.

The subsurface scattering patch is only compatible with classic Skyrim. DO NOT USE WITH SSE.

If you want to use the main patch with SSE, first install it and then the SSE patch, overwriting when prompted.






Skyrim has quite a few object meshes that have their shaders or blending properties set incorrectly. As a result, when using ENB many of these objects look buggy or react to an incorrect category in enbseries.ini; for example, the intensity of whitewater foam might be set by the intensity of [FIRE] instead of [PARTICLE], most likely resulting in bright foam at night. The aim of this little patch is to fix all these inconsistencies so that the affected objects react to a correct category, whenever possible. In addition to that, I have also adjusted a few additional game objects hoping that they will thus work better with ENB.

As of now, there is a separate download for subsurface scattering patch.

The mod should be compatible with all texture replacers, but no guarantees are given.

Feel free to distribute the files with your preset, no need to ask for my permission. Also, do tailor the contents to your needs, i.e. remove components you don't want.

19/02/2017 - Improved water foam, waterfall and water mist meshes to make them less bright in dark.
20/02/2017 - Added a few missing meshes so that the patch can be used without the original patch.
24/03/2017 - Fixed a bug with a missing water splash texture.
30/03/2017 - Fixed a bright creek water splash, Whiterun rocky stream + beehive no longer glows in the dark.
22/10/2017 - Fixed an alpha issue with conjuration spells when cast in front of a fire.

21/09/2013 - Initial submit.
23/11/2016 - Optimized meshes, improved leaf animation, fixed lods, added one missing model.
28/11/2016 - Added Ewi's superb 2K textures, included in the download.
31/12/2016 - Fixed a mesh tear/smear glitch that appeared for some users.

19/09/2013 - Enabled subsurface scattering on wax candles.
21/09/2013 - Disabled scattering on various ice floes.
22/09/2013 - Enabled scattering on Nord and Imperial children.
08/02/2015 - Added a few missing candles.
16/02/2017 - Disabled scattering on glaciers and related meshes.

15/01/2013 - Initial release.
16/01/2013 - Fixed one additional type of torch (sconce) that I came across.
17/01/2013 - Curbed Dawnbreaker glow so as not to be blinding.
18/01/2013 - Lowered specularity of two mineral pool objects that were over-exposed with most presets.
19/01/2013 - Lowered the glow of Blackreach mushrooms.
25/01/2013 - Fixed a few types of water splashes and Windhelm towers.
26/01/2013 - Fixed a couple of blowing snow objects.
06/02/2013 - Added many fog and mist type of objects as well as Deathbell (plant), also fixed a bug in one torch.
09/02/2013 - Added a compatibility patch for W.A.T.E.R. 1.6 - thanks to SparrowPrince for granting the permission to use his files.
10/02/2013 - Added optional fixes for hinged trap and Falmer totem.
16/02/2013 - Added fixes for a few light shafts as well as a couple of food items and ingredients (tomato, carrot, long taffy, nutty bread and Daedra heart).
20/02/2013 - Added lumbermill gear and glow meshes as well as fixed a bug in one of the light shafts and added a texture for finer dust.
22/02/2013 - Added Solitude window shutters and Whiterun display cases, fixed a bug in carrot and lowered Daedra heart glow even further.
23/02/2013 - Added a few types of spider webs with fixes to combat excessive brightness, more to come later.
24/02/2013 - Added modified Dragonsreach LOD windows (i.e. those seen from the distance) so that they react to [WINDOWLIGHT] parameters as well as more types of webs.
07/06/2013 - Added waterfalls, a few more light shafts and a glow found in Windhelm square.
09/06/2013 - Added wall-mounted elk head.
10/11/2013 - Added wall-mounted female elk head (thanks, Jawz!).
08/01/2014 - Added more light shafts from Jawz.
11/01/2014 - Fixed chaurus eggs and glowing mushrooms.
14/04/2014 - Fixed a number of Solstheim water meshes.
11/05/2014 - Fixed the glowing mushrooms cluster + one missed waterfall.
04/02/2015 - Fixed Riften windows, the rest of the waterfalls (I hope) + bunch of other stuff.
05/02/2015 - Fixed a few creek meshes + Solstheim lava crater flames.
08/02/2015 - Fixed one window type found in e.g. Warmaiden's that didn't react to [WINDOWLIGHT].
09/02/2015 - Fixed yet another Whiterun window...
11/02/2015 - Fixed casting effect for Detect Life and related spells.
12/02/2015 - Fixed giant slam effect.
14/02/2015 - Fixed Jorrvaskr windows.
16/02/2015 - Fixed spider spit projectile and drool as well as Chaurus spit projectile.
16/02/2015 - Fixed Flame Atronach; the ESP is ONLY needed to fix the farting dead body - if you're not bothered, disregard the plugin.
10/02/2016 - Fixed fine mist particle effect.
06/03/2016 - Fixed casting effect for Heal spells and a woodfire clipping issue in inns (can't believe no one reported it!).
08/03/2016 - Fixed dust, fine dust, Falmer dust and fluff particle effects.
10/03/2016 - Reworked waterfall and creek meshes to get rid of the glow especially at nights and in interior locations.
11/03/2016 - Fixed Alteration, Conjuration and Illusion spells.
14/03/2016 - Fixed corrupted creek mesh.
27/04/2016 - Fixed a couple of water related meshes + a corrupted campfire mesh.
01/08/2016 - Integrated USLEEP fixes for the conflicting meshes (Special thanks to Nico coiN).
15/11/2016 - Improved embers found in various firepits and sconces, now controllable by [WINDOWLIGHT] parameters.
21/11/2016 - Fixed a crash in Dragonsreach caused by the previous update.
22/11/2016 - Implemented glow shader for blacksmith forges.
30/11/2016 - Fixed a crash in Karthspire and possibly elsewhere.
11/01/2017 - Fixed a crash in SSE near Anga's Mill + a few water splash meshes.

Copy the contents to your Skyrim folder, adhering to the folder structure.

You can also use Mod Organizer for installation by clicking the icon that says "Install a new mod from archive" in the tooltip and then selecting the downloaded file.

NOTE to users of Ultimate HD Fire Effects by BuzzDee84: Install Ultimate HD Fire Effects after my particle patch, overwriting my files when asked.

To uninstall, delete the included files manually or use Mod Organizer.

All-In-One installation package contains everything released so far for ease of install.

Contents of selective installation package are broken into two categories, core and optional. Core components include the main particle bug fixes, whereas optional components contain other stuff that may be of interest to an ENB user. If you want just the particle bug fixes and nothing else, only install the core components.

Many types of whitewater foams and water splashes that incorrectly reacted to [FIRE] parameters.
Many types of interior and exterior windows that didn't respond to [WINDOWLIGHT] parameters.
Various types of waterfall meshes that reacted to [FIRE] parameters.
Many types of fire sources that reacted fully or partially to [PARTICLE] parameters.
A couple of types of blowing snow objects that reacted to [FIRE] parameters.
Many fog and mist objects that reacted to [FIRE] parameters.
Deathbell (plant) that was categorized under [WINDOWLIGHT].
All types of glow meshes that reacted to [FIRE].

Solitude doors and market stalls that didn't shadow properly.
Mineral pools that had too high specular intensity.
Dawnbreaker sword that had too bright glow.
Blackreach mushrooms that had too bright glow.
Windhelm towers that had too high specularity.
Bedrolls that had too much glossiness.
Hinged trap that didn't shadow.
Falmer totem that had too much glow.
Food and ingredients with various issues.
Lumbermill gear that didn't shadow.
Solitude window shutters that didn't shadow.
Whiterun display cases that had opaque lids.
Finer dust to replace the floating Duplo bricks.
Most types of spider webs that were too bright.
Dragonsreach LOD windows.
Wall-mounted elk heads that didn't shadow.
Chaurus eggs and glowing mushrooms.
Many types of light shafts.
Riften windows.
Flame Atronach.

Thanks to Boris and all the contributors: Darkstorne, Oyama (Kyo), far327, Svarog, Jawz, Neuba, Unreal Warfare, evok99, SiSaSyco, JudgmentJay, Opethfeldt, Guzio, Aiyen, Jafin16, Maeldun, OrmrSnaethorsen, Confidence Man, andybar, Kontrapunkt, Steelman, NHK, TechAngel85, Nico coiN, El-Rizzo, IslandGirl, Ewi, terminal_case, ShmooZ, Rem_NL, battou, lum1n and others.














I will keep updating the mod as necessary, so if you come across an object that looks buggy to you, please let me know. Also, if you notice I have made a mistake (possible), please drop me a line.

Author:  Oyama [ 15 Jan 2013, 17:31 ]
Post subject:  Re: Skyrim particle fixes for ENB

Hell, with the right bloom settings, this makes fire look like... fire. At last :D
Great job, sir ! And thank you ;)

Author:  mindflux [ 15 Jan 2013, 17:33 ]
Post subject:  Re: Skyrim particle fixes for ENB

Screenshots or it didn't happen :D No seriously, I haven't had time to tweak my own preset, so I'd appreciate it (not to mention that your preset rocks!).

And thank Boris for telling about the fire issue and giving the debug binary, also Svarog for reporting.

Author:  Oyama [ 15 Jan 2013, 18:27 ]
Post subject:  Re: Skyrim particle fixes for ENB

Screenshots, huh ? Particles ? Fire ? :D You're talking straight to heart.
More to come later, trust me :lol:

Author:  far327 [ 15 Jan 2013, 18:36 ]
Post subject:  Re: Skyrim particle fixes for ENB

This looks great mindflux! Thanks for sharing!

Author:  Oyama [ 15 Jan 2013, 18:37 ]
Post subject:  Re: Skyrim particle fixes for ENB

That's quite something ingame, believe my word ;)

Author:  far327 [ 15 Jan 2013, 18:59 ]
Post subject:  Re: Skyrim particle fixes for ENB

Oyama wrote:
That's quite something ingame, believe my word ;)

why take your word when I can just look at your crazy awesome screenshots! LOL! :D

Polo had also made some changes similar to this in his ENB. I don't think he covers as much ground as mindflux, but there might be some that he did that mindflux hasn't gotten to yet.


http://blog.livedoor.jp/polo702/archives/52032888.html Some screens there...

And I believe he goes over the changes in his change log. (translated for Japanese)

Version 2.6-0.119
-I have to adjust the lighting of indoor and night.
ยท When you have finished editing the model of "glass box" exhibition, "and static light source lamp" Lights "," lamp "magic" modified, "first-person model of Dawn Breaker", "candlestick glow of torches."

P.S. - mindflux, thank you for fixing that damn door in Solitude!! Arggh that thing was such an eyesore!

Author:  ENBSeries [ 15 Jan 2013, 19:08 ]
Post subject:  Re: Skyrim particle fixes for ENB

I'll post link on front page.

Author:  mindflux [ 15 Jan 2013, 19:15 ]
Post subject:  Re: Skyrim particle fixes for ENB

Thanks, hopefully it'll help some users.

Thank you sir, I knew I could trust you. Looks damn delicious, I have to say.

You're welcome, old chap. The door was driving me crazy as well every time I saw it... And thanks for linking polo's preset, I remember you mentioned in passing it had some fixes, but I thought it was just the bright foam texture fix and forgot about it. Those fixes look very interesting, however. I don't think I have even noticed bugs with some of these objects, I guess it tells how much I actually play the game, eh.

By the way, does anyone else have issues with vegetation not shadowing properly? The severity of the issue depends on the way your preset is set up, but it's pretty major for me now, so I thought about fixing it, see here:



Also notice the hanging moss shadowing partially on the left side.

Worth the time?

Author:  Oyama [ 15 Jan 2013, 19:26 ]
Post subject:  Re: Skyrim particle fixes for ENB

Strange. No issues on my side.
I mean, not THESE issues :lol:

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