Enhanced Lighting for ENB, updated 25 November-14

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

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Posts: 99
Joined: 22 Jan 2012, 15:15

Re: Enhanced Lightning for ENB

--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 :roll:


Here is the base preset I'm doing for ELE.

Day 12:34 PM
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Night 12:34 AM
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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!

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Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB

For the nights I had 1.0 values and the days where the only thing I changed, the biggest impact was the ambient lighting. I will try to have a preset uploaded with my next full release.

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Posts: 9
Joined: 15 May 2013, 09:22

Re: Enhanced Lightning for ENB

First ELE, now a preset, that's Christmas in June for people like me with not so much time to play (or tweak) Skyrim !

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Re: Enhanced Lightning for ENB

Done some work on Dragonborn interior lighting

ELE Light Bulbs + Imagespaces
Image

Vanilla - Here you can see how badly the interior Direct Lighting was set, way too high in my opinion. + the lack of a light bulb is not a good sign either.
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ELE Light Bulbs + Imagespaces
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Vanilla
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ELE Light Bulbs + Imagespaces - I assigned the correct weather to the windows and Light bulbs here, it will look better with my weathers I promise and any other weather mod author that knows how to adjust the emittance.
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Vanilla
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ELE Light Bulbs + Imagespaces - The shadow light rotation needs to be adjusted to remove that funky shadow on the right side of the "face"
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Vanilla
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There, a couple of interiors I have covered so far. These modules will not be released until I have covered every interior with the Light Bulb module. Adjustments are still needed of course and there might be more shadow lights added in some of the cells but I always start with placing non-shadow lights in a cell and only add shadow lights where it's needed to get around some "light-through floor/walls" issues. Also I can only have 4 lights in a cell without the JiT script, what I wouldn't give to have that shadow light limit removed :roll:


EDIT;

I might have found a solution to the 4 shadow light limit without resorting to scripts. Will do some more testing with it to see how many more lights I can fit in a cell depending on it's size.


EDIT 2:

Not much better in small interiors but I managed to add 13 shadow lights without flickering to DLC2AshFallowCitadel01 during my testing, the fix helped me to go from 12 to 13 with the current shadow light placement I'm using might be possible to add 1 or 2 more. It's all about "location, location, location" - Mel Brooks, Dracula: Dead and Loving It, whenever I think or say location that line comes up in my mind ;)

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Posts: 9
Joined: 15 May 2013, 09:22

Re: Enhanced Lightning for ENB

It looks very promising.

Something weird I have noticed (you are probably already aware of this "mountain problem") :

With ELE Weathers
Image

Without ELE Weathers
Image

Maybe it is not only ELE related.
Can I easily get rid of this issue or do I have to wait for the next awesome update of your mod ? (sorry in advance for my probably very dumb and very noob question :p)

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Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB

Thanks.

ANd yes I'm aware of it and it has since been removed and fixed it.

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Joined: 15 May 2013, 09:22

Re: Enhanced Lightning for ENB

Santa --JawZ-- ! (after all, Santa Claus is supposed to come from a nordic land :D)

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Re: Enhanced Lightning for ENB

Well the north pole is "just" 6165 kilometres away from where I live, more or less :P The today's fairy tale Santa Claus (Saint Nicholas) is a mix of different things such as Dutch Sinterklaas, borrowed elements from North mythology (The feasting part mostly and somewhat the date) and the US exploitation of it to sell more stuff and make it as big as it is today, more or less was a while since I read up on this stuff. Happened a lot between there though but in a very small history lesson it's enough :lol:. It's an interesting story to read how it all began to modern days gift giver and cheerful character ;)

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Re: Enhanced Lightning for ENB

Some new pictures of Dragonborn interior Bristleback Cave

ELE
Image

Vanilla
Image

ELE
Image

Vanilla
Image


This is one out of 5 images I used to determine the candle light color, set it up with pieces of white paper underneath candle and the wall has both Green, blue and white stripes on it which made for a good judgment on how the light altered the coloring of those stripes.
Image

Will take some shoots of some proper fire tonight and apply the color from those picture to my Fire light bulbs as now I have just applied the same candle color to them with a touch redder color to them.

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Joined: 27 Jan 2012, 13:42

Re: Enhanced Lightning for ENB

Nice work, looks simply great. I've never been in such a cave, but somehow your color grading a lot more believable.

By the way, I fixed the elk head (nice catch again, never noticed that myself - but I blame the lack of shadow-casters) but not sure about the honeycomb; do you know if the item is supposed to hold some kind of magical abilities? It does look pretty cool with the radiant glow, at any rate.
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