I was seeing something weird like that during a thunderstorm. The entire sky was black and messed up like that. I ended up going back to 356.phoenixfabricio wrote:Thanks for the update , Boris! But Find bug with embers in campfires, no matter if complex particles is enabled or disabled:
https://i.imgur.com/V9W0Qyhh.png
https://i.imgur.com/BUx3FA5h.png
TES Skyrim SE 0.362
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Re: TES Skyrim SE 0.362
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Re: TES Skyrim SE 0.362
I have tested the Complex Particle Lights with a bunch of different spells from both vanilla and the apocalypse spell mod. Almost none of them use the new effect (and if they do it looks correct) except candlelight/magelight which are both vanilla spells. They probably use the same mesh/particle effect because they look identical.
And the problem with the Curve parameter appears when using ELFX (or ELFX Enhancer/Exterior).
And the problem with the Curve parameter appears when using ELFX (or ELFX Enhancer/Exterior).
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Re: TES Skyrim SE 0.362
Okay, i did another fix, now need time to test it in different places. But with spells, yet cant find how to detect them as different from light sprites. And will try elfx, but most likely curve do not work there because color is white for them
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Re: TES Skyrim SE 0.362
Version updated, download again
Removed scaling of small emitters for complex particle lights to increase performance for spells. Removed fix of brows shader normal map, because it produce other bugs and need some different way to solve it.
Removed scaling of small emitters for complex particle lights to increase performance for spells. Removed fix of brows shader normal map, because it produce other bugs and need some different way to solve it.
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Re: TES Skyrim SE 0.362
Thanks for the update!
The issues with waterfalls and the spells seem to be fixed. The brightness problem only appears while channeling the spell now, but that shouldn't be a big issue.
I've tested the curve parameters with the first version of 0.362 again and they worked without a problem even when ELFX was enabled.
The issues with waterfalls and the spells seem to be fixed. The brightness problem only appears while channeling the spell now, but that shouldn't be a big issue.
I've tested the curve parameters with the first version of 0.362 again and they worked without a problem even when ELFX was enabled.
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Re: TES Skyrim SE 0.362
Sorry, but code of curve didn't change both in c++ and shaders, so first 0.362 and current are same about this. Also there are some performance limitations why i should not change curve code and just modify variable of color globally.
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Re: TES Skyrim SE 0.362
Edit: NVM, found the issue. The fxfirewithembers meshes use pure white as emission color for their glow effect.
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Re: TES Skyrim SE 0.362
Any chance this bug can be fixed with the EnableComplexParticleLights (Flickering Wine Bottle)? Or is it a problem with the texture?
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Re: TES Skyrim SE 0.362
Hard to say, looks like bug of the mod, but no idea why it generates andi ge used to game own bugs, so it also could be some of color factors changing and particle lighting use it. Can you give me savegame and skyrim/skyrimprefs.ini? Hope it's not cause of some elfx or other mod like that.
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Re: TES Skyrim SE 0.362
metalsaber
I'll do an update soon, please check if bug still occurs.
I'll do an update soon, please check if bug still occurs.
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