--JawZ-- wrote:I only used the major city interior exterior esp along with my ELE files as I mentioned and the only conflict is the assigned imagespaces and lightingtemplates as I have completely new imagespaces and lightingtemplates to avoid conflicts with player home mods and stuff like that which changes the vanilla imagespaces and also I placed them more appropriately so it will be easy to customize ELE to a ENB Preset that needs a few tweaks here and there. Anyway no conflicts with RLO besides the Cell Menu changes so that is a "conscious" choice from RLO, the light bulb is by the middle pillar above the desk I jumped on it and there it was right in the face, literally. And that is most likely the cause for it yes.
Thanks, I'm still working on the Directional Ambient coloring but as this is meant for ENB use I take in consideration the use of Night and Day settings in the equations. ELE for non ENB use will be easy and fast to create once I have the base layout done. That's why I throw out all of the lights and use my new created lights instead, they will also be easy and fast to configure for a specific ENB Preset.
Example type of my imagespaces, lightingtemplates and light bulbs
JZWhiterunInt - Stuff that is only placed in Whiterun interiors.
JZWhiterunDun - Stuff that is only placed in Whiterun dungeons.
For DLC I add either DG, DB or HF after JZ so it will be sure to not conflict with my skyrim stuff.
With vanilla lights there was also the problem with scattered around light bulbs, a torch or dwemer typical light was placed at a candlestick and similar things like that
Here is the base preset I'm doing for ELE.
Day 12:34 PM
Night 12:34 AM
It's easier to brighten a scene and have it looking good but it's harder to darken it without making it look washed out or with pitch black areas, that's how I feel it is and that's why I try balance a between dark and bright lighting to have it in the middle one might say.
Also I have not added the per location edits yet to any Skyrim interior. I will use roommarkers to assign different lightingtemplates for example that room will have a slightly brighter ambient color than the "map room" on the second floor or the dungeon part below the "dining room" just across the room.
I'm also looking into having truly adaptive interiors not just have the light bulbs with an emittance applied to it, for ENB use it's simple just activate the Skylighting in the cell and turn down the directlighting for interiors but it's a bit harder for non ENB use but I think I know of a way to do it.
whiterun interior is utterly fantastic, i want to get that result!