How to fix/disable shaders in games(DLL,guide and fixes).
  22 / 167    
Check out a sexy video of me3 demo after chiz's fix on http://www.3dsolutiongaming.com/az_articles_v4/ME3/me3.html .He just made a post about it and was very impressed with how it came out.

I am probably going to convert each game page(While I am bored waiting for me3)from wiki to html to implement screenshots. We will see how it goes.

Did a few.(me3,darkness 2,ascreed bro,jericho) Will do a few each day.

@anyone
I am gonna look at me1 and can't remember any issues besides 2d crosshair, 2d selector(on people), If you can save me some time and tell me whats wrong here or via pm would save me time.

@Chiz/helix/mana84/anyone who does fixes.
Not necessary if you dont want to but if when you do a fix. You post a before picture and an after. I will post them side by side on fix page. Since it pretty much sums up what we did. https://s3.amazonaws.com/Helixfix/dungeondef.html
https://s3.amazonaws.com/Helixfix/hunted.html
https://s3.amazonaws.com/Helixfix/me2.html
(Man those 3d live logos are anoying on downsized images)
Check out a sexy video of me3 demo after chiz's fix on http://www.3dsolutiongaming.com/az_articles_v4/ME3/me3.html .He just made a post about it and was very impressed with how it came out.



I am probably going to convert each game page(While I am bored waiting for me3)from wiki to html to implement screenshots. We will see how it goes.



Did a few.(me3,darkness 2,ascreed bro,jericho) Will do a few each day.



@anyone

I am gonna look at me1 and can't remember any issues besides 2d crosshair, 2d selector(on people), If you can save me some time and tell me whats wrong here or via pm would save me time.



@Chiz/helix/mana84/anyone who does fixes.

Not necessary if you dont want to but if when you do a fix. You post a before picture and an after. I will post them side by side on fix page. Since it pretty much sums up what we did. https://s3.amazonaws.com/Helixfix/dungeondef.html

https://s3.amazonaws.com/Helixfix/hunted.html

https://s3.amazonaws.com/Helixfix/me2.html

(Man those 3d live logos are anoying on downsized images)

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/23/2012 11:22 PM   
@HeliX

OK that narrows it down some, here's the vertex shader for the water surface. I've pulled some code from some of your other fixes (Dead Space shadows and Amalur refraction) but neither seem to work for Skyrim. Playing with the input vertex of both definitely has some effect on the refraction shader but usually its either banded noise or completely wrong refraction (and still different for each eye in stereo). If you don't mind taking a look, what I've tried with both pieces of code and the clean code attached as well.

[code]// water surface shader, no water if removed
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// row_major float4x4 ModelViewProj;
// float4 NormalsScale;
// float4 NormalsScroll0;
// float4 NormalsScroll1;
// float ObjectUV;
// float4 QPosAdjust;
// float4 VSFogFarColor;
// float4 VSFogNearColor;
// float4 VSFogParam;
// row_major float3x4 WorldMat;
//
//
// Registers:
//
// Name Reg Size
// -------------- ----- ----
// ModelViewProj c0 4
// WorldMat c4 3
// QPosAdjust c7 1
// ObjectUV c8 1
// NormalsScroll0 c9 1
// NormalsScroll1 c10 1
// NormalsScale c11 1
// VSFogParam c12 1
// VSFogNearColor c13 1
// VSFogFarColor c14 1
//

vs_3_0
def c15, 0.00100000005, 1, 0, 0
def c200, -1.0, 90.0, 0.0625, 0.5
def c220, 1920, 1080, 0.0625, 0.5
dcl_position v0
dcl_texcoord v1
dcl_2d s0
dcl_position o0
dcl_texcoord o1
dcl_texcoord1 o2
dcl_texcoord2 o3
dcl_texcoord4 o4
dcl_color1 o5
dp4 r0.z, c6, v0
dp4 r0.x, c4, v0
dp4 r0.y, c5, v0
dp3 r0.w, r0, r0
mov o1.xyz, r0
add r0.xy, r0, c7
rsq r0.z, r0.w
rcp o1.w, r0.z
rcp r0.z, c11.x
mul r0.zw, r0.z, r0.xyxy
mov r1.xyz, c11
mul r1.xyz, r1, c15.x
rcp r1.x, r1.x
mad r1.xw, v1.xyzy, r1.x, -r0.zyzw
abs r2.x, c8.x
slt r2.x, -r2.x, r2.x
mad r0.zw, r2.x, r1.xyxw, r0
add o2.xy, r0.zwzw, c9
rcp r0.z, c11.y
mul r3.xy, r0.z, r0
rcp r0.z, c11.z
mul r3.zw, r0.z, r0.xyxy
rcp r0.x, r1.y
rcp r0.y, r1.z
mul r1, r0.xxyy, v1.xyxy
lrp r0, r2.x, r1, r3
add o2.zw, r0.xyxy, c9
add o3.xy, r0.zwzw, c10
dp4 r0.x, c0, v0
dp4 r0.y, c1, v0
dp4 r0.z, c2, v0
dp3 r1.x, r0, r0
rsq r1.x, r1.x
rcp r1.x, r1.x
mad_sat r1.x, r1.x, c12.y, -c12.x
pow r2.x, r1.x, c11.w
min r1.x, r2.x, c14.w
mov r2.xyz, c13
add r1.yzw, -r2.xxyz, c14.xxyz
mad o5.xyz, r1.x, r1.yzww, c13
mov o5.w, r1.x
dp4 r0.w, c3, v0
mov o0, r0
mul o3.zw, r0.w, c15.xyyz
mov r5, v0 //temp register r5
//texldl r11, c200.z, s0
//add r11.y, r5.w, -r11.y
//mul r11.x, r11.x, r11.y
//add r5.x, r5.x, -r11.x

add r1.x, r5.x, r5.w //ported from Dead Space fix
add r1.y, r5.w, -r5.y
mov r11.xy, c221.wz //default screensize constant
mad r1.xy, r5.w, r11, r1
mul r5.xy, r1, c220.w

mov o4, r5 //switch temp register back to output o4

// approximately 47 instruction slots used[/code]

Clean code here:
[attachment=24533:VertexShader_2EC_CRC32_6FA58D24.txt]

Any tips or advice to get this working greatly appreciated as usual. :)
@HeliX



OK that narrows it down some, here's the vertex shader for the water surface. I've pulled some code from some of your other fixes (Dead Space shadows and Amalur refraction) but neither seem to work for Skyrim. Playing with the input vertex of both definitely has some effect on the refraction shader but usually its either banded noise or completely wrong refraction (and still different for each eye in stereo). If you don't mind taking a look, what I've tried with both pieces of code and the clean code attached as well.



// water surface shader, no water if removed

// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022

//

// Parameters:

//

// row_major float4x4 ModelViewProj;

// float4 NormalsScale;

// float4 NormalsScroll0;

// float4 NormalsScroll1;

// float ObjectUV;

// float4 QPosAdjust;

// float4 VSFogFarColor;

// float4 VSFogNearColor;

// float4 VSFogParam;

// row_major float3x4 WorldMat;

//

//

// Registers:

//

// Name Reg Size

// -------------- ----- ----

// ModelViewProj c0 4

// WorldMat c4 3

// QPosAdjust c7 1

// ObjectUV c8 1

// NormalsScroll0 c9 1

// NormalsScroll1 c10 1

// NormalsScale c11 1

// VSFogParam c12 1

// VSFogNearColor c13 1

// VSFogFarColor c14 1

//



vs_3_0

def c15, 0.00100000005, 1, 0, 0

def c200, -1.0, 90.0, 0.0625, 0.5

def c220, 1920, 1080, 0.0625, 0.5

dcl_position v0

dcl_texcoord v1

dcl_2d s0

dcl_position o0

dcl_texcoord o1

dcl_texcoord1 o2

dcl_texcoord2 o3

dcl_texcoord4 o4

dcl_color1 o5

dp4 r0.z, c6, v0

dp4 r0.x, c4, v0

dp4 r0.y, c5, v0

dp3 r0.w, r0, r0

mov o1.xyz, r0

add r0.xy, r0, c7

rsq r0.z, r0.w

rcp o1.w, r0.z

rcp r0.z, c11.x

mul r0.zw, r0.z, r0.xyxy

mov r1.xyz, c11

mul r1.xyz, r1, c15.x

rcp r1.x, r1.x

mad r1.xw, v1.xyzy, r1.x, -r0.zyzw

abs r2.x, c8.x

slt r2.x, -r2.x, r2.x

mad r0.zw, r2.x, r1.xyxw, r0

add o2.xy, r0.zwzw, c9

rcp r0.z, c11.y

mul r3.xy, r0.z, r0

rcp r0.z, c11.z

mul r3.zw, r0.z, r0.xyxy

rcp r0.x, r1.y

rcp r0.y, r1.z

mul r1, r0.xxyy, v1.xyxy

lrp r0, r2.x, r1, r3

add o2.zw, r0.xyxy, c9

add o3.xy, r0.zwzw, c10

dp4 r0.x, c0, v0

dp4 r0.y, c1, v0

dp4 r0.z, c2, v0

dp3 r1.x, r0, r0

rsq r1.x, r1.x

rcp r1.x, r1.x

mad_sat r1.x, r1.x, c12.y, -c12.x

pow r2.x, r1.x, c11.w

min r1.x, r2.x, c14.w

mov r2.xyz, c13

add r1.yzw, -r2.xxyz, c14.xxyz

mad o5.xyz, r1.x, r1.yzww, c13

mov o5.w, r1.x

dp4 r0.w, c3, v0

mov o0, r0

mul o3.zw, r0.w, c15.xyyz

mov r5, v0 //temp register r5

//texldl r11, c200.z, s0

//add r11.y, r5.w, -r11.y

//mul r11.x, r11.x, r11.y

//add r5.x, r5.x, -r11.x



add r1.x, r5.x, r5.w //ported from Dead Space fix

add r1.y, r5.w, -r5.y

mov r11.xy, c221.wz //default screensize constant

mad r1.xy, r5.w, r11, r1

mul r5.xy, r1, c220.w



mov o4, r5 //switch temp register back to output o4



// approximately 47 instruction slots used




Clean code here:

[attachment=24533:VertexShader_2EC_CRC32_6FA58D24.txt]



Any tips or advice to get this working greatly appreciated as usual. :)

-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings

Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W

Posted 02/24/2012 02:38 AM   
Ugh. Apparently when I fixed me2 for the 4th time. I added a bad shader to one version, I found out when I went to take a picture. https://s3.amazonaws.com/Helixfix/me2.html It should be good now.

I am gonna look at me1 tommorrow. If you know of anything that needs to be fixed please let me know via pm. I know crosshairs / targeting.

@update Ah just tried to. Apparently since me1 is old it uses the old format of VertexShaders code.(vs_1_0)
Seems like an easy fix if anyone knows the format. I tried to rewrite it but got stumped(not surprising)
Ugh. Apparently when I fixed me2 for the 4th time. I added a bad shader to one version, I found out when I went to take a picture. https://s3.amazonaws.com/Helixfix/me2.html It should be good now.



I am gonna look at me1 tommorrow. If you know of anything that needs to be fixed please let me know via pm. I know crosshairs / targeting.



@update Ah just tried to. Apparently since me1 is old it uses the old format of VertexShaders code.(vs_1_0)

Seems like an easy fix if anyone knows the format. I tried to rewrite it but got stumped(not surprising)

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/24/2012 05:16 AM   
@chiz

Today I have a few minutes for detail explore of the code.
The vertex shader passes coordinates not in right projection (I guess local) without any conversion, so it useless to change them there.
But pixel shader does conversion to texture coordinates , it's not exactly what we need but we can easily convert offset to texture coordinates by division on 2.

[code] dp4 r0.x, c1, r5
dp4 r6.w, c3, r5
add r6.y, -r0.x, r6.w
dp4 r6.x, c0, r5
dp4 r6.z, c2, r5

texldl r11, c200.z, s13
add r11.y, r6.w, -r11.y
mul r11.x, r11.x, r11.y
mul r11.x, r11.x, c200.w// *0.5 - div 2
add r6.x, r6.x, r11.x

texldp r5, r6, s0[/code]

So you was right from the beginning about that , sorry I got you confused.

This should fix reflections(files attached), but still have problem with transparency. I.e. it's different for both eyes.
I think this is exactly because of using vPos, it can be fixed by changing texcoord I guess, but it's in world coordinates.
So it can't be done by changing x offset, in this case we need invert matrix(or maybe changing vPos).
I don't have enough free time for now to take a look at it, but maybe you will find a way how to resolve it.

Edit:
See the post below.
@chiz



Today I have a few minutes for detail explore of the code.

The vertex shader passes coordinates not in right projection (I guess local) without any conversion, so it useless to change them there.

But pixel shader does conversion to texture coordinates , it's not exactly what we need but we can easily convert offset to texture coordinates by division on 2.



dp4 r0.x, c1, r5

dp4 r6.w, c3, r5

add r6.y, -r0.x, r6.w

dp4 r6.x, c0, r5

dp4 r6.z, c2, r5



texldl r11, c200.z, s13

add r11.y, r6.w, -r11.y

mul r11.x, r11.x, r11.y

mul r11.x, r11.x, c200.w// *0.5 - div 2

add r6.x, r6.x, r11.x



texldp r5, r6, s0




So you was right from the beginning about that , sorry I got you confused.



This should fix reflections(files attached), but still have problem with transparency. I.e. it's different for both eyes.

I think this is exactly because of using vPos, it can be fixed by changing texcoord I guess, but it's in world coordinates.

So it can't be done by changing x offset, in this case we need invert matrix(or maybe changing vPos).

I don't have enough free time for now to take a look at it, but maybe you will find a way how to resolve it.



Edit:

See the post below.

Posted 02/24/2012 08:45 AM   
As i thought it was a problem with vPos.
I did manually conversion to texture coordinates by using vertex position.
I hope that I found all water shaders.
Should fix all water issues. Tested on Skyrim without any water mods.

@chiz
Could you please merge it with your HUD mod ?
I think it'll be better to have all fixes in one pack.

Edit: Attach moved to [url="http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1374450"]this[/url] post
As i thought it was a problem with vPos.

I did manually conversion to texture coordinates by using vertex position.

I hope that I found all water shaders.

Should fix all water issues. Tested on Skyrim without any water mods.



@chiz

Could you please merge it with your HUD mod ?

I think it'll be better to have all fixes in one pack.



Edit: Attach moved to this post

Posted 02/24/2012 11:55 AM   
Outch! I can't test it right now but give feed back in a few hours. If you have fixed water refraction, you're awesome /turned.gif' class='bbc_emoticon' alt=':turned:' />

It should also work with water mods, right? If it is, can I upload your Shaderoverride file on Nexus on my Purewaters page?

Thx!
Outch! I can't test it right now but give feed back in a few hours. If you have fixed water refraction, you're awesome /turned.gif' class='bbc_emoticon' alt=':turned:' />



It should also work with water mods, right? If it is, can I upload your Shaderoverride file on Nexus on my Purewaters page?



Thx!

Posted 02/24/2012 12:00 PM   
[quote name='Laast' date='24 February 2012 - 03:00 PM' timestamp='1330084853' post='1374320']
Outch! I can't test it right now but give feed back in a few hours. If you have fixed water refraction, you're awesome /turned.gif' class='bbc_emoticon' alt=':turned:' />

It should also work with water mods, right? If it is, can I upload your Shaderoverride file on Nexus on my Purewaters page?

Thx!
[/quote]

If your mod doesn't change shaders, then yes, it should work.
I don't mind if you share "Shaderoverride" with your mod.
[quote name='Laast' date='24 February 2012 - 03:00 PM' timestamp='1330084853' post='1374320']

Outch! I can't test it right now but give feed back in a few hours. If you have fixed water refraction, you're awesome /turned.gif' class='bbc_emoticon' alt=':turned:' />



It should also work with water mods, right? If it is, can I upload your Shaderoverride file on Nexus on my Purewaters page?



Thx!





If your mod doesn't change shaders, then yes, it should work.

I don't mind if you share "Shaderoverride" with your mod.

Posted 02/24/2012 12:09 PM   
[quote name='-=HeliX=-' date='24 February 2012 - 02:55 PM' timestamp='1330084542' post='1374318']
As i thought it was a problem with vPos.
I did manually conversion to texture coordinates by using vertex position.
I hope that I found all water shaders.
Should fix all water issues. Tested on Skyrim without any water mods.

@chiz
Could you please merge it with your HUD mod ?
I think it'll be better to have all fixes in one pack.
[/quote]

Bravo HeliX, this is huge, I am work at the moment, but I looked through the shots and want to congratulate you :)
[quote name='-=HeliX=-' date='24 February 2012 - 02:55 PM' timestamp='1330084542' post='1374318']

As i thought it was a problem with vPos.

I did manually conversion to texture coordinates by using vertex position.

I hope that I found all water shaders.

Should fix all water issues. Tested on Skyrim without any water mods.



@chiz

Could you please merge it with your HUD mod ?

I think it'll be better to have all fixes in one pack.





Bravo HeliX, this is huge, I am work at the moment, but I looked through the shots and want to congratulate you :)
Posted 02/24/2012 01:10 PM   
[quote name='-=HeliX=-' date='24 February 2012 - 06:55 AM' timestamp='1330084542' post='1374318']
As i thought it was a problem with vPos.
I did manually conversion to texture coordinates by using vertex position.
I hope that I found all water shaders.
Should fix all water issues. Tested on Skyrim without any water mods.

@chiz
Could you please merge it with your HUD mod ?
I think it'll be better to have all fixes in one pack.
[/quote]
This is fantastic! I travelled around trying out all different water areas and it all looks fixed! I have not been in caves yet, just open areas, but it looks awesome.

The only thing I found is that when standing by the river at Valtheim Keep (though I doubt it's specific to that location, it's just the one I picked) the shader fix seems to 'turn on and off' as you move closer to or farther away from the water edge and goes from being transparent to being 'black' and non-transparent. There is none of the ghosting, just this switching - I have added some screenshots to show this. Note that this does not happen very often, and its all still 3d vision compatible, but I thought I would report it.

Overall - fantastic job. This has been the holy grail of S3D fixes for Skyrim since its release, and you seem to have done it :-)
[quote name='-=HeliX=-' date='24 February 2012 - 06:55 AM' timestamp='1330084542' post='1374318']

As i thought it was a problem with vPos.

I did manually conversion to texture coordinates by using vertex position.

I hope that I found all water shaders.

Should fix all water issues. Tested on Skyrim without any water mods.



@chiz

Could you please merge it with your HUD mod ?

I think it'll be better to have all fixes in one pack.



This is fantastic! I travelled around trying out all different water areas and it all looks fixed! I have not been in caves yet, just open areas, but it looks awesome.



The only thing I found is that when standing by the river at Valtheim Keep (though I doubt it's specific to that location, it's just the one I picked) the shader fix seems to 'turn on and off' as you move closer to or farther away from the water edge and goes from being transparent to being 'black' and non-transparent. There is none of the ghosting, just this switching - I have added some screenshots to show this. Note that this does not happen very often, and its all still 3d vision compatible, but I thought I would report it.



Overall - fantastic job. This has been the holy grail of S3D fixes for Skyrim since its release, and you seem to have done it :-)

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/24/2012 03:53 PM   
Thanks for reporting that !
I did few errors when copy-paste code from the shader which I fixed firs and don't have a time to test it because of my work.

I fixed all errors now it should work.
Fixed version attached.

Edit:
New version in [url="http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1374540"]this[/url] post.
Thanks for reporting that !

I did few errors when copy-paste code from the shader which I fixed firs and don't have a time to test it because of my work.



I fixed all errors now it should work.

Fixed version attached.



Edit:

New version in this post.

Posted 02/24/2012 04:27 PM   
[quote name='-=HeliX=-' date='24 February 2012 - 06:55 AM' timestamp='1330084542' post='1374318']
As i thought it was a problem with vPos.
I did manually conversion to texture coordinates by using vertex position.
I hope that I found all water shaders.
Should fix all water issues. Tested on Skyrim without any water mods.

@chiz
Could you please merge it with your HUD mod ?
I think it'll be better to have all fixes in one pack.
[/quote]
Great thanks!!! I'll definitely include it with proper citations ofc. /thanks.gif' class='bbc_emoticon' alt=':thanks:' />

As for being confused lol, no worries I was already confused to the point my head was hurting. Was just trying to work through it based on what I was seeing and what you were explaining, but glad you had the time to fix it. :) I'll take a look at what you did with your code later to try and understand better what was actually broken. Those pixelshaders had way too much going on for me to keep track of.

Thanks again!
[quote name='-=HeliX=-' date='24 February 2012 - 06:55 AM' timestamp='1330084542' post='1374318']

As i thought it was a problem with vPos.

I did manually conversion to texture coordinates by using vertex position.

I hope that I found all water shaders.

Should fix all water issues. Tested on Skyrim without any water mods.



@chiz

Could you please merge it with your HUD mod ?

I think it'll be better to have all fixes in one pack.



Great thanks!!! I'll definitely include it with proper citations ofc. /thanks.gif' class='bbc_emoticon' alt=':thanks:' />



As for being confused lol, no worries I was already confused to the point my head was hurting. Was just trying to work through it based on what I was seeing and what you were explaining, but glad you had the time to fix it. :) I'll take a look at what you did with your code later to try and understand better what was actually broken. Those pixelshaders had way too much going on for me to keep track of.



Thanks again!

-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings

Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W

Posted 02/24/2012 04:30 PM   
[quote name='-=HeliX=-' date='24 February 2012 - 10:27 AM' timestamp='1330100839' post='1374450']
Thanks for reporting that !
I did few errors when copy-paste code from the shader which I fixed firs and don't have a time to test it because of my work.

I fixed all errors now it should work.
Fixed version attached.
[/quote]

Wow, just tested the new version and it works great. I did run into an issue, and I am not sure if it is something on my end or not. Sometimes after fast traveling, or even just running around, the refraction fix quits working and I even get the old "halo" effect around my character whenever I am near water. The only way I have been able to fix this is by quitting the game and re-starting. It seems to be random but it happens fairly quickly after a few minutes of playing and a couple fast travel trips. For instance if I leave Riverwood, fast travel to half-moon mill to check the water there, and then fast travel to up north to Septimus Signus's outpost, it will stop working at some point.

It does look great when it is working though!
[quote name='-=HeliX=-' date='24 February 2012 - 10:27 AM' timestamp='1330100839' post='1374450']

Thanks for reporting that !

I did few errors when copy-paste code from the shader which I fixed firs and don't have a time to test it because of my work.



I fixed all errors now it should work.

Fixed version attached.





Wow, just tested the new version and it works great. I did run into an issue, and I am not sure if it is something on my end or not. Sometimes after fast traveling, or even just running around, the refraction fix quits working and I even get the old "halo" effect around my character whenever I am near water. The only way I have been able to fix this is by quitting the game and re-starting. It seems to be random but it happens fairly quickly after a few minutes of playing and a couple fast travel trips. For instance if I leave Riverwood, fast travel to half-moon mill to check the water there, and then fast travel to up north to Septimus Signus's outpost, it will stop working at some point.



It does look great when it is working though!

Posted 02/24/2012 04:47 PM   
Just an update as I was able to replicate it twice the same way. I had a quick save at Septimus Signus's outpost, where the water looked fine. I then fast traveled to half-moon mill. Since I got there in the middle of the night I waited 8 hours until it was near noon. As I ran down the side of the bridge and looked over the river there, the water would "break" for me there within a few seconds. I quit the game and reloaded it, following the same process and was able to replicate the same issue again.

I hope what I types there made sense. It does look awesome though when it is working though.
Just an update as I was able to replicate it twice the same way. I had a quick save at Septimus Signus's outpost, where the water looked fine. I then fast traveled to half-moon mill. Since I got there in the middle of the night I waited 8 hours until it was near noon. As I ran down the side of the bridge and looked over the river there, the water would "break" for me there within a few seconds. I quit the game and reloaded it, following the same process and was able to replicate the same issue again.



I hope what I types there made sense. It does look awesome though when it is working though.

Posted 02/24/2012 04:58 PM   
[quote name='Arioch' date='24 February 2012 - 11:58 AM' timestamp='1330102713' post='1374474']
Just an update as I was able to replicate it twice the same way. I had a quick save at Septimus Signus's outpost, where the water looked fine. I then fast traveled to half-moon mill. Since I got there in the middle of the night I waited 8 hours until it was near noon. As I ran down the side of the bridge and looked over the river there, the water would "break" for me there within a few seconds. I quit the game and reloaded it, following the same process and was able to replicate the same issue again.

I hope what I types there made sense. It does look awesome though when it is working though.
[/quote]
I'll try this out. I have been fast travelling as well and trying out the new fix and have had no problems with the fix stopping working, everything (except one issue, described in a minute) is perfect, I almost can't believe it still. The one issue is inside a cave - can't remember which one - but there are still halos, screenshots attached. Having said that, the issue in the cave is 10x less bad than it was before and perfectly playable for me.
[quote name='Arioch' date='24 February 2012 - 11:58 AM' timestamp='1330102713' post='1374474']

Just an update as I was able to replicate it twice the same way. I had a quick save at Septimus Signus's outpost, where the water looked fine. I then fast traveled to half-moon mill. Since I got there in the middle of the night I waited 8 hours until it was near noon. As I ran down the side of the bridge and looked over the river there, the water would "break" for me there within a few seconds. I quit the game and reloaded it, following the same process and was able to replicate the same issue again.



I hope what I types there made sense. It does look awesome though when it is working though.



I'll try this out. I have been fast travelling as well and trying out the new fix and have had no problems with the fix stopping working, everything (except one issue, described in a minute) is perfect, I almost can't believe it still. The one issue is inside a cave - can't remember which one - but there are still halos, screenshots attached. Having said that, the issue in the cave is 10x less bad than it was before and perfectly playable for me.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/24/2012 05:05 PM   
[quote name='mike_ar69' date='24 February 2012 - 11:05 AM' timestamp='1330103117' post='1374478']
I'll try this out. I have been fast travelling as well and trying out the new fix and have had no problems with the fix stopping working, everything (except one issue, described in a minute) is perfect, I almost can't believe it still. The one issue is inside a cave - can't remember which one - but there are still halos, screenshots attached. Having said that, the issue in the cave is 10x less bad than it was before and perfectly playable for me.
[/quote]

Hmm, I can see what I have in my game folder that might be causing this. If you have them on your maps as visited, can you fast travel to the outpost I mentioned and then down to half-moon mill to see if you have that issue or not with that route? I tried it again and it does the same thing.
[quote name='mike_ar69' date='24 February 2012 - 11:05 AM' timestamp='1330103117' post='1374478']

I'll try this out. I have been fast travelling as well and trying out the new fix and have had no problems with the fix stopping working, everything (except one issue, described in a minute) is perfect, I almost can't believe it still. The one issue is inside a cave - can't remember which one - but there are still halos, screenshots attached. Having said that, the issue in the cave is 10x less bad than it was before and perfectly playable for me.





Hmm, I can see what I have in my game folder that might be causing this. If you have them on your maps as visited, can you fast travel to the outpost I mentioned and then down to half-moon mill to see if you have that issue or not with that route? I tried it again and it does the same thing.

Posted 02/24/2012 05:17 PM   
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