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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Joined: 18 Oct 2013, 20:36

Re: Enhanced Lightning for ENB, updated 10/14

Looks fantastic. :) I salivate in anticipation. :ugeek:

Cheers
MM

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 10/14

Thanks again :)

I would probably be near completion of full Dawnguard coverage now if it weren't for the light bulbs being attached to a dozen activators.
A pain in the ass to change light bulbs in some interiors because of that reason :roll:

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 10/14

--UPDATE--

Released ELE Plugin - RS Light Color module v0.0.37.
Download can be found at the "front page" at the download section.
  • Assigned the same color to candle, fire and torch light bulbs as in my ELE - Light Bulb modules.
  • Does not create any incompatibility with Relighting Skyrim! This is only meant for Relighting Skyrim and/or Vanilla light bulbs, no other mod is recommended to be used with this module. Not ELE - Light bulbs either of course.

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*sensei*
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Re: Enhanced Lightning for ENB, updated 10/19

That last shot actually shows on the the long time issues I have had with stuff over fire and lava.

The vanilla lighting seems to have the right idea in this respect. Since it lights up the metal so that it actually looks like its hot there.
Your shot has the metal going all dark even though there is a smoldering hot pit just below.

But this is a game engine thing I think, and not strictly related to what you are doing. But if it think it is something that can be altered then I would be interested!

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Re: Enhanced Lightning for ENB, updated 10/19

Sorry, I am a little confused as to where this goes in the load order. I have this.

ELE Spell and Torch Lighting
-------------------------- <- ELE Plugin RS Light Color (put it here?)
Relighting Skyrim
RS Update
RS Dawnguard
RS Hearthfire
RS Dragonborn
ELE-FX Emittance
ELE- Interior
ELE-DG-Interior
ELE-HF-Interior
ELE-DB-Interior

MM

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Re: Enhanced Lightning for ENB, updated 10/19

Aiyen;
I'm really glad you are taking the time to give me this sort of feedback as that is something I have been lacking for a long time.
There have been perhaps 3-5 persons (maybe more it's been going on for while this project) who have given me something to work with.

I have to work with the light bulb limit and as it is now I have reached it or rather I've reached my limit always leave it so at least 1 light bulb can be added into cell, for instance a torch.
1 more light bulb can be activated there and that is for player torches otherwise one mesh will be black/have no emitted light, but it is a "detail" mesh so it won't be that noticeable when a player and a companion or whatever have several torches out.

Then there is the Directional lighting which adds to that effect, but increasing that will have it affecting everything in the interior cell, however I can create a special lighting template for that specific effect and add a roommarker/roombound ir assign it to an existing roommarker/roombound that encircle that "lava pit" location.
This is what I have come to call per location edit.

Per cell = The whole interior type, more or less how my interior lighting is currently done, only applies for ELE - Interior Lighting though.
Per location = A small or big portion of that particular interior cell that has a difference in it's strongest light source, i.e sun light, ambient lighting or in this case lava.


I will see if I can introduce more "metal glow" to the scene without disturbing it for future ENB tweaks and so it is more or less restricted to that spot or close to it.
I'll upload some test shoots and we'll see if I have "hit the spot" then.

And again thanks for this feedback you are giving me, I really appreciate it :)



Marlboro Man;

Huh I thought I updated the load order list before, guess i didn't and will do so now.

It should be placed after the Relighting Skyrim files actually for full effect for all of the different RS files.
But it should be ok to load it before as well, but load it after to be certain it takes full effect,
it has the same effect as the FX Effects more or less. It just make changes to things that are not hand placed in an interior.

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Re: Enhanced Lightning for ENB, updated 10/19

Thanks for clarifying. :) I guessed wrong. (lol) I will move it below the RS files.

Cheers
MM

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Re: Enhanced Lightning for ENB, updated 10/19

You're welcome :)
And it's hard to tell without taking a look inside the .esp file and go through all the edits and know where to put it.
The closest one can do is guess and it's almost always a 50-50 chance of success, or more depending on the amount of mods is taken into the equation ;)

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Re: Enhanced Lightning for ENB, updated 10/19

Here is an example of the adjusted Aetherium Forge;
Image

I increased the Shadow light bulb underneath the metal bars from 2.0 to 5.0 and increased the "bounced" non-shadow light bulb for that shadow light bulb from 0.5 to 1.0 which is located above the metal bars also I adjusted the Directional light color based on the color the lava was "emitting".

Compare it to the previous ELE Aetherium Forge image I posted.

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Re: Enhanced Lightning for ENB, updated 10/19

Looking much better now JawZ!

And my pleasure, I am just looking at your images, and then think back to stuff that have been annoying me while working on getting my HLSL up to speed. God knows I spendt many an hour working over the various aspects of interiors!

If you want me being all nitpicky about it then I can keep it coming.
The light/shadow pattern from the grid on the walls. The light is quite intense. A bit much when you compare the intensity to the center of the pit.
But if it required to keep the nice look of the metal then by all means keep it like that since it is a nice effect even if not entirely realistic!

I assume this is with ENB on, and hence that is the reason the fog is not really noticeable. Would add a nice cinematic effect if the smoke was more noticable.. but dunno if the base intensity of the smoke is tweakable from the CK.
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