TES Skyrim SE 0.368

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Re: TES Skyrim SE 0.368

nova_stark
Not a bug, Bethesda's own design. Meant as many of the other dust particles lit by light of some kind. That can be viewed from many other interiors around Skyrim.
I can give that is visually not appealing, but a bug it is not.


TechAngel85
I'm glad to be of service, once more. Yeah I know your schedule, in the terms of amount you have on your shoulders.
Which I still think you should "shove off", to to someone else that want to help you out ;)

I have made some new "light bulb" content, to be able to utilize this new Particle Lighting system.
The idea for this was the same as RSR. Remove all light bulbs, add in new custom light bulbs to a pre-determined amount, then add in new light sources, add in the "CPL Light Bulbs" to emit light to those new light sources.

And you will have a very unique and well blended lighting mod. That uses the engine limits and the added effects of ENBSeries together.


Guzio
Short answer, no. But it might be a mod or setting. I haven't really tested it that much yet.

Here is a short demo flick;
https://youtu.be/dVmB6rtET9k

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Re: TES Skyrim SE 0.368

--JawZ-- wrote:nova_stark
Not a bug, Bethesda's own design. Meant as many of the other dust particles lit by light of some kind. That can be viewed from many other interiors around Skyrim.
I can give that is visually not appealing, but a bug it is not.
Ah, my apologies then. Like I said, I've been bouncing around lighting mods so much recently, I forget what is attributable to vanilla and what is not. I think then that ELFX and RLO remove those. I've settled on RS+ELE (while trying to reduce NAT's influence as much as possible) though, but I'm fickle on the issue of lighting mods.

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Re: TES Skyrim SE 0.368

TechAngel85

Try the winking skeever in this plugin, and see the way I approached it. Like I mentioned in the previous comment. And the way you describe it in your edited post.
https://drive.google.com/open?id=1fcYiw ... QZ-qsZHtfb

coc SolitudeWinkingSkeever


nova_stark
Both a pro and con with options, right. Yes they do, and add their own. RLO particle effects is based off ELFX while ELFX does it's own thing. I meant for RS or ELE to have customized particle system as well. But it never went that far. And it would introduce more conflicts with other mods, so...
A tip, use Mator Smash, it saves a lot of conflict resolving time. That coupled wih Vortex and Xedit is a very good combo.

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Re: TES Skyrim SE 0.368

--JawZ-- wrote:nova_stark
Both a pro and con with options, right. Yes they do, and add their own. RLO particle effects is based off ELFX while ELFX does it's own thing. I meant for RS or ELE to have customized particle system as well. But it never went that far. And it would introduce more conflicts with other mods, so...
A tip, use Mator Smash, it saves a lot of conflict resolving time. That coupled wih Vortex and Xedit is a very good combo.
I was using Mator Smash for quite a while after it got released on the Nexus, but then ESLs and ESL-flagged ESPs took off, so I'm back to manually resolving conflicts until Smash gets updated with ESL support. Which I'm guessing isn't going to be anytime soon.

I think I'm going to try re-enabling some lights in RS just to see what that's like.

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Re: TES Skyrim SE 0.368

--JawZ-- wrote:TechAngel85
I'm glad to be of service, once more. Yeah I know your schedule, in the terms of amount you have on your shoulders.
Which I still think you should "shove off", to to someone else that want to help you out ;)

I have made some new "light bulb" content, to be able to utilize this new Particle Lighting system.
The idea for this was the same as RSR. Remove all light bulbs, add in new custom light bulbs to a pre-determined amount, then add in new light sources, add in the "CPL Light Bulbs" to emit light to those new light sources.

And you will have a very unique and well blended lighting mod. That uses the engine limits and the added effects of ENBSeries together.
Problem is that there aren't many STEP staff that actually know what they're doing in the CK to correct issues with some of the mod we manage. There aren't any staff that actually work on the STEP Guide anymore either. It's just me with the CK skills and just me that been doing the Guide stuff for a long time now. Most our staff are just forum moderators and have no interest in digging deeper into what we do.

The rest of the mods that haven't been handed to STEP are mods that I've personally offered to help their authors keep them up-to-date and expand them when I can (since I have the skills to do so). RWT is probably the biggest of these mods, which SparrowPrince and I handle together; though I rely on him more for the mesh stuff because that and texturing are two areas I'm not very good with. The rest of the mods I personally manage really don't take up too much time. I just update them once every couple months and they're good to go. Most of my time these days is spent on STEP, RWT, EVT, and my own projects. I like to be able to switch to something else when I get bored, though, and working on EVT is BORING! ^_^

Trust me, though, I'll hit you up if I run into questions while designing this new mod!

EDIT:
Thanks, I'll check out that file.

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Re: TES Skyrim SE 0.368

--JawZ-- wrote:TechAngel85

Try the winking skeever in this plugin, and see the way I approached it. Like I mentioned in the previous comment. And the way you describe it in your edited post.
https://drive.google.com/open?id=1fcYiw ... QZ-qsZHtfb

coc SolitudeWinkingSkeever
Yes, it looks good. Jumping in the CK I see the bulbs are mainly placed for ambient room lighting close to the sources, but not directly at them. That's exactly how I was thinking the particle lights and lightbulbs could be combined. Great minds think alike! :P

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Re: TES Skyrim SE 0.368

nova_stark
Sure, but it would still save up a lot of time. And most of my 269 mods don't use esl flagged plugins. Only patches and I think 4 other "full mods" used ESL/"light plugin" feature.
So I am, at least, sticking with the trio. Saves up a bunch of time for me ;)


TechAngel85
Hmm, that I didn't know. Well if you ever need any help you know where to contact me.

Yes precisely. And I added new IS and LT. Imagespaces are exactly like ELE, the Lighting Template is a new/old take of mine.
Base the atmosphere on the highest amount of light source color. Derive a RGB value from that particular average amount of visual lighting source.
After that apply it as a Ambient Directional Color filter. With some tweaks and calculations in between to get a visually working color.

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Re: TES Skyrim SE 0.368

--JawZ-- wrote:TechAngel85
Hmm, that I didn't know. Well if you ever need any help you know where to contact me.

Yes precisely. And I added new IS and LT. Imagespaces are exactly like ELE, the Lighting Template is a new/old take of mine.
Base the atmosphere on the highest amount of light source color. Derive a RGB value from that particular average amount of visual lighting source.
After that apply it as a Ambient Directional Color filter. With some tweaks and calculations in between to get a visually working color.
I haven't jumped into IS and LT yet for the new mod. I was simply planning on using ELE for that. I did spend a good about of time trying to get the color for the bulbs just right. I went a bit nerdy on it and figured out the kelvin temperature of a candle in real life, converted this to RGB, plugged it into the game, and tweaked it as needed...because game engine ≠real life. The result is a more orange glow than vanilla, but still looks good.

One of my pet peeves has been that Bethesda used multiple light colors to light candles throughout the game. To me, whether you're in the US, UK, or Japan the same candle is going to produce the same light. So whether you're in Solitude, a farmhouse in Riverwood, or raiding a dungeon a candle is going to produce the same color. The only difference should be the ambient lighting from the "natural" or "magical" light sources. I'm aiming for this concept in the design of the new mod.

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Re: TES Skyrim SE 0.368

Guzio They can, but at the moment you need to ramp up the intensity considerably. I think not all of them worked, but I'll check and add to the particle patch.

Happy holidays to everyone.

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Re: TES Skyrim SE 0.368

Happy holidays to everyone.
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