Please use english language
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Which part of ELE will you be using? To see which I should spend more time on.
ELE - Weathers 7%  7%  [ 309 ]
ELE - Interior Lighting 27%  27%  [ 1201 ]
ELE - Light Bulbs 6%  6%  [ 247 ]
ELE - Spell and Torch Lighting 10%  10%  [ 441 ]
ELE - FX Effects 8%  8%  [ 356 ]
ELE - FX Emittance 6%  6%  [ 248 ]
All of them 27%  27%  [ 1159 ]
Several but not all 9%  9%  [ 408 ]
You may select up to 5 options

Total votes : 4369
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PostPosted: 20 Nov 2013, 20:18 
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@ 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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Tomoko
PostPosted: 21 Nov 2013, 06:31 
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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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PostPosted: 21 Nov 2013, 11:24 
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ok, I think now I get it! ;) Thank you


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PostPosted: 21 Nov 2013, 12:58 
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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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PostPosted: 29 Nov 2013, 02:33 
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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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PostPosted: 29 Nov 2013, 08:21 
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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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PostPosted: 29 Nov 2013, 14:06 
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I thought you might like a couple of screenshots of ELE in action. I found out last night that Bronze has a True Visions ELE preset. So I used that with your work based on his Cinematic option along with Soulwynds DoF and using ENB v221.

Speaking of which - you need to enable the GUI by enabling the tweak define statement. It is disabled by default as there is better performance w/out it. It is a nice feature - you can tweak away, get what you like, then disable the GUI and gain up to 10fps in some cases. Matso is totally a master at what he does but I much prefer Soulwynd because of the documentation. For people who use and understand this stuff, like most folks around here, documentation is both a pain to write and not really needed I suspect. But for novices having extensive comments that not only explain what each thing does, but also how the values work including the ranges, it is night and day. I program at work and I know how tedious and boring comments/documentation can be but at the same time I know how important and useful it is for when other people need to use the code. For that matter I often go back a year later to check some PHP function and would be like "WTF did I do here?" if I didn't have good comments reminding me why I did something.

Heck I would have never even have bothered managing an ENB, let alone make one, if it hadn't been for your guides. Trial and error can be an effective way to learn but it is also slow, time consuming, and a brute force approach. I will take well documented code any time I can get it :-)

Anyhow here are some quick images using True Vision, RLS, and ELE:

Image

Image

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Image

Image

Image

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Image

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Image

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PostPosted: 29 Nov 2013, 16:28 
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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 presentImage

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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PostPosted: 29 Nov 2013, 18:39 
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Some previews of upcoming content;

Thalmor Embassy interior cells, this is for you Guzio ;)

Vanilla
Image

ELE
Image


Vanilla
Image

ELE
Image


Vanilla
Image

ELE
Image


Vanilla
Image

ELE
Image


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PostPosted: 29 Nov 2013, 23:28 
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Jawz
hands rubbing tightly in anticipation for release :ugeek: just woke up and saw this, had to comment! makes a huge different, what lighting mod accompanied your ELE's in those shots? also your fps is way off the roof, for me even without ENB enabled, i can't manage to go past 60fps. how do you do it?

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