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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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 07/25

Check my "code" thread here;
http://enbdev.com/enbseries/forum/viewt ... =60#p32747


Then you can see how I have implemented GUI functions to all ENB files via my Beginner preset here;
http://skyrim.nexusmods.com/mods/40732/?


If you run into any problems during your code writing let me know and I'll see if I can help out to make it work ;)

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Re: Enhanced Lightning for ENB, updated 07/25

--UPDATE--

Here is a test version of the ELE - RS Natural Light.esp module;
http://www.mediafire.com/download/ta222 ... _Light.esp

I have only changed the Parent light bulb's colors (the ones found in the object window) and they will not conflict with any mod that alters the hand placed light bulbs in exterior or interior cells. And it only contains changes for Skyrim and none of the DLC's though it will affect those DLC's if the DLC's use Skyrim's Parent light bulbs and that goes for Falskaar as well.

I applied my ELE - Dragonborn Candle, Fire, Sunlight and Dwemer light bulb colors to begin with and applied them to the light bulbs that had either Fire, Candle, Sunlight or Dwemer Candle/Fire/Sunlight until I have gone over exactly what the other light bulbs are most commonly placed on to assign a proper color to it based on that.


Relighting Skyrim without ELE - RS Natural Light.esp;
Image

Relighting Skyrim with ELE - RS Natural Light.esp;
Image


Load Order:
  • 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-RS Natural Light.esp
    - ELE-FX Emittance.esp
    - ELE-Imagespaces.esp
    - ELE - Weathers.esp

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Re: Enhanced Lightning for ENB, updated 07/25

JawZ
Big thx 4 this :)
Didn't know that you already released your new preset :-]
already done dni separation before for opeth's pp2 with gui
but with those one line night/day separation got problem..
so i must separate these..
from:
float2 EBrightnessV2Ext = float2( 1.0, 1.0 );
to:
float EBrightnessV2ExtDay=1.0;
float EBrightnessV2ExtNight=1.0;
right?
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Re: Enhanced Lightning for ENB, updated 07/25

Yeah precisely, but with the proper GUI code embedded to those commands of course.
The one liner was just implemented to reduce code lines and narrow down the size and length of the file.

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Re: Enhanced Lightning for ENB, updated 07/25

Thanks Jawz - installing your series tonight with RLS with your suggested order and curious to see how it all looks.
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Re: Enhanced Lightning for ENB, updated 07/25

Hopefully it will not look bad in some places but I know Bethesda put their lights all over the place, cnadle lights over fires fire lights over candles and other similar stuff. But hopefully that will not be the case with Relighting Skyrim when it's done.

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Re: Enhanced Lightning for ENB, updated 07/25

--STATUS UPDATE--

I will update the whole ELE suite as is and it will include updates and new things and a new updated NMM installer.
This download will be added to the front page.


Updated modules;

- All imagespaces modules, minor adjustments to the color.
- Renamed modules to more intuitive names.
- Dragonborn Light bulbs with 60-70% coverage
- Skyrim Light Bulbs have been updated with fixes and now covers Riften and Solitude as those are the worst. Solitude = intense lights, Riften = desaturated lights in vanilla game.
- ELE - Weathers have some new weathers and fixes, the weather list will be updated for specific info on that.


New modules since the last NMM update;

- ELE Plugin-Falskaar > for v1.1 of Falskaar, allows my lighting templates and imagespaces to control all aspects of interior lighting in Falskaar, except for Light Bulbs.
- ELE-FX Effects > corrects emittance values on FX effects such as dust beams, fog and smoke as well as window emittance as well as corrects placement and ads some new ones.
- ELE RS - Natural Light > for Relighting Skyrim to add natural color to the Light Bulbs, works for vanilla too but created for RS.
- ELE - Special Lighting > Adjusts the visuals of adaptation and "injury"/"hurt"/diseased effects for better compatability wit ELE. Still experimental and Night Eye effect have only been covered.
- ELE - Weather Addition > adds completely new weathers to add more diversity to the weather system. So far only a heavy fog weather is added to "Falkreath"/PineForest Region.
- Combined modules > I have merged the modules into one esp per module, for those who don't like to have separated esp files for their DLC content. Skyrim + All DLC's, Skyrim + Dawnguard, Skyrim + Dragonborn are the available options, for now.

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Re: Enhanced Lightning for ENB, updated 07/25

Looking forward to it. So far it is working very well - using it for my current play through I recently started. Using Somber Antique (and possibly Seasons of Skyrim once Bronze gets it updated) with ELE and RLS. Just the right amount of lighting IMO.
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Re: Enhanced Lightning for ENB, updated 07/25

Glad to hear that it's working well for you, even in such a early stage of development :)

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Re: Enhanced Lightning for ENB, updated 07/25

I have some concerns with the current popular interior lighting mods out there. RLO has a reddish tint, that I don't like. I do prefer ELFX, but I have one huge complaint and that is the way that ELFX handles lighting in dungeons and ambient lighting overall.

1. ELFX basically removes ambient lighting and only relies on light sources for lighting. What this means is that in vanilla locations with very few light sources, ELFX actually had to create candles so you could see in taverns/etc. Will ELE be similar to this?

2. Dungeons are my biggest concern. ELFX makes dungeons incredibly dark because it only relies on light sources for "true" lighting. This can be a huge problem in dungeons that only have one candle in a room. I am all for realism, but there is a limit in my opinion. I want to be able to see within the dungeon without a torch is I need to. At the very least, the torch should be effective.

Will ELE make some dungeons so dark that I require a torch? Will you be adding additional light sources to dungeons? Here is a video that shows what I mean.

http://www.youtube.com/watch?feature=pl ... ceSkJgy2gw

Go to time index 7:20.
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