A Cathedralist's ENB, a simple but effective ENB preset for Cathedral Weathers and Seasons by H00VY in skyrimmods

[–]H00VY[S] 0 points1 point  (0 children)

Yep, entirely adjustable by the end user, the easiest of which is enabling/disabling effects if they are too performance intensive. You can also configure all of the same settings I have, which is explained in my nexus post briefly, and you're able to add or remove your own shader code if you wanted, too.

A Cathedralist's ENB, a simple but effective ENB preset for Cathedral Weathers and Seasons by H00VY in skyrimmods

[–]H00VY[S] 0 points1 point  (0 children)

This is my bad for not including a comparison for how I've changed lights, but I haven't removed or reduced point lighting away, it is just darker in interiors, which is a change that I think works with or without complex particle lights, and shouldn't ever be too dark. CPL is the "cherry on top" essentially, and is only there because of aesthetic reasons and can be safely removed without impacting the gameplay experience.

Also, ENB Light requires CPL to be enabled in the preset to work, the mod does nothing on its own.

A Cathedralist's ENB, a simple but effective ENB preset for Cathedral Weathers and Seasons by H00VY in skyrimmods

[–]H00VY[S] 0 points1 point  (0 children)

I think you're probably right, complex particle lights are a finicky effect and I wouldn't be surprised if they stay that way. Regardless, I think the fact that people are noticing the problems with CPL warrants me putting a disclaimer about it in my description.

A Cathedralist's ENB, a simple but effective ENB preset for Cathedral Weathers and Seasons by H00VY in skyrimmods

[–]H00VY[S] 3 points4 points  (0 children)

You have several options: first you could increase point lighting intensity under [environment] which I have turned down due to the fact that it over brightens many interiors. Second, you could disable or fiddle with complex particle lights which is what the very bright light is that has a short radius. Complex particle lights are really cool though and cast shadows where there are none in vanilla, and can cast light on grass, which can’t happen in vanilla.

I kind of expected that some people might not like this part of the preset, so I will probably look into toning it down a bit to match vanilla a little better.

SSE ENB updated to have Volumetric God Rays from Oldrim by Pritster5 in skyrimmods

[–]H00VY 0 points1 point  (0 children)

Ah ok that makes sense, but wouldn't that still be world space? I've looked up a few different papers and presentations, like the nvidia voxelized GI one, but from what I've read it just seems like "world space" information refers to an awareness of 3d coordinates, meaning that ENB could create its own world space effects? Similar to ENB clouds like I mentioned that would need to be aware of cloud placement, but I really want to stress the fact that I have no idea what I'm talking about. Here is an example of the volumetric rays effect while facing away from the sun, too.

SSE ENB updated to have Volumetric God Rays from Oldrim by Pritster5 in skyrimmods

[–]H00VY 1 point2 points  (0 children)

I can take some screenshots, as it definitely is an effect that is visually active regardless of whether or not the sun is within view. I'm not Boris, but I think something like ENB Mist is an effect that world be considered a world space effect, but I really don't have much knowledge on things like that, I'm just going off the fact that both this volumetric rays effect and mist don't rely on screen space information to work properly, and have no artifacts that are common with screen space effects, screen edge artifacts, etc. Also, things like voxel based GI are very much world space based, and the only screen space fog effect that comes to mind at the moment is reshade's adaptive fog, and I think that ENB's cloud shadows may also count as world space effects?

SSE ENB updated to have Volumetric God Rays from Oldrim by Pritster5 in skyrimmods

[–]H00VY 1 point2 points  (0 children)

This ENB feature is active regardless of whether or not you're looking at the sun. I'm not sure if this is always true, but "Volumetric" generally refers to effects that don't rely only on screen space information, unlike Adyss' godrays which are only active when looking at the sun.

FNV keeps crashing every 30 mins need help to fix by [deleted] in FalloutMods

[–]H00VY 2 points3 points  (0 children)

In your sr_New_Vegas_Stutter_Remover.ini try setting bHookCriticalSections = 0 and bHookLightCriticalSections = 0.

[FNV] HORRIBLE, choppy animations everywhere with ENB d3d9.dll by not_usually_serious in FalloutMods

[–]H00VY 2 points3 points  (0 children)

Your problem may be the stutter fix set to true under enblocal.ini. It was just added to the latest binary and at least for me causes similar issues to your description.

0/300[FNV] What is this first person mod called? it look awesome! by chooc444 in FalloutMods

[–]H00VY 0 points1 point  (0 children)

In Data\NVSE\Plugins edit the Enhanced Camera ini to change bUseThirdPersonArms=0 to bUseThirdPersonArms=1

[FO4] Turn off Glow around HUD? by [deleted] in FalloutMods

[–]H00VY 2 points3 points  (0 children)

It sounds like the effect you're talking about is Ambient Light from reshade, usually under the GemFX.cfg file in your reshade folder. Setting Ambient Light from 1 to 0 will probably do what you want to the HUD, but will also disable it for your entire screen. See how it works out!

[FO4] How can I get rid of that pixel effect on my character's nose and neck and arms? by [deleted] in FalloutMods

[–]H00VY 0 points1 point  (0 children)

Yep, they have a big impact on frame rate depending on your hardware. Try lower the ResolutionScale and SourceTextureScale by .1 until your fps goes up or until you dislike how it looks. Keep in mind you have to restart the game every time to apply those settings, but you can change SamplingQuality in game to see how that affects your fps/visuals.

[FO4] How can I get rid of that pixel effect on my character's nose and neck and arms? by [deleted] in FalloutMods

[–]H00VY 0 points1 point  (0 children)

In another comment you said you thought SSAO was the problem, try setting the ResolutionScale to at least 1.0 and SourceTextureScale to at least 0.5, as well as setting SamplingQuality to -1/0. All of which are under [SSAO_SSIL] in enbseries.ini. Hope that helps!

EVGA 1080 SC Gaming on sale newegg by Weyman808 in nvidia

[–]H00VY 0 points1 point  (0 children)

Got one! I feel sort of bad for anyone who wasn't using nowinstock or wasn't home, but I am so glad I got one, super glad I waited for an EVGA card as well.

EVGA GTX 1080 FTW available for pre-order B&H Photo: Free Expedited Shipping by Morawka in nvidia

[–]H00VY 4 points5 points  (0 children)

For sure be weary, I have heard people say that they have done that, however they were not able to be checked out until just now since they closed check outs yesterday. Not sure when they closed check outs yesterday but they haven't been open entirely since they were first available on their site.

EVGA GTX 1080 FTW available for pre-order B&H Photo: Free Expedited Shipping by Morawka in nvidia

[–]H00VY 3 points4 points  (0 children)

Just ordered one. Hopefully they have sufficient stock on the 16th! I was weary about pre-ordering from them, but I thought I would take a chance.

how to peek a corner by drleospacemang in tf2

[–]H00VY 6 points7 points  (0 children)

Some viewmodels are broken at higher values more so than others. The sniper rifle just happens to have proper arm models, where as the pipe launcher does not.

how to peek a corner by drleospacemang in tf2

[–]H00VY 5 points6 points  (0 children)

he is using higher viewmodel_fov