Guest Posted July 30, 2024 Posted July 30, 2024 I'm getting a strange blurry border around my racemenu overlays when applying a glow effect. Anyone know what could be causing this? I'm using PI-CHO ENB and here's my skee64.ini. Thanks. Spoiler [Debug] ; -1 to disable logging ; 0 - Fatal Error ; 1 - Error ; 2 - Warning ; 3 - Message ; 4 - Verbose Message ; 5 - Debug Message iLogLevel=5 ; Default[5] [Features] ; Enables sculpting panel and functionality bEnableSculpting=1 ; Default[1] ; Enables exporting actor heads from menu bEnableHeadExport=1 ; Default[1] ; Enables layering textures ontop of the player bEnableOverlays=1 ; Default[1] ; Determines whether face overlays are enabled bEnableFaceOverlays=1 ; Default[1] ; Enables BodySlide assisted morphing for further customization bEnableBodyMorph=1 ; Default[1] ; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values) bEnableBodyGen=0 ; Default[1] ; Enables automatic reapplication of transforms on model load bEnableAutoTransforms=1 ; Default[1] ; Enables syncing of hair or skin tint to a Dyeable Item bEnableTintSync=1 ; Default[1] ; Enables tint system on inventory models bEnableTintInventory=1 ; Default[1] ; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader bEnableTintHairSlot=1 ; Default[1] ; Enables recalculating Normals and Tangents when loading or changing sliders bEnableFaceNormalRecalculate=1 ; Default[1] ; Enables recalculating Normals and Tangents when using Body morphs bEnableBodyNormalRecalculate=1 ; Default[1] ; Enables automatically disabling the Model Space Normal flag from a mesh when the Actor's Skin TextureSet is set to use Tangent space bEnableTangentSpaceCorrection=1 ; Default[1] ; Allows plugins to send the interface exchange message immediately after SKEE is loaded ; this is not recommended! plugins should exchange at kMessage_PostPostLoad to ensure ; that SKEE is loaded, otherwise it depends on arbitrary OS decided load ordering of dll ; this option is provided purely for compatibility with mods that are attempting to exchange early bEnableEarlyRegistration=0 ; Default[0] ; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes ; String Data: (Without semi-colon) ;[ ; {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}, ; {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]} ;] bEnableEquippableTransforms=1 ; Default[1] [Hooks] ; Debugging use only, these disable hooks in the game which affect various features bBipedAttach=1 bNativeSliders=1 bMorphUpdates=1 bSliderCallbacks=1 bTintInventory=1 bHeadProcessing=1 bFaceOverlays=1 [General] ; Determines scaling mode ; 0 - Multiplicative ; 1 - Averaged ; 2 - Additive ; 3 - Maximum iScaleMode=0 ; Determines key merging method (when there are two body morph keys for the same morph) ; 0 - Additive ; 1 - Averaged ; 2 - Maximum iBodyMorphMode=0 ; Amount of memory to be used by BodyMorph TRI cache ; cache will temporarily exceed this limit to load a TRI ; then remove least recently used entries until the ; used memory is below this threshold uBodyMorphMemoryLimit=256000000 ; Default[256000000] ; Enables whether shapes are morphed in parallel bParallelMorphing=1 ; Alternate method to copy from primary skin partition to alternate skin partitions using CopyResource instead of UpdateSubresource ; Probably faster bBodyMorphGPUCopy=1 ; Default[1] ; When a morphable AA is equipped the GPU resource will be re-created and copied in as dynamic and then the new resource will be applied to all skin partitions ; Probably faster, and likely faster when changing morphs on a piece that is already equipped bBodyMorphRebind=1 ; Default[1] ; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists [Overlays] ; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script bPlayerOnly=0 ; Default[1] ; Determines whether to immediately apply shader changes ; when overlays are installed on an ArmorAddon bImmediateArmor=1 ; Default[1] ; Determines whether to immediately attach and apply shader changes ; when overlays are installed to the face bImmediateFace=0 ; Default[0] [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=20 ; Default[6] iSpellOverlays=1 ; Default[1] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=15 ; Default[3] iSpellOverlays=1 ; Default[1] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=15 ; Default[3] iSpellOverlays=1 ; Default[1] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=15 ; Default[3] iSpellOverlays=0 ; Default[1] [Overlays/Data] ; Assigns these alpha properties to all overlays when they are applied ; 4844, 128 is recommended for solid overlays (they will render correctly underwater) ; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags iAlphaFlags=4845 ; Default[4845] iAlphaThreshold=0 ; Default[0] sDefaultTexture=textures\actors\character\overlays\default.dds [FaceGen] fSliderMultiplier=3.0 bDisableFaceGenCache=1 bExternalHeads=1 ; Change this to 1 to generate external heads bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets bAllowAllMorphs=1 ; Enables use of all preset morphs across all races bExportSkinToBone=1 bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender [Sculpting] fPanSpeed=0.01 ; Negative reverses panning direction fFOV=60 iWidth=768 ; Must be divisible by 8 iHeight=768 ; Must be divisible by 8 fBackgroundR=0.0 fBackgroundG=0.0 fBackgroundB=0.0 fBackgroundA=0.0 fOffsetX=0.11 fOffsetY=0.0 fOffsetZ=0.0 bDrawBrushPoint=1 bDrawBrushRadius=1 ; Mask brushes have no strength values [Brush/MaskAdd/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/MaskSubtract/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Inflate/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Inflate/Strength] dbDefault = 0.01 dbMin = 0.001 dbMax = 1.000 dbInterval = 0.001 [Brush/Deflate/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Deflate/Strength] dbDefault = 0.01 dbMin = 0.001 dbMax = 1.000 dbInterval = 0.001 [Brush/Smooth/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Smooth/Strength] dbDefault = 0.05 dbMin = 0.001 dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher dbInterval = 0.001 [Brush/Move/Radius] dbDefault = 0.5 dbMin = 0.01 dbMax = 2.00 dbInterval = 0.01 [Brush/Move/Strength] dbDefault = 0.01 dbMin = 0.001 dbMax = 1.000 dbInterval = 0.001
traison Posted July 30, 2024 Posted July 30, 2024 3 hours ago, joehurner said: I'm using PI-CHO ENB Did you try disabling ENB? Seems like such an obvious thing to do for an issue like this, especially considering it takes all of 3 seconds to do through the in-game menu.
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