SSE parallax shader fix (BETA)
Injected fixed parallax shader into Skyrim Special Edition.
Screenshots 1 screenshots
About this mod Machine translation
Injected fixed parallax shader into Skyrim Special Edition.
SSE parallax shader fix
This is an SKSE plugin that injects patched parallax shaders into SSE. It behaves similarly to the LE ENB "FixParallaxBugs" option. Parallax terrain is not an important feature and has nothing to do with the implementation of ENB, which is completely different.
This is a beta version I've released for a few days. It's not fully functional yet, but it works, so I wanted to release it. All parallax shaders available in the base game have been patched. As far as I know, the parallax effects match those in LE.
Install
Install the SKSE plugin + shader file archive like a regular mod.
If you do not have a copy of "d3dcompiler_47.dll" in your Skyrim Special Edition folder, then install a second archive containing that file into your game folder. Must be "_47" - ENB comes with "_46e", you still need 47.
For parallax meshes to work correctly without specularity enabled, the "BSLightingShaderParallaxBug" patch from Engine Fixes is required.
Check the ShaderTools.log in your SKSE log folder (My Documents/My Games/Skyrim Special Edition/skse) to confirm that the plugin is functioning properly. The last line should be something like "Shaders found: 72 replaced successfully: 72 failed to replace: 0"
Notes to MOD authors
To activate parallax on a mesh, the shader type applied to the mesh must be "Parallax" and the "Parallax" flag must be added to "Shader Flags 1". Currently, meshes must also have vertex colors, although they can all be set to the default white/FFFFFF). Make sure no other technology markers are also active (glow maps, environment maps, etc., you can't combine technologies!) Specular and shadow markers work too, though. The parallax map texture is in the 4th slot of the texture set, and the height is read from the first (red) channel of the texture.
credit
This project would not have been possible without Nukem's countless hours of work reverse-engineering Skyrim Special Edition's renderer and shader code.
resource
Not available at the moment but will be on my GitHub eventually.
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SSE Parallax Shader Fix
This is an SKSE plugin that injects patched parallax shaders into SSE. It is similar in behavior to the LE ENB "FixParallaxBugs" option. Parallax terrain is not a vanilla feature and this has nothing to do with ENB's implementation of that, which is something completely different.
This is a beta that I threw together in a couple days and isn't really feature-complete, but it works, so I wanted to get it out there. All available parallax shaders in the base game are patched. The parallax effect matches what is in LE as far as I can tell.
Installation
Install the SKSE plugin + shader files archive like a regular mod.
If you don't have a copy of 'd3dcompiler_47.dll' in your Skyrim Special Edition folder already, install the second archive containing it to your game folder. It MUST be "_47" - ENB comes with "_46e", you still need 47.
The "BSLightingShaderParallaxBug" patch from Engine Fixes is required for parallax meshes that don't have specular enabled to work properly.
Check ShaderTools.log in your SKSE logs folder (My Documents/My Games/Skyrim Special Edition/skse) to verify the plugin is working. The last line should be something like "found shaders: 72 successfully replaced: 72 failed to replace: 0"
Notes for Mod Authors
To activate parallax on a mesh, the shader type applied to the mesh must be "Parallax" and you must add the Parallax flag to Shader Flags 1. Currently, the mesh must also have vertex colors, although they can all be set to default (white/FFFFFF). Make sure none of the other technique flags are active as well (glow map, env map, etc, you cannot combine techniques!) Specular and shadow flags are okay, though. The parallax map texture goes in the 4th slot in the texture set, and the height is read from the first (red) channel of the texture.
Credits
This project would have been impos …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.