Jump to content


Photo

ELEP - Full Vanilla Customizable ENB (by JawZ)

enb vanilla mod

  • Please log in to reply
30 replies to this topic

#16 JawZ

JawZ

    Thane

  • Mod Authors
  • PipPipPipPipPipPip
  • 390 posts

Posted 05 November 2014 - 09:07 AM

Ok thanks.

 

Just thought of another thing that would be required if you decide to use this as your comparison preset base, ENB Adaptation needs to be added for it to work.

 

Simplest way is just adding two lines above // ENB Bloom in enbeffect.fx

    float4 ebloom = tex2D(_s3, _v0.xy);  /// ENBSeries bloom effect
    float4 eadapt = tex2D(_s4, _v0.xy);  /// ENBSeries adaptation effect // This is the code line that needs to be added, preferably in the same location like it's done here
    float4 gCol   = color;               /// Special unaltered ENBSeries color variable for use in the "Before" effect included in Split Screen

// ENB Adaptation
    color.xyz /= eadapt.xyz;    // Applies to everything and can only be customized by the enbseries.ini [ADAPTATION] settings. Mainly for testing and not a good option for proper adaptation behaviour.

  • 0

#17 Aiyen

Aiyen

    Dragon King

  • Super Moderators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,536 posts

Posted 05 November 2014 - 10:42 AM

You are going to melt his mind at this rate! :P 



#18 TechAngel85

TechAngel85

    Akatosh

  • Administrators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 12,126 posts

Posted 05 November 2014 - 11:15 AM

Well, before I use this, I'm actually going to try the other presets in the enbeffect.fx file beside #2 or whatever it's set to. I'll see if that clears up the grayish haze that is the result of the processing.



#19 TechAngel85

TechAngel85

    Akatosh

  • Administrators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 12,126 posts

Posted 05 November 2014 - 02:34 PM

Okay, those presets were a complete bust so I'm going to look into this for the compare shots.



#20 JawZ

JawZ

    Thane

  • Mod Authors
  • PipPipPipPipPipPip
  • 390 posts

Posted 05 November 2014 - 03:03 PM

Aiyen;

I think he can handle it ;)

 

 

TechAngel85;

Ok, let me know if there is anything that you think needs to be done with it. So it can better serve as a good comparison preset.


  • 0

#21 TechAngel85

TechAngel85

    Akatosh

  • Administrators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 12,126 posts

Posted 05 November 2014 - 03:40 PM

I think it'll work nicely for the compares.

 

In general, you've done a very good job at obtaining your goal. There are three areas that you might want to look into if you're aim is to keep is as close to vanilla as possible:

  1. The sun. You're Procedural Sun is huge! The vanilla sun is about half the size of yours with a large sun glare. Yours is about the size the sun glare from vanilla. HUGE! lol :lol:
  2. The fog around the mountains is blue. In vanilla this fog is light to medium grey. I agree that it could use some fixing, but yours happens to be baby blue and sticks out a bit too much. It really draws the eye when it shouldn't.
  3. The nighttime brightness. You've darkened nights quite a bit and although I actually prefer this and think it's great, it's a bit far off from vanilla if that was your goal. This one was more of an observation than any type of issue. I quite prefer the darker nights and think it's more accurate than what vanilla provides; therefore, this is considered more of a fix imo. But others might disagree.


#22 JawZ

JawZ

    Thane

  • Mod Authors
  • PipPipPipPipPipPip
  • 390 posts

Posted 05 November 2014 - 03:55 PM

Yeah I know it's hard to keep a good balance in between Sunset and Midday, often causes a huge Sun around either 10 AM or 4 PM. I'm working on fixing that for the next version to create a better blend.

 

Well that is an easy fix, both if the Mist is enabled or disabled. Will look into it more closely.

 

I tried to bring in a similarish darkness as I'm used to when there is a full moon with a cloudless sky in real life, not so much keeping the vanilla overall ambient darkness. And I thought that users would actually end up finding Night Eye effects and/or torches useful to see more detailed stuff than how it is in vanilla, really no need for a torch or the Night Eye effect in vanilla because you can see well enough in shadows and similar dark areas.

But if there are requests of having a brighter night version, then I will do such an optional version.

 

Thanks for gicing me some feedback to work on and further improve this preset, and in a fast pace like that.

 

 

Oh and by the way after I've finished and released the ELE - Lite suite on nexus (propably at the end of this week) I will do a "ELEP - Visual Fixes" .esp file that will be totally optional but fix certain issues like the fog seams and other things I know or find that can only be fixed by using a .esp plugin.


Edited by JawZ, 05 November 2014 - 03:58 PM.

  • 0

#23 TechAngel85

TechAngel85

    Akatosh

  • Administrators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 12,126 posts

Posted 05 November 2014 - 04:56 PM

No need for an optional version unless it's consistently asked for. I much prefer your nights than vanilla nights. They're much better!



#24 prod80

prod80

    Prisoner

  • Mod Authors
  • 43 posts

Posted 05 November 2014 - 05:10 PM

Enable "UseOriginalObjectsProcessing"

 

Otherwise you won't get a clean vanilla look. As soon as you enable ENB processing (Direct, Ambient, Specular, Point lighting, Fog, SSS) it becomes impossible to get consistant vanilla looks across all weathers. When you enable UseOriginalObjectsProcessing you disable ENB's version of, for example, game fog (it's not the same, you'll notice immediately) and you will still run all the effects from the ENB shaders, minus the ENB versions for game lighting.

 

Sky settings will still work, though. Unless you set that to disabled as well.


Edited by prod80, 05 November 2014 - 05:12 PM.

  • 0

#25 JawZ

JawZ

    Thane

  • Mod Authors
  • PipPipPipPipPipPip
  • 390 posts

Posted 05 November 2014 - 05:29 PM

I have divided the weathers between the weather types that has the most similar visuals between them, so I could customize all ENBSeries settings available when using the Weather System. enbeffect.fx handles the base while the .ini files corrects specific parts of each individual weather type grouping.

 

Enabling UseOriginalObjectsProcessing limits the ENBSeries use to correct the issues I had with vanilla visuals. If a vanilla look is all you want it's better just using the AGCC code, in my opinion. Even though they are the same, in the end it's just a matter of how they are implemented and used. AGCC allows additional shader effects and doesn't disable certain features while still maintaining the vanilla visuals as long as it is left alone in it's default state and has no other code that affects the end results.


  • 0

#26 prod80

prod80

    Prisoner

  • Mod Authors
  • 43 posts

Posted 05 November 2014 - 06:22 PM

UseOriginalObjectsProcessing is different from UseOriginalPostProcessing.

 

UseOriginalPostProcessing is using the AGCC code part, UseOriginalObjectsProcessing handles the ENB lighting features only. When you enable UseOriginalObjectsProcessing all settings under [ENVIRONMENT] stop to function and Skyrim lighting is brought back into place. In some cases this allows for much better scenes where ENB lighting (which is based on vanilla lighting system) makes a little mess of things. This is clearly visible on weathers like 10a232.

 

But of course on other weathers to opposite applies, always this trade off. But assuming this is about bringing ENB lighting to the vanilla game, pretty irrelevant info to disable the lighting then :) Can be a nice project too to bring ENB fx shaders to the vanilla game


Edited by prod80, 05 November 2014 - 07:21 PM.

  • 0

#27 JawZ

JawZ

    Thane

  • Mod Authors
  • PipPipPipPipPipPip
  • 390 posts

Posted 06 November 2014 - 02:33 AM

Sorry, I misread the that it was the Object and not PP line last night.

 

Yeah I know, in simplest terms it's similar to how the deferred enable/disable "button" works. Or a mix of that and slight ENBoost only mode. Anyway I misread what was what.


Edited by JawZ, 06 November 2014 - 02:46 AM.

  • 0

#28 hayt

hayt

    Prisoner

  • Members
  • 5 posts

Posted 05 November 2015 - 04:01 AM

Hi,

 

I have a brand new STEP 2.2.9.1 Core installation, and I'm looking for a basic ENB mainly to fix interior shadow striping (I get a lot of shadow stripes and ripples on NPC inside buildings). This one seems to be perfect for what I want, but I'm not sure if it is compatible with STEP 2.2.9.1.

 

Am I supposed to install this preset alongside ELE - LITE, or remove the mod?

 

Thanks!


  • 0

#29 JawZ

JawZ

    Thane

  • Mod Authors
  • PipPipPipPipPipPip
  • 390 posts

Posted 05 November 2015 - 05:09 AM

ELEP was designed for vanilla visuals, but it does work well with ELE - Lite and I run it with complete vanilla game and complete STEP: Extended and with STEP: Extended + my own additions. No technical problems at all.
With v1.3 it will be even more compatible with ELE and use the Dungeon feature I implemented to allow ENB values to be separated between interior and dungeon values. And it will look even better than before, not so washed out as v1.2.2 and older versions did.
 

My complete mod list, STEP: Extended ++

 
But if you want complete vanilla visuals with only the Shadow feature active, ELEP isn't it. For that you would be fine with this setup;
http://www.mediafire...eries_v0.279.7z
 
Only thing you need to add to the above preset is the ENBSeries v0.279 binary file, d3d9.dll. No other files are necessary.


Edited by JawZ, 05 November 2015 - 05:15 AM.

  • 0

#30 Hackfield

Hackfield

    Guard

  • Members
  • PipPip
  • 121 posts

Posted 05 November 2015 - 08:37 AM

I know it's kinda off topic, but since I saw EO in your modlist.
 
I really think people should start using AllGearedUp instead of Equipping Overhaul and DSR (sorry Neo), but AllGearedUp can simply replace both mods and it's simplier, it can show up to 2 favorite weapons of each type (they doesn't need to be equipped like DSR does) and let's you choose the slots you want, just like DSR, but within game, on the fly, in a MCM menu. You can easily mimic the DSR effect by simply assigning only 2 slots (one for right arm, one for left+ shield)

  • 0



Also tagged with one or more of these keywords: enb, vanilla, mod

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users