Please use english language
It is currently 26 Feb 2020, 10:34

All times are UTC





Post new topic Reply to topic  [ 17 posts ]  Go to page Previous  1, 2
Author Message
PostPosted: 13 Jan 2014, 05:03 
Offline

Joined: 12 Jan 2014, 11:00
Posts: 6
Didn't notice it without the ENB, checked a few places that didn't work before. Then its the lighting mod problem.

Do you have any idea if its fixable?

Thanks for you help so far I really appreciate it :)


Top
 Profile  
 
Tomoko
PostPosted: 13 Jan 2014, 05:55 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
Don't know. Shader used the same for this, so it's properties for lighting are incorrect or just game limit of maximal number of lights per object is reached and some previous lights are turning off.

_________________
i5-4690k, 16Gb RAM, GTX 1060 6Gb, X-Fi Titanium, Win7 x128
I am INFP, not the brutal, godamnit.


Top
 Profile  
 
PostPosted: 24 Jan 2014, 20:41 
Offline

Joined: 01 Jan 2014, 21:10
Posts: 11
I get this same problem, but it doesn't appear to be associated with using ENB or not. I get it with or without. I happen to be running RLO and if I simple disable it the problem does go away.

In troubleshooting what I ended up doing was start disabling all the extra window lights that RLO adds to all those little cracks in the ceiling on the second floor of Breezehome. Eventually I got to a point where there was very little of this "light fighting" but it wasn't totally gone. Any window lights I did leave on would still cause problems with certain meshes within it's radius.

Because it doesn't happen with vanilla lighting I can only assume that either it doesn't appreciate so many lights in a tight space, or there is something inherently wrong with the configuration of these added lights, or the place of the lights is causing problems (I used tes5edit so I don't actually know where the lights were exactly).

One question I can't answer is when did people start noticing this? I don't often run around building interiors with a torch and it wasn't until I installed wearable lanterns at the beginning of January that I noticed it because I often forget to turn it off.

Just a quick update: I pulled up Breezehome in the CK and brought all the windows lights in a bit so none of them were intersecting the exterior walls and that didn't do anything.


Top
 Profile  
 
PostPosted: 24 Jan 2014, 23:54 
Offline
*master*
User avatar

Joined: 05 Jun 2012, 14:47
Posts: 222
Location: Canada
This issue is an engine limitation. The game only allows a maximum limit of 4 lights per object as well as a maximum of 4 shadow casting lights per scene (Scene as in, not entire cell / area because some are spread out enough that you can get maybe 8 or 10 total dynamic lights in certain large cells)

The mod Enhanced Lights and FX, as well as Realistic Lighting Overhaul, change the interior light placements to get more accurate lighting for interiors but also hit the limit of 4 lights per object. By using your torch, you are now using 5 lights per object and the engine will selectively turn off one or all lighting to that object depending on how many lights are in view.

Here is an image I recently got noting this issue in Realistic Lighting Overhaul

_________________
Cpu: Intel i7 4790K @ 4.0GHz
Gpu: Sapphire Radeon HD 7870 2GB GHz edition
RAM: 16GB DDR3 @ 1600MHz
OS: Windows 7 x64 Ultimate Edition


Top
 Profile  
 
PostPosted: 25 Jan 2014, 00:03 
Offline

Joined: 01 Jan 2014, 21:10
Posts: 11
Yeah, I suppose that makes sense considering that an unlit scene will always only ever show the same 4 lights per object, hence no flashing on and off. Introduce the torch with it moving around and the game engine needs to decide (arbitrarily it would seem) which lights to use or not. It's a shame that it didn't at least weigh them in order of brightness. That's my screenshot, btw. :)


Top
 Profile  
 
PostPosted: 25 Jan 2014, 06:03 
Offline
*master*
User avatar

Joined: 05 Jun 2012, 14:47
Posts: 222
Location: Canada
I know. I'm Daemonui on the nexus / current leader of the Realistic Lighting project

_________________
Cpu: Intel i7 4790K @ 4.0GHz
Gpu: Sapphire Radeon HD 7870 2GB GHz edition
RAM: 16GB DDR3 @ 1600MHz
OS: Windows 7 x64 Ultimate Edition


Top
 Profile  
 
PostPosted: 26 Jan 2014, 21:22 
Offline

Joined: 26 Jan 2014, 21:04
Posts: 3
Samurai_Smartie wrote:
I've got the same issue.
Thats the problem with Skyrim only being able to render x separate dynamic light sources. Since your torch goes over that limit, the engine starts turning off light in the scenery or from your torch. Can't do much about it.


I dunno if that's what causes it.

What I do know is that I've had that problem in the past and at first I thought it was a problem with ELFX, but it's not.
I'm almost certain the issue has to do with Wearable Lanterns. I've really only experienced that issue with that mod installed.
Also, I use a mod called Immersive Spells that casts similar type of non-shadowing light source but I don't see the flickering anywhere near as much, if at all.

Another thing: I've seen the flickering happen in-doors (tavern in Riverwood for a fact), with little to no extra shadows or light sources added, bot only AFTER installing Wearable Lanterns.

I'm convinced that installing Wearable Lanterns without some manual tweaking produces this (not to say that the mod isn't good, or that it's the only way to produce this issue).


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 17 posts ]  Go to page Previous  1, 2

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Group