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| Enhanced Lighting for ENB, updated 25 November-14 http://enbdev.com/enbseries/forum/viewtopic.php?f=6&t=1930 |
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| Author: | candymanXXL [ 20 Nov 2013, 20:18 ] |
| Post subject: | Re: Enhanced Lightning for ENB, updated 11/03 |
@ Aiyen thanks for the suggestion. That would be to actually test a variant of them. I have now made this desaturation in plants. @JawZ ok thank you. Will try the meshes to place them somewhere else. |
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| Author: | --JawZ-- [ 21 Nov 2013, 06:31 ] |
| Post subject: | Re: Enhanced Lightning for ENB, updated 11/03 |
candymanXXL; You can't move the landscape meshes. The only way to fix it in the most safe, fast and easy way is to either disable one or two lights or enable the "Doesn't light landscape" option, if the light bulb is not directly casting light on to a landscape mesh but some architectural mesh like a building or some rubble. |
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| Author: | candymanXXL [ 21 Nov 2013, 11:24 ] |
| Post subject: | Re: Enhanced Lightning for ENB, updated 11/03 |
ok, I think now I get it! |
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| Author: | Spock [ 21 Nov 2013, 12:58 ] |
| Post subject: | Re: Enhanced Lightning for ENB, updated 11/03 |
Well, I actually did read the post 3 times and still misunderstood it... In the past I mostly ignored it when I felt like that about a post. But since I read that post by Mecron at Kerberos I changed my view about it. Like I said, I'm really sorry about that misunderstanding. --JawZ-- wrote: Those water heights is most likely not intentional. I have noticed that those edit entries appear even if you haven't touched anything near those values in the CK. Happened in my modules and experimental .esp files I've created. So those edits are most likely rubbish a bug from the Creation Kit's creation of an .esp file But will look into it further during this weekend. Your Interior lighting modules don't edit any water height subrecords, they are the vanilla ones. But you edit the cell lighting subrecords which are in the same record, thus overwriting the subrecord changes USKP does. It's perfectly fine, there is nothing broken. I just wanted to know if you want to forward the USKP edits. This is totally a matter of view, some modders don't want the USKP changes in their mods. But forwarding the USKP changes helps the USKP users (probably the vast majority of mod users) solving their conflicts and it doesn't break anything for non USKP users either. What I'd do is load Skyrim with USKP in TESVEdit, apply the conflict filter and copy over the conflicting subrecord changes from USKP, then save the mod. It's really just copy pasting. But it's a lot of copy pasting. If you want to include them I can do that for you. Regards, Spock |
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| Author: | wolfgrimdark [ 29 Nov 2013, 02:33 ] |
| Post subject: | Re: Enhanced Lightning for ENB, updated 11/03 |
Hey Jawz - finally wrapped up some testing I was doing for folks so at a safe point in my mod install to finally try out the ELE mod. So far is is amazing. I don't have a lot of images in different areas yet as my testing is actually playing the game (which I am very heavy into right now). Still what I have seen is amazing. This showcase I did on nexus: http://skyrim.nexusmods.com/Images/365196/? Was with ELE (week 44) and Relighting Skyrim along with Somber MW WIP by Tans. By the way if you (and others around here) haven't checked out Soulwynds DOF you should - it is so slick and easy to configure and Soulwynd keeps adding more and more toys. Far more important is the fact they they add TONS of comments and most everything is GUI enabled. Its probably the most user friendly and toy-filled DOF FX file I have yet to work with. http://skyrim.nexusmods.com/mods/44752/? Keep up the great work on ELE! |
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| Author: | --JawZ-- [ 29 Nov 2013, 08:21 ] |
| Post subject: | Re: Enhanced Lightning for ENB, updated 11/03 |
Spock; Ah well, sometimes it won't help how many times one reads a comment it can still be misinterpreted. It's water under the bridge now, no harm was done that haven't already been explained and fixed. No because I have removed those edits with the use of TESVEdit and entered the vanilla values instead before release. Well I first need to have a look at what those records are and if they are even worth adding. And doing it like this I have two make two versions with and without USKP changes which I don't want to spend time on as I don't use those mods myself. wolfgrimdark; Hi there, Thanks for letting me know your point of view on the ELE matter and that it's looking good for you as well. I have tried it, though I prefer Matso's DOF code, much more my style from the get go and actually has GUI control, couldn't find the GUI based Soulwynd's DoF. And DoF is not something I use, sometimes purely for testing purposes to see how it looks if a user would implement it to one of my preset I can then recommend a DoF shader file that works well with my preset. |
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| Author: | --JawZ-- [ 29 Nov 2013, 16:28 ] |
| Post subject: | Re: Enhanced Lightning for ENB, updated 11/03 |
That has been around for a few weeks and it's good looking preset that utilizes my ELE changes nicely. I downloaded the DoF from the wrong mod page when trying it out, no wonder there where no GUI code present ![]() Yeah loads of testing was involved with the creation of the ENB Guide and it's updates, quite boring work to do but as you said will help more novice ENB users out there. Though I'm not that great in adding explanation comments in my code files, but I have a pretty good memory. I just need to have a look at something and the memories comes in a slide show through my head, more or less |
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| Author: | --JawZ-- [ 29 Nov 2013, 18:39 ] |
| Post subject: | Re: Enhanced Lightning for ENB, updated 11/03 |
Some previews of upcoming content; Thalmor Embassy interior cells, this is for you Guzio Vanilla ![]() ELE ![]() Vanilla ![]() ELE ![]() Vanilla ![]() ELE ![]() Vanilla ![]() ELE
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| Author: | OhKay [ 29 Nov 2013, 23:28 ] |
| Post subject: | Re: Enhanced Lightning for ENB, updated 11/03 |
Jawz hands rubbing tightly in anticipation for release |
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