This page contains patches and sound banks for Helix by Audjoo. Helix is a Wave-Table-Shaping, Phase modulation, Virtual Analog, Physical Modelling Hybrid Synthesizer. Helix is a unique synthesizer-plugin with a sonic. Please listen to the audio demos of Helix's presets. Look for answers at the Audjoo forum. Helix by Audjoo (@KVRAudio Product Listing): Helix is a Wave-Table-Shaping, Phase modulation, Virtual Analog. Coming with roughly 1000+ presets. Helix by Audjoo (@KVRAudio Product Listing). Key features include: CPU-friendly. 1000+ Presets from BigTone and others. Up to 64x Unison per voice. Ie5setup.exe Download Xp more.

ENB is not fully compatible, you can run both at the same time but you'll have issues with one or the other depending on how you set it up. I've tested ENB v0.113 extensively with both the wrapper and injector versions.

What I've found is posted here: Basically we really the helix fix to work along side enb or we need the helix water fix ported over to enb. Shadows can be fixed with an ini tweak with skyrim 1.6 so water is the main issue that still needs to be solved via the dll. It's not the same fix as '3D Vision Complete Compatibility Project'.
What exactly doesn't work? Do you mean low depth of the map pointers? Default HUD elements depth is 0.2 you can change it in Preset settings. Presets are profiles that you can quickly switch in the game. This fix has 3 presets binded to V - preset1, B - preset2, N - preset3 keys.
You can change depth values of the preset by changing 'Const1'. You can use values from -1 to 1 in float format. I gave the link to the site where you can convert float value to hex and use it as preset value. In addition I want to explain why i don't use big depth by default(Which is required by the map). The map looks good only at depth near to far clip plane.
Lets say - depth near to infinity. Such big values brake all hud elements when it overlaps other objects which are closer then hud elements. For example I'm offering another method.
You can switch HUD depth at your taste depend on situation. For example you want to use 3 presets: 1. For dialogs and interaction; 2. For combat; 3. For map; Then you presets should look like: //interface and text switcher [Preset1] //0.4 Const1 = 0x3ecccccd [Preset2] //0.2 Const1 = 0x3e4ccccd [Preset3] //0.8 Const1 = 0x3f4ccccd in this case you will get: V - key activate preset for third person combat when you have 100% depth(just an example); B - key activate first person hud; N - key activate map depth. So when you're opening the map you can press N key and it should look fine.
When you're closing the map press B key and you will get standard first person hud. And of course you can customize keys and depth settings to your taste. For example make the map depth activates when tap m key and etc.
I hope now it's more clear. Artox Hey, Helix, great contribution as always:), you rock. I was wondering, whether it is or will be possible to configure other devices' buttons as hotkeys, as some of us are playing with xbox360 and ps3 controllers, meaning - having to reach for the keyboard to switch profiles. It would be nice if there was deviceid, etc. I haven't tested your latest profile-based fixes, so if this is already available, then sorry for bothering. Also if it is too complex to implement, one can always use xpadder as an addition for keyboard to gamepad emulation:).
Anonymous I am running 1.5 if thats what u mean. What i meant by old is the old outdated shadows fix. I have tried it and this one and shadows do indeed draw corectly, but it introduces a bug that for lack of a better term puts shadows on everyting when you look in certain directions.The best way i can think to put it is when a light source hits the ground, the ground lights up accordingly but when i look in certain directions nothing is lit, not buildings the ground, ect., as if there is no light source.