Finally found where to set it for the white eyes! In the ENB menu go under EYE Look for all of the: ReflectionAmountMultiplierxxxx entries, now lower the values from 1.00 to about 0.08 ( that's what worked for me using PI-CHO for Azurite II ) Do not use the Subtle eye cubemap mod if you want the dynamic effect, as it disables the effect by replacing the cubemap.
Update03-11-24: Finally found the COMBO of settings! Now they really shine more natural. FYI: IMHO get the eyes meshes from SUEMR, best looking ones of all that I tried, and for normal IMO best 2 Xrays eye normal fixο»Ώ and the ones included in Autentic eyes. ο»ΏSo as we know already We keep Reflection amount low, so for my setting i went up to 15 also depends on the eyes some have more or less specular. BUT what changes to make, for them not to look like plastic, contact lens or with white shade?
SpecularAmountMultiplierxxxxx: These you have to set individually, per time of day, a little annoying yeah I know but the end product is so crisp and clean. Using Full Nat ENB 3 My range from minimum 25.0 - night time Highest at 50.0 - Day the rest are in between will add a picture
So there you go, hope it helps and enjoy! Odd tried to link 1 of the images from the gallery but invalid format or something.
@Supermacy, not sure but let me play with it some more and if I find it, I'll update. After experimenting for a bit I think it has to do how the shader get's applied, my experiment was, stood on rocks with the white traces, casted a candlelight spell, as soon as I cast candlelight they look normal with the wet water gloss effect. if i find anything else will report.
Another quick observation seems to only affect mountain rocks? have a few of the rocks that do work right i'm guessing those are from the "Skyrim 3d rocks" mod, this is totally guessing at this point, have no clue to be honest, a bit tired but maybe i'll test tomorrow removing rock texture replacer. I did make a cubemap for MM and vortex tells me is replacing it but i don't see the effect, majestic has another file with the cubemap, a mask that's also 32x32 so i'll make a 1px version and see if both need to be replaced, so might also do that one and see what happens.
1 annoying side effect of this is you have to apply the cubemaps every time you load a game, they do not save to the config.
Yea more victims are the glass potions/bottles outside and the metallic lining on barrels. We need more control over Dynamic cubemaps somehow. like dedicated section that controls it if possible
Best to hide shinyglass_e.dds & shintglass_2.dds or let them be overwritten by another cubemap mod. Should at least not have it take effect on bottles.
I know I found them but right now can't remember, but look under reflections and play with them 1 by 1, it's annoying as hell, but that's how i found them. let me see if i can find it again ps: tried with the rocks in water but no luck finding it so far. Also check in all the effects menus, I found I think like 2 more where you need to activate it in the effect menu itself, to use cubemaps.
Would be nice if the author at least, told us where to find the settings also, not only there you go, By the way just in case for others as it took me a minute to fully grasp it.
If you want ENB to do the DC, you need to make a 1px black one for EACH one you have so.
Best way unload/unisntall the mod, open the mod, and pick anyone of the DDS files and open it and keep it open.-- I used Gimp it's free. BTW you won't see anything on screen, remember you opened a 1px img, just know it's open.
Now go into your game textures folder - \steamapps\common\Skyrim Special Edition\Data\textures\cubemaps and for every cubemap you see in there, you want to make a 1px black equivalent with it's name, that is not included in this mod.
So of the one you have open, Save As, or in my case in Gimp you use EXPORT and rename it to the one you need to replace, So my case: Export to the MOD textures folder and renamed it to: chromeGold_e, which is in my game folder, but not in the mod, now do that for every single 1 you see including the sub folders like : ELFX, LSApachii and so on. Now with all the new cubemaps you created in the mod folder, re install and let it overwrite all. Done,
So hope that helps if anyone was still wondering, again took me a while for it to fully click so figured it can help others.
PS: ENB doesn't save the MAIN cubemaps activation so besides ticking under effects, also right on top of that menu you wiill see another one to activate dynamic cubemaps, that one you need to activate every time you go back in game, does not stick. See pict, sorry for the brightness. lol
Another find: If you are having the Imperial Armor metal or any other, looking weird after activating EDC, your texture needs environment maps, So you need for now 1 of these 2 texture replacers: A texture replacer from FrankFamily or One of the Environment files by Magink666 for your troubled armor search the files.
If you have a armor replacer like BD's or similar, For vortex: install your pick, but DO NOT enable the mod: Right click the mod, pick: open in file manager and delete the meshes folder of the mod or they will override your set up. Once deleted enable the mod and let it overwrite, "Go AFTER" any conflict vortex tells you. Now your armor should look back to normal. For MO2 if you use it I'm sure you know how, same principle delete meshes let the textures win.
@Supermacy no matter what I did could not fix the water on rocks, the only solution I found was to download Wet Rocks and overwrite everything and done.
ok the only thing i have not been able to find that is driving me crazy is the reflection for Animal eyes. So far I noticed it on dogs and horses they just shine like glass, Anyone has any hint where I should look?
I don't have that setting, and in my ENBseries.ini it wasn't there. manually adding it with that value didn't change anything either. anybody else know a fix?
Not sure if you have already figured this out, but I don't think the wet rocks issue has anything to do with the rocks. Disable 'eyecubemap.dds' in this mod and the annoying reflections disappear.
@snvern, if you read just a little more on this same thread you will see that the EYES was already found where to fix/adjust it for the Human eyes reflections that is, all you have to do is set to your liking. Sadly no one reads anymore...
No one is losing but you, modding is not plug and play, so if you are going to play modded you have to do some WORK! If not honestly advice, stick to collections.
You can't make a patch as it edits the enbseries file itself and as each ENB is made by a different person with different taste and settings it would not work, so this is individual to each ENB, at least now you know where to look for it.
English is not my first language, having said that, what I understood when I read your comment to Supermacy was 2 statements/issues.
1. "Not sure if you have already figured this out, but I don't think the wet rocks issue has anything to do with the rocks." Here I figured you was talking well about that, the Rocks being extremely wet to the point of reflecting white, as that was the problem I talked about and then I was asked if I found the settings for it. It actually did have to do with rocks and yes wet rocks did solve the problem for me as it has env maps. Something now known is that besides the black 1px cubemap, the textures need to be environment mapped for colors and such, think ebony vs iron metal armors if not env mapped they just look the same, chromed, so that takes care of that statement/issue.
2."Disable 'eyecubemap.dds' in this mod and the annoying reflections disappear." Well here a different subject eyes but same as above since most people including me were having really bright reflecting eyes, I did post a solution a few post before so that's why I answered with that, that solves statement/issue 2.
Still don't see the irony...hmm I don't know all i can think of is, was you implying that disabling the eyecubemap.dds would resolve the rocks problem? If and again, if it was that, then maybe next time be a bit more clear in what you are trying to say?
But regardless I know now you can you see how it was easy to read it and interpret it the way I did, take care. Have a good one.
Using SUEMR, Eye AO Clipping Fix - Rumastered, Xrayys Eye Normal are the winners from what I've found. Also, in the Eye's of Beauty AI Upscale comments, the author posted an image of their ENB settings for eyes which should give a good solid base. Also, just straight up deleting the eyecubemap.dds worked perfectly for me. No more eye errors, no more white glazing over, eyes are perfect. It was cubemaps :3
If you deleted eyecubemap.dds then this mod is not working for the eyes hence why it "worked" for you because it's back to vanilla, you need the 1px black cubemap for it to work as stated in this page and anything to do with dynamic cubemap related stuff. As for the settings once you have the ENB play with them, is not a one size fit's all and It has nothing to do with the eyes and more with the ENB presets, as different authors set different settings so you always have to tweak a bit.
"Another find: If you are having the Imperial Armor metal or any other, looking weird after activating EDC, your texture needs environment maps, So you need for now 1 of these 2 texture replacers: A texture replacer from FrankFamily"
Thanks so much! This problem annoyed me a lot and finally there is a solution!
Sorry if this is a dumb question, but I tried to download ENBSeries yet the website is just a single small unscrollable page without a download. Has the engine been discontinued or something? If so is this mod unusable now?
For Bottles in the Interiors what ENB setting can I adjust for the bottle shine? I'm assuming this is related to the cubemaps. I'm using Rudy ENB Obsidian it hasn't seen an update in almost 2 years, so I've been needing to tweak various settings.
Actually all objects are to shiny, I need to reduce the overall sheen/shine.
And how does one control the reflection amount through the environmental mask texture per object?
What about a breakdown for which options work in the enbseries.ini? I've adjusted refelections before for the bottles, and other reflective objects in the enbseries.ini.
why can't i make the armor like the picturesοΌeverytime i have to turn on the "applycubemapseverywhere"it will work, but i can't save this setting. plz i need help, this effect looks really cool
330 comments
In the ENB menu go under EYE
Look for all of the: ReflectionAmountMultiplierxxxx entries,
now lower the values from 1.00 to about 0.08 ( that's what worked for me using PI-CHO for Azurite II )
Do not use the Subtle eye cubemap mod if you want the dynamic effect, as it disables the effect by replacing the cubemap.
Update 03-11-24:
Finally found the COMBO of settings! Now they really shine more natural.
FYI: IMHO get the eyes meshes from SUEMR, best looking ones of all that I tried, and for normal IMO best 2 Xrays eye normal fixο»Ώ and the ones included in Autentic eyes.
ο»ΏSo as we know already We keep Reflection amount low, so for my setting i went up to 15 also depends on the eyes some have more or less specular.
BUT what changes to make, for them not to look like plastic, contact lens or with white shade?
SpecularAmountMultiplierxxxxx:
These you have to set individually, per time of day, a little annoying yeah I know but the end product is so crisp and clean.
Using Full Nat ENB 3
My range from minimum 25.0 - night time
Highest at 50.0 - Day the rest are in between will add a picture
So there you go, hope it helps and enjoy!
Odd tried to link 1 of the images from the gallery but invalid format or something.
ty
After experimenting for a bit I think it has to do how the shader get's applied, my experiment was, stood on rocks with the white traces, casted a candlelight spell, as soon as I cast candlelight they look normal with the wet water gloss effect. if i find anything else will report.
Another quick observation seems to only affect mountain rocks? have a few of the rocks that do work right i'm guessing those are from the "Skyrim 3d rocks" mod, this is totally guessing at this point, have no clue to be honest, a bit tired but maybe i'll test tomorrow removing rock texture replacer. I did make a cubemap for MM and vortex tells me is replacing it but i don't see the effect, majestic has another file with the cubemap, a mask that's also 32x32 so i'll make a 1px version and see if both need to be replaced, so might also do that one and see what happens.
1 annoying side effect of this is you have to apply the cubemaps every time you load a game, they do not save to the config.
We need more control over Dynamic cubemaps somehow. like dedicated section that controls it if possible
CubemapAmountMultiplierSunrise=1.0
CubemapAmountMultiplierDay=1.0
CubemapAmountMultiplierSunset=1.0
CubemapAmountMultiplierDusk=1.0
CubemapAmountMultiplierNight=1.0
CubemapAmountMultiplierInteriorDay=1.0
CubemapAmountMultiplierInteriorNight=1.0
CubemapCurveDawn=1.25
CubemapCurveSunrise=1.25
CubemapCurveDay=1.25
CubemapCurveSunset=1.25
CubemapCurveDusk=1.25
CubemapCurveNight=1.25
CubemapCurveInteriorDay=1.25
CubemapCurveInteriorNight=1.25
CubemapFresnelMinDawn=0.25
CubemapFresnelMinSunrise=0.25
CubemapFresnelMinDay=0.25
CubemapFresnelMinSunset=0.25
CubemapFresnelMinDusk=0.25
CubemapFresnelMinNight=0.25
CubemapFresnelMinInteriorDay=0.2
CubemapFresnelMinInteriorNight=0.2
CubemapFresnelCurveDawn=2.0
CubemapFresnelCurveSunrise=2.0
CubemapFresnelCurveDay=2.0
CubemapFresnelCurveSunset=2.0
CubemapFresnelCurveDusk=2.0
CubemapFresnelCurveNight=2.0
CubemapFresnelCurveInteriorDay=2.0
CubemapFresnelCurveInteriorNight=2.0
let me see if i can find it again
ps: tried with the rocks in water but no luck finding it so far.
Also check in all the effects menus, I found I think like 2 more where you need to activate it in the effect menu itself, to use cubemaps.
Would be nice if the author at least, told us where to find the settings also, not only there you go,
By the way just in case for others as it took me a minute to fully grasp it.
If you want ENB to do the DC, you need to make a 1px black one for EACH one you have so.
Best way unload/unisntall the mod, open the mod, and pick anyone of the DDS files and open it and keep it open.-- I used Gimp it's free. BTW you won't see anything on screen, remember you opened a 1px img, just know it's open.
Now go into your game textures folder - \steamapps\common\Skyrim Special Edition\Data\textures\cubemaps
and for every cubemap you see in there, you want to make a 1px black equivalent with it's name, that is not included in this mod.
So of the one you have open, Save As, or in my case in Gimp you use EXPORT and rename it to the one you need to replace,
So my case: Export to the MOD textures folder and renamed it to: chromeGold_e, which is in my game folder, but not in the mod, now do that for every single 1 you see including the sub folders like : ELFX, LSApachii and so on.
Now with all the new cubemaps you created in the mod folder, re install and let it overwrite all. Done,
So hope that helps if anyone was still wondering, again took me a while for it to fully click so figured it can help others.
PS: ENB doesn't save the MAIN cubemaps activation so besides ticking under effects, also right on top of that menu you wiill see another one to activate dynamic cubemaps, that one you need to activate every time you go back in game, does not stick. See pict, sorry for the brightness. lol
If you are having the Imperial Armor metal or any other, looking weird after activating EDC, your texture needs environment maps,
So you need for now 1 of these 2 texture replacers:
A texture replacer from FrankFamily
or
One of the Environment files by Magink666 for your troubled armor search the files.
If you have a armor replacer like BD's or similar, For vortex: install your pick, but DO NOT enable the mod:
Right click the mod, pick: open in file manager and delete the meshes folder of the mod or they will override your set up.
Once deleted enable the mod and let it overwrite, "Go AFTER" any conflict vortex tells you.
Now your armor should look back to normal.
For MO2 if you use it I'm sure you know how, same principle delete meshes let the textures win.
download Wet Rocks and overwrite everything and done.
So far I noticed it on dogs and horses they just shine like glass,
Anyone has any hint where I should look?
reminds me , always read comments and sticky post before DL the mods
Sadly no one reads anymore...
If not honestly advice, stick to collections.
and your response:
Can you not see the irony in your statement?
English is not my first language, having said that, what I understood when I read your comment to Supermacy was 2 statements/issues.
1. "Not sure if you have already figured this out, but I don't think the wet rocks issue has anything to do with the rocks."
Here I figured you was talking well about that, the Rocks being extremely wet to the point of reflecting white, as that was the problem I talked about and then I was asked if I found the settings for it.
It actually did have to do with rocks and yes wet rocks did solve the problem for me as it has env maps.
Something now known is that besides the black 1px cubemap, the textures need to be environment mapped for colors and such, think ebony vs iron metal armors if not env mapped they just look the same, chromed, so that takes care of that statement/issue.
2."Disable 'eyecubemap.dds' in this mod and the annoying reflections disappear."
Well here a different subject eyes but same as above since most people including me were having really bright reflecting eyes, I did post a solution a few post before so that's why I answered with that, that solves statement/issue 2.
Still don't see the irony...hmm I don't know all i can think of is, was you implying that disabling the eyecubemap.dds would resolve the rocks problem?
If and again, if it was that, then maybe next time be a bit more clear in what you are trying to say?
But regardless I know now you can you see how it was easy to read it and interpret it the way I did, take care.
Have a good one.
Also, in the Eye's of Beauty AI Upscale comments, the author posted an image of their ENB settings for eyes which should give a good solid base.
Also, just straight up deleting the eyecubemap.dds worked perfectly for me. No more eye errors, no more white glazing over, eyes are perfect.
It was cubemaps :3
As for the settings once you have the ENB play with them, is not a one size fit's all and It has nothing to do with the eyes and more with the ENB presets, as different authors set different settings so you always have to tweak a bit.
If you are having the Imperial Armor metal or any other, looking weird after activating EDC, your texture needs
environment maps,
So you need for now 1 of these 2 texture replacers:
A texture replacer from FrankFamily"
Thanks so much! This problem annoyed me a lot and finally there is a solution!
Sorry if this is a dumb question, but I tried to download ENBSeries yet the website is just a single small unscrollable page without a download. Has the engine been discontinued or something? If so is this mod unusable now?
Pretty odd but when you come the first time you can't get it. You'll se download on the next page.
For Bottles in the Interiors what ENB setting can I adjust for the bottle shine? I'm assuming this is related to the cubemaps. I'm using Rudy ENB Obsidian it hasn't seen an update in almost 2 years, so I've been needing to tweak various settings.
Actually all objects are to shiny, I need to reduce the overall sheen/shine.
THANKS
I installed TMD Winery which changes the bottles to much nicer models and realistic reflections.
So this is how I fixed it...
And how does one control the reflection amount through the environmental mask texture per object?
What about a breakdown for which options work in the enbseries.ini? I've adjusted refelections before for the bottles, and other reflective objects in the enbseries.ini.
THANKS
i get white eye but only for horses ?? how can i fix it ?
edit : i removed eye.dds in texture folder of the mod and it works...
Thanks for posting an edit to your own question. This fixed my white eye problem :)
disable enb / this mod fixes it