Enhanced Lighting for ENB, updated 25 November-14

general download section

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

You may select up to 5 options

 
 
View results
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB, updated 12/05

Arkngt;

Yes on both accounts


LordDorian402;

Use this version of the ELE - Special Lighting
http://www.mediafire.com/download/oy1u9 ... Preset.esp


Along with this code that should be entered in to your enbeffect.fx file. This will enable in game adjustments of the color and intensity of the Night Eye effect.

Code: Select all

//+++++++++++++++++//
// GUI ANNOTATIONS //
//++++++++++++++++++++++++++++++++++++++++++++++++++++
//--NIGHT EYE-----------------------------------------
    bool FIX_NIGHTEYE <
        string UIName =  "Fix NightEye with APPLYGAMECC Off";
    > = {true};


    float3 fNErgb <
        string UIName="Night Eye RGB Intensity";        string UIWidget="Vector";    float UIMin=0.0;    float UIMax=1.0;
    > = {1.0, 1.0, 1.0};

    float2 fNEintensity_IE <
        string UIName="Night Eye Intensity";            string UIWidget="Spinner";    float UIMin=0.0;    float UIMax=2.0;
    > = {1.0, 1.0};

------------------------------------------------------

// Place after Registers code

// FUNCTIONS

// IE Separation
    float3 IEFactor( float3 EXTERIOR, float3 INTERIOR )
    {
      if (EInteriorFactor) {
        return EXTERIOR;
      } else {
        return INTERIOR;
      };
    }

------------------------------------------------------

// Place after Post process code

if (FIX_NIGHTEYE==true)
{
    if ((_c3.z > -1.01) && (_c3.z < -0.99)) // ELE-Special Lighting Preset.esp changes Night Eye Contrast to -1 and this if statement uses a value range around that as a "call" function
    {
      float fNEintensity = IEFactor (fNEintensity_IE.x, fNEintensity_IE.y);

        float3 fNEactive =float3(fNErgb.x, fNErgb.y, fNErgb.z) *fNEintensity;
        color.xyz *= pow(2.0f, fNEactive.xyz);
    }
}

Offline
*master*
Posts: 101
Joined: 30 Jun 2013, 20:28

Re: Enhanced Lightning for ENB, updated 12/05

--JawZ-- wrote:Arkngt;

Yes on both accounts
Thanks! I've switched from realistic Lighting Overhaul to Relighting Skyrim and ELE and I like it a lot so far. The only issue I've noticed is that interior fog pops in and out more than previously. Not sure if that is caused by Relighting Skyrim or ELE, though.

Anyway, thanks for ELE and also the sky mesh, which fixes an eye sore brilliantly.
_________________
Intel i7-2700K @ 3.5Ghz | Win 8.1 64-bit | Crucial SSD 256GB | Samsung SSD 850 EVO 500GB | Crucial DDR3 1333MHz 8GB | XFX AMD Radeon R9 380 4GB | AOC D2757 27" @ 1920 x 1080

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

Re: Enhanced Lightning for ENB, updated 12/05

Which interior does the fog pop in and out and how does it pop in and out exactly?

Offline
*master*
Posts: 101
Joined: 30 Jun 2013, 20:28

Re: Enhanced Lightning for ENB, updated 12/05

--JawZ-- wrote:Which interior does the fog pop in and out and how does it pop in and out exactly?
In almost all dungeons with interior fog. I mean that it disappears/appears when taking just a step forward or backwards - or when just looking in different directions. I'll take a few screenshots the next time I notice it.

EDIT: Here's one example, from Soljund's Sinkhole. Looking down, there's fog:

http://i.imgur.com/xJXmE1F.jpg

Looking up from the very same spot, it's gone:

http://i.imgur.com/4plFnBF.jpg
_________________
Intel i7-2700K @ 3.5Ghz | Win 8.1 64-bit | Crucial SSD 256GB | Samsung SSD 850 EVO 500GB | Crucial DDR3 1333MHz 8GB | XFX AMD Radeon R9 380 4GB | AOC D2757 27" @ 1920 x 1080

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

Re: Enhanced Lightning for ENB, updated 12/05

That is hand placed particle fog and is not something I have altered in any of my modules.

It's caused by an Engine rendering bug similar to that of the light bulbs turning off and on on certain meshes when to many lights hit one and the same mesh.

Offline
*master*
Posts: 101
Joined: 30 Jun 2013, 20:28

Re: Enhanced Lightning for ENB, updated 12/05

--JawZ-- wrote:That is hand placed particle fog and is not something I have altered in any of my modules.

It's caused by an Engine rendering bug similar to that of the light bulbs turning off and on on certain meshes when to many lights hit one and the same mesh.
OK. I didn't have it with RLO, though. Might be Relighting Skyrim then I guess. Or perhaps a vanilla issue that RLO fixed.
_________________
Intel i7-2700K @ 3.5Ghz | Win 8.1 64-bit | Crucial SSD 256GB | Samsung SSD 850 EVO 500GB | Crucial DDR3 1333MHz 8GB | XFX AMD Radeon R9 380 4GB | AOC D2757 27" @ 1920 x 1080

Offline
Posts: 26
Joined: 18 Oct 2013, 20:36

Re: Enhanced Lightning for ENB, updated 12/05

I am pretty sure that is a vanilla issue, not a 100% though. I get it occasionally myself. And I don't believe Novak Dalton has touched anything like that in his mod. :)

MM

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

Re: Enhanced Lightning for ENB, updated 12/05

As I said earlier it is caused by too many light bulbs hitting the same mesh, it goes for both architecture meshes and particle meshes and any other mesh in between.

An engine bug/limitation that can't be "modded out".

Offline
Posts: 15
Joined: 07 Nov 2013, 17:02

Re: Enhanced Lightning for ENB, updated 12/05

--JawZ-- wrote: Along with this code that should be entered in to your enbeffect.fx file. This will enable in game adjustments of the color and intensity of the Night Eye effect.
I get CTD on loading save after putting this code.

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

Re: Enhanced Lightning for ENB, updated 12/05

Then you didn't write in the code properly.
As of some version after ENB 0.221 Boris made it so if there is an improper set code located in the .fx files ENB will shut down along with the game.

I found it to be good to have it like that as it immediately warns about an improper setup .fx file. I use ENB version 0.221 or lower for in-game code development.

Here is an "empty" enbeffect.fx with only the Night Eye code in it and my latest Factor separation code with example call functions
http://www.mediafire.com/view/sy3dbhhdd ... beffect.fx
Post Reply