Uriel24;
Try by just copy the link address instead then and see if it works that way.
WTF? Mod authors should really learn to change stuff for example sounds only and not do some lighting changes in the middle of it
But I will have a look at what it does more closely to see how exactly it implements it changes and possibly find a way for both to live in a "symbios" for a lack of a better word.
Neuba;
With any of the K ENB versions it will not look as good as with Kyo's recommended mods, there will be tweaking necessary to make it look good.
Enhanced Lighting for ENB, updated 25 November-14
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Re: Enhanced Lightning for ENB, updated 07/25
No, that looks like a Bethesda's way to do things...--JawZ-- wrote:WTF? Mod authors should really learn to change stuff for example sounds only and not do some lighting changes in the middle of it
In CELL records you change "XCLL - Lighting" and "Image Space", while SoS changes "Acoustic Space". And the last mod to load wins the fight.
edit: i think i'll try that tes5edit's merge script and see the resulting monstrosity. xD
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Re: Enhanced Lightning for ENB, updated 07/25
Ah cell changes that explains it then. Didn't know he had to make cell changes with his mod.
Well you can try it, if you are referring to the script that just automates the process of doing the merge with TES5EDIT "Deep copy". If it's some new script that does not use the "Deep Copy" method than I don't know how it will end up and would advise against using such scripts to merge esp files content.
Well you can try it, if you are referring to the script that just automates the process of doing the merge with TES5EDIT "Deep copy". If it's some new script that does not use the "Deep Copy" method than I don't know how it will end up and would advise against using such scripts to merge esp files content.
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Re: Enhanced Lightning for ENB, updated 07/25
Yeah not much sound modders or light modders can do about it, both use cell info for their mods.
Though it can be pain in the ass but a comp patch can be made with TES5Edit by going through every cell edit, and dragging the things you want into the patch. I did that by hand no scripts.
Btw JawZ hows the ELE update shaping up?
Though it can be pain in the ass but a comp patch can be made with TES5Edit by going through every cell edit, and dragging the things you want into the patch. I did that by hand no scripts.
Btw JawZ hows the ELE update shaping up?
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Re: Enhanced Lightning for ENB, updated 07/25
No, merge script is not doing what's required. It just skips conflicting records. To put it simple - it merges mods, not records inside the mods.
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Re: Enhanced Lightning for ENB, updated 07/25
--JawZ--
Yes, indeed, there are some problems with the imagespace modul regarding the LOD textures. (they are way brighter)
And of course the saturation, what needs to be adjusted. But there are some features, that are pleasing me highly.
hope, you get your progress you wish to receive
Yes, indeed, there are some problems with the imagespace modul regarding the LOD textures. (they are way brighter)
And of course the saturation, what needs to be adjusted. But there are some features, that are pleasing me highly.
hope, you get your progress you wish to receive
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Re: Enhanced Lightning for ENB, updated 07/25
Syrophir;
Yeah I know that, did a few of those when working on Relighting Skyrim which was meant to be uploaded and shared along with my NMM installer but it never did.
Haven't really worked on anything mod related as of late, been taking a break and today won't be any different.
Uriel24;
Not surprised by the script not working or doing what it needs to.
Neuba;
The ELE - Imagespaces modules only cover interiors so if you are having LOD problems inside the interior you must be in a very long cave or dungeon.
I have Brightness, Contrast, Saturation, Sky Value all of the imagespace normalized and set to either 1.0 or 0.0 so it does not affect the image. So if its too saturated then you have either non vanilla textures that are more saturated or using a ENB version that saturates the image.
Yeah I know that, did a few of those when working on Relighting Skyrim which was meant to be uploaded and shared along with my NMM installer but it never did.
Haven't really worked on anything mod related as of late, been taking a break and today won't be any different.
Uriel24;
Not surprised by the script not working or doing what it needs to.
Neuba;
The ELE - Imagespaces modules only cover interiors so if you are having LOD problems inside the interior you must be in a very long cave or dungeon.
I have Brightness, Contrast, Saturation, Sky Value all of the imagespace normalized and set to either 1.0 or 0.0 so it does not affect the image. So if its too saturated then you have either non vanilla textures that are more saturated or using a ENB version that saturates the image.
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Re: Enhanced Lightning for ENB, updated 07/25
--JawZ--
Okay. My LOD texutres of trees and mountains/ground in distance just seem to be brighter. Using Texture Pack Combiner's Texture Mix, Skyrim Flora Overhaul Summer ED. maybe fog related? Did you lower the exterior fog somehow?
Okay. My LOD texutres of trees and mountains/ground in distance just seem to be brighter. Using Texture Pack Combiner's Texture Mix, Skyrim Flora Overhaul Summer ED. maybe fog related? Did you lower the exterior fog somehow?
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Re: Enhanced Lightning for ENB, updated 07/25
Here you can read and look at what I thought about LOD textures;
http://enbdev.com/enbseries/forum/viewt ... 270#p33543
And the LOD trees and a type of grass are affected by ambient and directlighting not Fog values. If the fog is to bright than the whole distant scene should look too bright for you.
http://enbdev.com/enbseries/forum/viewt ... 270#p33543
And the LOD trees and a type of grass are affected by ambient and directlighting not Fog values. If the fog is to bright than the whole distant scene should look too bright for you.
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Re: Enhanced Lightning for ENB, updated 07/25
Yeah, that sums up my wonderings. thank you for your answer.