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How many ENB and how many do not?

General discussion of Tale of Two Wastelands
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AnvilOfWar
Posts: 208
Joined: Wed Oct 09, 2013 7:59 am

Another RWLE User here, with

Post by AnvilOfWar » Fri Aug 21, 2015 5:00 am

Another RWLE User here, with the Darker Nights/Alternate Sunglare/Interior Sounds optionals, I used to use Dynavision 3 however for some odd reason there are times it just freaks out about it's DOF effect in my setup. It get's "locked" on a certain DOF and you need to save/reboot to correct the issue. Even Gopher himself didn't seem to know why it was happening. Pity, since otherwise it's a rather nice mod. :(



Question
Posts: 134
Joined: Thu Jul 16, 2015 5:33 am

I dont understand the ENB

Post by Question » Fri Aug 21, 2015 6:17 pm

I dont understand the ENB night vision thing. Does it modify the game's use of night vision (Cateye, elite riotgear helmet, etc)?



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

In general, it nullifies

Post by KeltecRFB » Fri Aug 21, 2015 9:30 pm

In general, it nullifies darkness and the reason to use night vision.


"Si vis pacem, para bellum!"

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

That's ENB that disables post

Post by TJ » Sat Aug 22, 2015 2:13 am

That's ENB that disables post processing. It can be turned back on, but it's much better to just grab the nightvision patch for ENB.


My project Dash is on Kickstarter!



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RoyBatty
Gary
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undead4life wrote:

Post by RoyBatty » Sat Aug 22, 2015 2:38 pm

[quote=undead4life]


The d3d9.dll is a modified direct3D library that intercepts the render data from the engine so ENB can perform it's own post processing on it before shipping it off to the GPU.


[/quote]


No, it's what's known as a shim or wedge. It's it's own custom dll that sits between the real d3d9.dll which resides in a system directory. It's intercepts the API calls to do it's own stuff, and forwards the api's it doesn't touch to the real ones. You can't just download the source to direct3d or anything else from microsoft... If you could we'd have directX 10 and up available on windows xp :D


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

RoyBatty wrote:

Post by TJ » Sat Aug 22, 2015 3:04 pm

[quote=RoyBatty]


If you could we'd have directX 10 and up available on windows xp :D


[/quote]


I actually know a guy that reverse engineered DX10 for winXP. Hoping he does the same for DX12 and Win7, because dispite what MS says about win10 and gaming.... it's not ready for that yet.


My project Dash is on Kickstarter!



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rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

I've never used an ENB. Just

Post by rickerhk » Sat Aug 22, 2015 11:38 pm

I've never used an ENB. Just have not been interested. I've used lighting and weather mods. I didn't know about RWLE until now. Think i'll give it a try.



TsurudaHimeko
Posts: 176
Joined: Wed Dec 17, 2014 11:17 am

I would like to try ENB when

Post by TsurudaHimeko » Tue Aug 25, 2015 12:37 pm

I would like to try ENB when I get new CPU and motherboard, but I need to get a part time job first...;) 


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tacitus
Posts: 70
Joined: Sun Jun 22, 2014 1:35 pm

Not sure where to ask this ..

Post by tacitus » Wed Aug 26, 2015 10:09 pm

Not sure where to ask this ... I finally took the enb plunge. (again).  Using env 2.78 with Onix with TTW RWLE.  Its beautiful inside but outside during the day it tends to look crappy.  I am getting lots of bad edges - not just  jaggy grass but roads, etc.  I am also using a merged NMC - Large textures. My video card AMD Radeon R9 200  4G memory. Any suggestions on what I should try to tweak?



Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

I'm not using ENB for Fallout

Post by Arkngt » Wed Aug 26, 2015 11:19 pm

I'm not using ENB for Fallout 3 as I can't stand the jagginess when not using AA. Especially trees look awful without AA IMO. It's a shame as I truly appreciate ENB in Skyrim - it's rather amazing really.


»You're no match for science!« Doctor Mobius

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