Enhanced Lighting for ENB, updated 25 November-14

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Which part of ELE will you be using? To see which I should spend more time on.

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*blah-blah-blah maniac*
Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB

Neither were I, sure red skies appear in real life but they are very unique and does not occur all the time, that is why I think such sky colors are better suited for weathers that does not happen that often in Skyrim.

I'm working on that still so don't assume that the fog will look like in the pictures. Precisely, in cold weathers it would be very weird to have fog occur as it is just water vapor, last time I checked water freezes to a solid mass. It's not easy to create a good looking fog in Skyrim as it is a horizontal circular effect that starts at the player position and ends at the assigned distance.

Don't have any bloom active, no Skyrim nor ENB bloom in any of the shoots. As I mentioned before the fog values was merely to adjust the ambient values to better blend in the LOD trees and the grass better. Clouds, Fog, Sun + Glare, Water, Volumetric Fog and Moon values are still to be tweaked.

I have actually fixed the horizon part by removing the cloud layer nr 28 and assigned the horizon color to the distant fog while compensating the brightness with Fog Near and the Fog Pow and Max settings, no more dark horizon :) But if you decrease the fog intensity a lot it will of course darken the below horizon area.

Fixed horizon
Image

Default horizon
Image

Those were taken in the CK, and the darker blue around the landscape is water.


EDIT;

I'm currently testing that version out as well and have discovered to visual bugs so far with it, will post that on the 0.182 thread soon to see if it is something that is just on my end or if it is in fact something wrong with the binary files coding or mesh shader problem.

I made sure to save that version of the weather module so I have the values saved somewhere. I will work my way back to that as I liked that overall look too, some tweaks to it will be done though.

Just adjustments to remove for instance sky banding.

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*sensei*
Posts: 250
Joined: 29 Mar 2012, 16:39

Re: Enhanced Lightning for ENB

Cool, that's good to know because it's really showing improvements each time I check here. :)

Yeah, the Horizon issues look ALOT better in those shots. I remember hearing about those cloud layers a long time ago, but I thought it would all be fixed with ENB by now.....sigh. Well, you got it!

For now I'm going to call it a day, this new v0.182 binary is very strange, but I need to take my time to test it properly. I'll be checking back with you in the upcoming days, take care!

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB

Thanks glad you think I improve things :)

Well for ENB to fix it Boris would need to set a different settings for that one cloud layer and somehow restrict the fog distance to not go all the way to the skybox.

Basically just some new separated settings via a new "Factor" variable + multiple enbseries.ini for weathers. Do so as I will have the new weather module finished by the end of this week, hopefully. And you aswell.


EDIT;

Here is SkyrimCloudy - 12f89 at midday

ELE
Image

Vanilla
Image


EDIT 2;

Here is SkyrimFog - c821e at midday

ELE
Image

Vanilla
Image


Granted there is still some work to be had in that weather but if someone seriously prefers the overall look of the vanilla scene than I would be surprised and seriously think over my modding "career". The only thing that I think looks better is the near fog depth feel, which I can bring back with some additional tweaking without making the far fog a solid color.

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Joined: 10 Jun 2013, 11:07
Location: London, UK

Re: Enhanced Lightning for ENB

I don't have much time at the moment, but I need to say this:

INCREDIBLE.

The horizon fix (!!) and the other two last posts with images all look fantastic. It's so much more realistic without even touching at dull! I really love your tweaks to the fog settings as well ... makes it believable AND playable.

Edit: Just noticed the distant mountains and the sky in the last fog weather. I can't believe you fixed that stuff.

I've officially stopped playing Skyrim midway yet again to wait for the next ELE. :lol:

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB

Well with such a comment I'm glad you took the time to share your thoughts and opinions :)

It might take time but I want to make sure I get the fixes right so it won't go away after some ENB tweaking, also to find some better and faster ways to improve the visuals takes up some time as well.

I will try to have it ready in the next day or so :)

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Joined: 15 May 2013, 09:22

Re: Enhanced Lightning for ENB

It's probably because I haven't seen enough fog in my life but I find the vanilla one more "realistic". Well, I kind of like the general atmosphere of the screenshot (more fog, "white" sky). I prefer your mountains though.
Do I need to buy new eyes Doctor --JawZ-- ? :D

P.S. : is there an even more fogier weather than this one ?

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB

The sky is a dark blueish color, the clouds are a solid color yet it has see through edges around cloud formations and the distant fog is just a white color with no depth in it, grass is black yet the shadows are very "see through" and everything is desaturated and has a blueish color tint applied to it much like the sky color only brighter, yeah very realistic.

Here are some fog weathers

Heavy fog
http://www.mediafire.com/view/hh9rh1hkb ... C_0803.png#

Medium fog
http://www.mediafire.com/view/8xwc710if ... C_0492.png#

Light fog
http://www.mediafire.com/view/1by79me2k ... C_0493.png#

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Location: London, UK

Re: Enhanced Lightning for ENB

--JawZ-- wrote:yeah very realistic.
:lol:
--JawZ-- wrote:Here are some fog weathers
Good examples! I love that you do your own, REAL research. I come from Gothenburg, which is a coast city so I know my fog, and I live in London, infamous for its fog, and I can confirm that your fog is much more realistic than the vanilla Skyrim fog.

Now, going on and teasing with a release... :lol:

Whenever it is that you release the next alpha/beta/preview (whatever it's going to be), will you include a simple ENB configuration too, then, or will that be later?

Cheers, and once more, thanks for your hard work!

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB

Götebôrgare, Värmlänning här ;)

Here is a heavy fog weather type I just made to showcase the next module content, ELE - Weather Addition.
Image

I will upload that esp after some fine tuning to it and show you how to use the sw and fw commands on entirely new weathers.

But as for the main weather module it will probably be ready for a 0.0.4 release in the end of this week or weekend.

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB

Here is the esp file with the Heavy Fog weather;

http://www.mediafire.com/download/3g6sq ... dition.esp

This should not cause any harm and should be able to run with any weather mod out there, as long as it does not edit the weather regions as I had to add this new weather to the PineForest Regions weather.


And here is a quick guide on how to use the fw and sw console commands on new weathers, same process can be used to find the right weather id to be able to force CoT weathers and other weather mods that adds entirely new weathers.

  • First you need to have the esp file activated/loaded in your load order.
  • Then open up NMM (haven't tried any other load order programs so far) and have the plugin window open.
  • Locate the esp file in this case ELE-Weather Addition.esp and just to the right of the filename you will see a number with a letter under the Load Order list next to Plugin at the top of the esp list. (can be either only numbers, only letters or both)
    Image
  • Those 2 numbers and letters is what you need to put in front of the weather id.
  • Like this;
    JZSkyrimHeavyFog CK weather id = 02000D62

    With load order prefix = 0E000D62

Now you can use the fw and sw commands to force that new weather into the scene instead of waiting for it to appear "naturally".

I hope I made it clear enough to understand the process of using the right id number based on the load order.
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