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Posted: Wed, 16th Nov 2011 03:06 Post subject: |
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Even better, thank you. I'm watching a film right now, so I haven't had time to test out different tweaks.
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ixigia
[Moderator] Consigliere
Posts: 65093
Location: Italy
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Posted: Wed, 16th Nov 2011 03:10 Post subject: |
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Thanks KeyserSoeze for the settings!
fearwhatnow wrote: | sabin1981 wrote: | @Keyser
Are you sure those are the settings to edit for the colour power? Bloom and not Saturation instead? I love your shots but yeah, could definitely do with a TOUCH less colour  |
Saturation -0.10
Technipower 3.95
rednegative 0.85
These should do the job. |
Nice, gonna try these ones as well, thx. 
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Posted: Wed, 16th Nov 2011 03:13 Post subject: |
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Question to all the people who are a high level (or preferably level 100) at smithing, how much does Legendary boost a weapon's damage? When I tried, Fine only added 1. Also can you find these legendary items or can they only be obtained if you upgrade it yourself?
Someone posted a legendary glass bow doing 300+ damage which is pretty insane, I'm only doing 51 damage with my glass bow - level 32, archery on 70.
I'm unsure whether to level up smithing because I don't want to level up my overall character (and therefore have really tough enemies).
Last edited by crackerbear on Wed, 16th Nov 2011 03:21; edited 1 time in total
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Posted: Wed, 16th Nov 2011 03:16 Post subject: |
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fearwhatnow wrote: | sabin1981 wrote: | @Keyser
Are you sure those are the settings to edit for the colour power? Bloom and not Saturation instead? I love your shots but yeah, could definitely do with a TOUCH less colour  |
Saturation -0.10
Technipower 3.95
rednegative 0.85
These should do the job. |
I tried this, did not like it.
Saturation -0.10 is to low imo, looks like it did before but with sharpening tool. I did some changes tho.
Saturation 1.1
Technipower 4.0
rednegative 0.9
Np ixigia hope you get a good looking game
Il add the new cfg again if someone want to give it a try:
Spoiler: | /*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
#define USE_BLOOM
#define USE_TECHNICOLOR
#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2
// Set values of the sharpening amount
#define SharpenEdge 0.15
#define Sharpen_val0 1.25
/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 5; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1.5; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.85; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1.75; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.10 // 1.00 = Max
#define TechniPower 4.0 // lower values = whitening
// lower values = stronger channel
#define redNegativeAmount 0.9 // 1.00 = Max
#define greenNegativeAmount 1.0 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.10
#define Exposure -0.10
#define Saturation 1.1 // use negative values for less saturation.
#define BlueShift 0.25 // Higher = more blue in image.
#define Bleach 0.00 // Bleach bypass, higher = stronger effect
#define Defog 0.000 // Strength of Lens Colors.
#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White.
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.45 // 1.00 = Max
/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.00 // lower values = stronger radial effect from center
#define VignetteAmount -0.70 // Strength of black. -2.0 = Max Black, 1.00 = Max White.
/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.045;
/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000; |
Last edited by KeyserSoeze on Wed, 16th Nov 2011 03:45; edited 2 times in total
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Rasmus
Posts: 462
Location: Pik Kozlova snipin' with voldY
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Posted: Wed, 16th Nov 2011 03:39 Post subject: |
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Ok, so i kinda played this for like 18 hours today close to lvl 30, houses, horses, weapons, wars! pewpew
Nvr the less i still have 2 "broken" quests for riverwood! i think its pretty lame your not even able to abandon it! besides that im starting to love this game !
the funniest thing about this particular signature is that by the time you realise it doesn't say anything it's to late to stop reading it.
MSI Z87-GD65 Gaming Z87 - Core i7 I7-4770K 8 MB - ASUS GeForce® GTX 780 DirectCU II - 16gb 2400mhz corsair vengeance - 250ssd Samsung - RM850 — 850 Watt 80 PLUS® Gold Certified - benq z2420xl + samsung sa350 - Carbide Series® Air 540
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Wed, 16th Nov 2011 03:55 Post subject: |
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Oh.
My.
God.
!!!!!!
Anyone like before/after shots?
Spoiler: | |
*insertfapsmileyhere*
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Posted: Wed, 16th Nov 2011 03:57 Post subject: |
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tonizito
VIP Member
Posts: 51436
Location: Portugal, the shithole of Europe.
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Posted: Wed, 16th Nov 2011 04:00 Post subject: |
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I guess it looks better if you're using a higher res than 1440x900.
And I'd have to give up on fraps and D3Doverrider(mah sweet triple buffering ), so for now I'll pass.
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Wed, 16th Nov 2011 04:03 Post subject: |
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sabin1981 wrote: | Oh.
My.
God.
!!!!!!
Anyone like before/after shots?
Spoiler: | |
*insertfapsmileyhere* |
What did you do ??
Do want!
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Posted: Wed, 16th Nov 2011 04:06 Post subject: |
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tonizito
VIP Member
Posts: 51436
Location: Portugal, the shithole of Europe.
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Posted: Wed, 16th Nov 2011 04:07 Post subject: |
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sabin1981 wrote: | Didn't you see the huge yellow numbers in the corner? FRAPS works just fine | On your system it does... in mine it disables the FXAA injector completely.
And D3D Overrider just makes it crash. 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Wed, 16th Nov 2011 04:13 Post subject: |
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injFX_Settings.h
Spoiler: |
/*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
#define USE_BLOOM
#define USE_TECHNICOLOR
#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2
// Set values of the sharpening amount
#define SharpenEdge 0.15
#define Sharpen_val0 1.25
/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 5; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1.5; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.85; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1.75; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.10 // 1.00 = Max
#define TechniPower 4.0 // lower values = whitening
// lower values = stronger channel
#define redNegativeAmount 0.9 // 1.00 = Max
#define greenNegativeAmount 1.0 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.10
#define Exposure -0.10
#define Saturation 1.0 // use negative values for less saturation.
//#define Saturation 1.25 // use negative values for less saturation.
#define BlueShift 0.25 // Higher = more blue in image.
#define Bleach 0.00 // Bleach bypass, higher = stronger effect
#define Defog 0.000 // Strength of Lens Colors.
#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White.
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.45 // 1.00 = Max
/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.00 // lower values = stronger radial effect from center
#define VignetteAmount -0.70 // Strength of black. -2.0 = Max Black, 1.00 = Max White.
/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.045;
/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;
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I've got a stonking fast processor, so I'm tempted to try out Keyser's highqual sharpen setting too.
Quote: |
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable
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~edit~
Works just fine, not a single drop of performance loss. Still locked at 60. Oh man, this mod is AWESOME 
Last edited by sabin1981 on Wed, 16th Nov 2011 04:19; edited 2 times in total
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Posted: Wed, 16th Nov 2011 04:13 Post subject: |
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anyone tried the street view map mod on PCgamer btw?
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Wed, 16th Nov 2011 04:15 Post subject: |
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Posted: Wed, 16th Nov 2011 04:15 Post subject: |
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Wed, 16th Nov 2011 04:20 Post subject: |
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Also I need a mod to be able to kill children
Fucks up the game if they see you do a crime/molest them and you cant kill them
Last edited by -=Cartoon=- on Wed, 16th Nov 2011 04:24; edited 1 time in total
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tonizito
VIP Member
Posts: 51436
Location: Portugal, the shithole of Europe.
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Posted: Wed, 16th Nov 2011 04:24 Post subject: |
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sabin1981 wrote: | Why would yours be different to mine? I'm running Fraps 3.2.3, if that makes any difference, but other than that... Same OS and same FXAA DLL. Should be fine. | What fuckit didn't say... different GPU's for starters.
All I know is:
fraps+D3dOverrider = crash after beth logo.
fraps = game works fine, FXAA isn't working even if you press the key.
D3dOverrider = crash after beth logo.
Also, don't forget that because of my old ass system I'm running it on winxp due to better performance. 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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Posted: Wed, 16th Nov 2011 04:26 Post subject: |
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Ah, THAT's why. It has nothing to do with the GPU ... it's because you're on XP. For some reason I thought you were on Win7, my bad.
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