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Sildur's Enhanced WAR Shaders v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

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rinzler
Posts: 4

Re: Sildur's Enhanced graphics

Post#51 » Thu Jul 31, 2014 11:35 pm

thank you that fixed it! I read and reread that guide but I missed that one step. Much appreciated :)

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hanswurst
Posts: 10

Re: Sildur's Enhanced graphics

Post#52 » Sun Aug 03, 2014 2:14 pm

thanks for this nice mod

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Khorba
Posts: 176

Re: Sildur's Enhanced graphics

Post#53 » Wed Aug 06, 2014 1:50 pm

whether there is a possibility that this improved graphics do not download stuff from the net just to make separate level file integrate with the game as a feed from the launcher and drew it so that each who had it fetches game :?:

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Elven
Former Staff
Posts: 5161

Re: Sildur's Enhanced graphics

Post#54 » Wed Aug 06, 2014 2:03 pm

Khorba wrote:whether there is a possibility that this improved graphics do not download stuff from the net just to make separate level file integrate with the game as a feed from the launcher and drew it so that each who had it fetches game :?:
Why?

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Khorba
Posts: 176

Re: Sildur's Enhanced graphics

Post#55 » Wed Aug 06, 2014 2:09 pm

why what?

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Elven
Former Staff
Posts: 5161

Re: Sildur's Enhanced graphics

Post#56 » Wed Aug 06, 2014 3:07 pm

Khorba wrote:why what?
Your post didn't make sense. Why would implementing your way be "better" or "safe"? If something is not validated, a mod would remove it from the forum.

Since this DOES improve the visual fidelity of the game and IT IS safe. I believe it is perfectly fine where it is.

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Khorba
Posts: 176

Re: Sildur's Enhanced graphics

Post#57 » Wed Aug 06, 2014 7:33 pm

I do not think you understand what I mean ... Sildur's Enhanced graphics that you can add to your game constantly as its a whole and not separately download stuff it just to load the items Luncher and was an integral part of the game when you've got to have a new opening and everyone is praising the graphics are why not add

Aceboltz
Posts: 254

Re: Sildur's Enhanced graphics

Post#58 » Fri Aug 08, 2014 10:41 am

This mod is nice but the heads of bald and white-haired characters are glowing like street lamps, (I have lightmaps disabled). Any way to fix this?
Also the leaves of the trees and the vegetations are shimmering. Somebody knows how to prevent this?

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Sildur
Posts: 180
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Re: Sildur's Enhanced graphics

Post#59 » Fri Aug 08, 2014 1:11 pm

Aceboltz wrote:This mod is nice but the heads of bald and white-haired characters are glowing like street lamps, (I have lightmaps disabled). Any way to fix this?
Also the leaves of the trees and the vegetations are shimmering. Somebody knows how to prevent this?
It depens on, where are you in the world currently (how bright is it there) also this is somewhat how to the games bloom works, the mod just enhances that. It might be possible to unpack the game files and get access to their shaders, however I will have to wait for Max to update the unpack tool thingy.
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Sildur
Posts: 180
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Re: Sildur's Enhanced graphics

Post#60 » Sat Sep 27, 2014 2:43 pm

SweetFX and Enbseries doesn't work well with the latest nvidia drivers (344.11) or at least not with it's GeForce Experience version, so uninstall GeForce experience or downgrade your drivers in order to still use it.

OR you can just keep pressing OK when an error pops up, it still does work here quite well....
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