Hehe the infamous LOD brightness issue.
Luckely it is rather simple to fix. If it is looking too bright that is!
Get GIMP and the plugin to open .dds files.
Open up the LOD texture, and now use the burn tool with care (Low values and select only highlights) on the trees that you think look too bright.
Export it into a new .dds with the same compression that was used before etc.
Test out how it looks.
It might take a bit trial and error, but overall it is fairly quick to do.
The same can also be done for Grass.
Enhanced Lighting for ENB, updated 25 November-14
- Author
- Message
-
Offline
- *sensei*
- Posts: 373
- Joined: 07 Mar 2013, 10:14
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 07/25
Sure but not every user out there will be that comfortable or have the time or whatever to do so and AOF Tree LOD is already a good tree LOD to be used with ELE if you are running vanilla trees or close to it and I will have a look at SFO personally to see if they handle ELE new LOD intensities well or if they need some work.
If they need work I will see what and by how much I need to alter them and explain in detail what I did to make them as best as I could for ELE and post it here.
If they need work I will see what and by how much I need to alter them and explain in detail what I did to make them as best as I could for ELE and post it here.
-
Offline
- *sensei*
- Posts: 373
- Joined: 07 Mar 2013, 10:14
Re: Enhanced Lightning for ENB, updated 07/25
Vurt is normally very kind in allowing redestribution rights of individual textures you might make for SFO.
But yeah I agree with you. Also looking really forward to seeing how your work progress... must admit that I am getting a bit tired of CoT.... almost at the point where I go into the CK and manually edit all the troublesome weathers and get all the ambient luminosity values in check.
But yeah I agree with you. Also looking really forward to seeing how your work progress... must admit that I am getting a bit tired of CoT.... almost at the point where I go into the CK and manually edit all the troublesome weathers and get all the ambient luminosity values in check.
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 07/25
If I find the need to adjust the LOD textures of his mod I at least ask him if it would be possible to share those small edits of his textures with full credit for the work he has done with mod of course, otherwise I will just simply do a mini tutorial on how to adjust them for better ELE comparability by adjusting them in either Photoshop or GIMP which is free, GIMP I mean.
The weathers that are currently covered is very close to what I want to have in the final stage so those will only receive very small adjustments and used as base weathers to do the other weathers, I will not copy paste them just use the overall color intensities of those weathers as a base. except in special weathers such as Sonvgarde, Helgen attack weather and similar weathers which will look close to vanilla but with better and more natural colors. No insane Contrast, Adaptation, Bloom or Brightness values as in vanilla!
I spent 15 minutes tweaking it in Whiterun with COT than I started doing my regular jump around to tweak for good overall looks which was a nightmare and I would have had to go inside the CK to be able to adjust it more than small increments here and there.
The weathers that are currently covered is very close to what I want to have in the final stage so those will only receive very small adjustments and used as base weathers to do the other weathers, I will not copy paste them just use the overall color intensities of those weathers as a base. except in special weathers such as Sonvgarde, Helgen attack weather and similar weathers which will look close to vanilla but with better and more natural colors. No insane Contrast, Adaptation, Bloom or Brightness values as in vanilla!
I spent 15 minutes tweaking it in Whiterun with COT than I started doing my regular jump around to tweak for good overall looks which was a nightmare and I would have had to go inside the CK to be able to adjust it more than small increments here and there.
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 07/25
--STATUS UPDATE--
I will do a new module or perhaps plugin is the right word for this which will be created for use with Relighting Skyrim.
NovakDalton and I (when I was working on RS) wanted just to improve placement, shadows striping and the light intensities where needed which was and is fine. What this ELE RS plugin will do is recolor all the lights to use similar colors as in my ELE - Light Bulbs modules, this is to speed things up with my Light Bulbs modules part of ELE. Relighting Skyrim already covers a huge amount of Skyrim interiors as well as the DLC interiors the only thing lacking is my natural colored lights.
So with using ELE - Imagespace modules with RS + ELE - RS Natural colors you will have some idea of how the ELE suite will end up looking in the interior cells when such times come that I cover at least the same amount of cells as RS does.
So what do guys think about that?
Example from the test file;
RS - Update.esp
RS - Update + ELE - RS Natural colors
The colors was taken directly from my Dragonborn Light Bulb module and I was not using my ELE imagespace here which will make the color look better in terms of saturation.
Also I'm unsure about the adaptive interiors really being needed as ELE is designed for ENB use which already has ways of altering night and days of the interiors.
I will do a new module or perhaps plugin is the right word for this which will be created for use with Relighting Skyrim.
NovakDalton and I (when I was working on RS) wanted just to improve placement, shadows striping and the light intensities where needed which was and is fine. What this ELE RS plugin will do is recolor all the lights to use similar colors as in my ELE - Light Bulbs modules, this is to speed things up with my Light Bulbs modules part of ELE. Relighting Skyrim already covers a huge amount of Skyrim interiors as well as the DLC interiors the only thing lacking is my natural colored lights.
So with using ELE - Imagespace modules with RS + ELE - RS Natural colors you will have some idea of how the ELE suite will end up looking in the interior cells when such times come that I cover at least the same amount of cells as RS does.
So what do guys think about that?
Example from the test file;
RS - Update.esp
RS - Update + ELE - RS Natural colors
The colors was taken directly from my Dragonborn Light Bulb module and I was not using my ELE imagespace here which will make the color look better in terms of saturation.
Also I'm unsure about the adaptive interiors really being needed as ELE is designed for ENB use which already has ways of altering night and days of the interiors.
-
Offline
- *blah-blah-blah maniac*
- Posts: 506
- Joined: 02 Aug 2013, 23:06
- Location: New Hampshire, US
Re: Enhanced Lightning for ENB, updated 07/25
Sounds great to me. I wanted to try out your ELE files and wanted to verify a couple of things if you have a moment.
First - is this still the most current update for ELE: http://www.mediafire.com/download/xe9ku ... PHA003.zip (from 5/25)
I saw:
Page Link - Enhanced Lightning for ENB/ELE - Latest Test Version on Page 17
Page Link - Enhanced Lightning for ENB/ELE - Latest Imagespace modules on Page 19
and wasn't sure if those should also be downloaded and combined with the 5/25 files in some way? Is there a current complete zip file with everything?
Wanted to try it stand alone as well as trying it combined with Relighting Skyrim, in which case is this still accurate:
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
Thanks for any advice!
First - is this still the most current update for ELE: http://www.mediafire.com/download/xe9ku ... PHA003.zip (from 5/25)
I saw:
Page Link - Enhanced Lightning for ENB/ELE - Latest Test Version on Page 17
Page Link - Enhanced Lightning for ENB/ELE - Latest Imagespace modules on Page 19
and wasn't sure if those should also be downloaded and combined with the 5/25 files in some way? Is there a current complete zip file with everything?
Wanted to try it stand alone as well as trying it combined with Relighting Skyrim, in which case is this still accurate:
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
Thanks for any advice!
_________________
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144
Intel Core i9-9900K CPU @ 3.6 GHz // GeForce RTX 2080 Ti VRAM 11GB // Win10 64 and 64GB Ram // Monitor 2560x1440@144
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 07/25
Those versions should replace the same type of file from the older 5/25 release. the linked page files are the most updated, page 19 has the latest ELE - Imagespace.esp file and Page 17 has the latest weather file.
In the next update I will update the NMM installer and included all new update in that and upload it to the front page to not cause unnecessary confusion like this
Yepp that load order is still accurate.
In the next update I will update the NMM installer and included all new update in that and upload it to the front page to not cause unnecessary confusion like this
Yepp that load order is still accurate.
-
Offline
- *sensei*
- Posts: 373
- Joined: 07 Mar 2013, 10:14
Re: Enhanced Lightning for ENB, updated 07/25
Seems to me that any lighting overhaul could use a color shift towards more orange tones when going away from the vanilla PP.
In general lighting in vanilla is yellowish, which is understandable but always have a tendency to shift the colors into the green with ENB.
I like how it looks in your improved version there !
In general lighting in vanilla is yellowish, which is understandable but always have a tendency to shift the colors into the green with ENB.
I like how it looks in your improved version there !
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 07/25
When the lights have color that is
They have yellow with green tint to them, try setting 255 for Red and Green for the SunColorFilter and you will get Bethesda "natural coloring"
Most of the light bulbs have a very high Green value in their light, just as an example - 255, 160, 80 or something like that.
They have yellow with green tint to them, try setting 255 for Red and Green for the SunColorFilter and you will get Bethesda "natural coloring"
Most of the light bulbs have a very high Green value in their light, just as an example - 255, 160, 80 or something like that.
-
Offline
- *master*
- Posts: 137
- Joined: 07 Jan 2012, 16:28
Re: Enhanced Lightning for ENB, updated 07/25
JawZ the masta of coding :mrgreen: i need help..
Any ideas how to make gui for this?
float2 EBrightnessV2Ext = float2( 1.0, 1.0 )
and make it more sensitive?
maybe some list of commands for gui ?
Any ideas how to make gui for this?
float2 EBrightnessV2Ext = float2( 1.0, 1.0 )
and make it more sensitive?
maybe some list of commands for gui ?
_________________
XEON E5450 @3.0ghz, 6GB Ram, Geforce GTX 660 2GB, Win7 64bit
XEON E5450 @3.0ghz, 6GB Ram, Geforce GTX 660 2GB, Win7 64bit