You're welcome
It is, and one can make some interesting bloom effect with that code alone.
I have and there are some issues with that that might or might have been caused by me not using it in a correct way, though I don't think so.
Either way I have a weather list file that has all the weather incorporated in it and assigned appropriately to be able to adjust each "unique" weather condition. It's located in my beginner preset zip folder under "Optionals"
At first you won't have any .ini files but those will be created when you first run with the weather system active and reload the shaders with the Apply Changes button. And the adjustments are done in the weather GUI window, though somethings are still controlled in the default enbseries.ini even if you use a file that covers every weather.
Here the sections included in the weather specific .ini files;
[BLOOM] <- quality settings is located in the default enbseries.ini file.
[CAMERAFX]
[SKYLIGHTING]<- quality settings is located in the default enbseries.ini file.
[ENVIRONMENT]
[SKY] <- The enable buttons are located in the default enbseries.ini file.
[OBJECT]
[VEGETATION]
[LIGHTSPRITE]
[WINDOWLIGHT]
[VOLUMETRICFOG]
[FIRE] <- AdditiveBlending is located in the default enbseries.ini file.
[PARTICLE]
[RAYS]
[IMAGEBASEDLIGHTING]
The rest is controlled and configured by the default enbseries.ini file.
Issues I encountered with the weather system not counting in the enb reference.esp "default bugs" is that the Weather GUI window or ENB in general looses it's effects when the console command has been open for a while, close it and it will jump revert back to the former state. If you made changes to it without saving the configuration you will lose it when that issue happens and it uses the last saved settings. It can also in some rare cases disable itself during regular game play but those aren't that common from my testing.
Then there are the "default bugs" of the enb_reference.esp which is caused by Skyrim game engine's faulty scripting language, LOD's being loaded on top of full detail meshes and textures when loading a cell.
You too
though I have bit more time on this subject behind me
Forget using imagespaces and focus on the lighting templates/weathers to assign the colors that will be used as a base, the rest ENB takes care of.
Imagespace usage that has some value are Sky Value, when ENB is in use that function will only affect the clouds. Skyrim static DoF, Skyrim Bloom. The RGB Color Tint as it can be adjusted per location and Sun Light, same reason as the color tint it allows per location adjustment.
The rest is better to set to non altering value of either 1.0 or 0.0.
These things are what I think is worth having adjusted per location which isn't possible with ENB without suffering some kind of issue.
Yeah precisely, why use ELE without having it affecting anything if loaded otherwise? But the ELE Light Bulbs modules should not be used alongside any other Light Bulb mod as that will cause problems, it's either or.
Here is the load order I recommend for RS;
With Relighting Skyrim
- ELE - Spell and Torch Lighting.esp
- Relighting Skyrim - Dragonborn.esp
- Relighting Skyrim - Hearthfire.esp
- Relighting Skyrim - Dawnguard.esp
- Relighting Skyrim - Update.esp
- RelightingSkyrim.esp or RelightingSkyrim-NoScript or RelightingSkyrim-ExteriorsOnly.esp
- ELE - FX Emittance.esp
- ELE - Imagespaces.esp
- ELE - Weathers.esp
And similar should be applied to the other lighting mods but RLO is not something I would recommend using together with ELE as they have made edits that affects different things in on .esp file that will make several parts of ELE useless or cause problems last time I checked the RLO files and that why I did not include a load order list for RLO + ELE.