Thank you very much for that, always nice to hear such nice words for something I've created
He really have the texture part down and some what the lighting as well but it is way too unbalanced in my own taste and experience.
I will have that in mind and contact you about possible things I'm trying to improve in the texture department, and see if it's something you can and want to do of course.
Yeah sometimes it works sometimes it doesn't, the ones who helped me out during the testing of the fomod installer
had problems with it and sometimes it worked for them. And how they made it worked was very frustrating to find out. This was with testing with Nexus mod manager.
I've tried Mod Organizer and it works with that though currently the Nexus mod manager works as well for me, so...
Anyway I will work on optimizing the code for the fomod installer and see what can be done about it.
This is the reason why I haven't updated the official release with a new NMM installer.
By the way did a error message pop up for you? if so what did it say??
Again thanks for the comment and appreciation of my work so far as well as the offer to help out with texture creation
Enhanced Lighting for ENB, updated 25 November-14
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- *blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 11/03
Nope, no error message or anything. Seemed to work. But I noticed that it didn't ask if I wanted to update the previous version that I installed with nmm, if that's any help. and when i checked dates on the esps, they didn't change.
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Re: Enhanced Lightning for ENB, updated 11/03
Ok then it's the the same issue as before then.
Hmm that's weird I know I have edited the Weathers, Weather Addition and Interior Lighting modules but perhaps I grabbed the wrong files.
I will have to look into that when I get home this friday.
Hmm that's weird I know I have edited the Weathers, Weather Addition and Interior Lighting modules but perhaps I grabbed the wrong files.
I will have to look into that when I get home this friday.
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Re: Enhanced Lightning for ENB, updated 11/03
Hey man, sorry for the absence! I've so much work lately that I haven't had time to spend a minute with Skyrim.
Just a quick question, and pardon me if it's been asked/answered before. What's the current coverage of your light bulbs module? I somewhat remember you saying it covered all of Skyrim and Solstheim, but I'm probably wrong.
Just a quick question, and pardon me if it's been asked/answered before. What's the current coverage of your light bulbs module? I somewhat remember you saying it covered all of Skyrim and Solstheim, but I'm probably wrong.
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Re: Enhanced Lightning for ENB, updated 11/03
Äh inget å tjabbla över, är man upptagen så är man upptagen
I think you are referring to me mention that my Interior Lighting modules cover every interior cell in the game world.
My light bulbs only cover Whiterun Interior/Exterior for Skyrim and half of the Dawnguard interiors, can't remember the specific locations right now though.
I think you are referring to me mention that my Interior Lighting modules cover every interior cell in the game world.
My light bulbs only cover Whiterun Interior/Exterior for Skyrim and half of the Dawnguard interiors, can't remember the specific locations right now though.
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Re: Enhanced Lightning for ENB, updated 11/03
Ah, you're right! Å tack för ditt svar.
I'll stick to Relighting Skyrim for now then. I obviously use your other modules. :ugeek: Your imagespaces are perfect.
Off-topic: I bought Battlefield 4 last Friday but haven't managed to play it yet, and now I want to play Skyrim instead.
I'll stick to Relighting Skyrim for now then. I obviously use your other modules. :ugeek: Your imagespaces are perfect.
Off-topic: I bought Battlefield 4 last Friday but haven't managed to play it yet, and now I want to play Skyrim instead.
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Re: Enhanced Lightning for ENB, updated 11/03
Hi Jawz... not necessarily to do with this mod, but maybe you can help me out? Or maybe it does have something to do with this mod, I can't tell.... Do you know what shader the particles (at least I think they're particles) that can be seen in the large opening/collapsed area to the left as you enter bleak falls barrow are using? I was getting ready to do a new release for .233 and just checking a few things, and I noticed that the particles are nearly invisible with enb enabled, but that room looks fantastic with enb disabled and just your mod turned on. You aren't trying to put Boris out of business, are you? Or if you think it's a bug, then I'll do a report since I rebuilt my skyrim without the crapware.
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Re: Enhanced Lightning for ENB, updated 11/03
OK, started messing with this a little, and found this is fxambbeamdust02.nif and fxambbeamdust03.nif. Seems these are also part of the particle patch. I tried reverting to vanilla meshes and couldn't see any difference with ENB enabled. Not sure where to go from here. In any case, it's very unlikely this is anything to do with your mod, unless you somehow affect the light that the dust should reflect. I don't think you do, since opening what seem to be the relevant esp files don't show you as modifying anything related to this.
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Re: Enhanced Lightning for ENB, updated 11/03
Fequois;
Yeah it's better for a more all around effect for the time being. also why I did the ELE Plugin - RS Light Color
Off-topic: Skulle vilja testa det men jag vet hur intressant före detta Battlefield var för mig Såg bra ut men det va det ända som fick mig att spela det.
narphous;
In the more recent ENB versions I have noticed that the particles are very dark compared to how it used to be with older ENB versions and the particle patch.
Maybe it's not the newer ENB versions but again maybe it is.
I will look into this matter more closely when I get back home and see if there are some tweaks that can be done to those dust beams.
My modules only affect overall lighting and coloring and does not just change one specific thing like dust beams intensity and coloring,
which is not possible as there are no such command.
Only thing that comes close to it is Emittance value assigned to a mesh or object but as Mindflux removed that function from dust beams and the likes it has no effect at all.
And even if it where activated it wouldn't cause the meshes/objects to be dark just slightly change it's "normal" intensity depending on the time of day, if the emittance values are set differently between time periods.
I do edit FX effects such as beams and what not but that is in the FX Effects modules and I only change the placement and amount of the effects as well as assign proper Emittance values to for instance the meshes containing windows so the ENB changes the intensity of that based on the time period as I think that is better than having it go "black" and render the ENBSeries Windows settings inert/non functional.
And so far the only areas covered by the FX Effects module are in Whiterun interiors. This is not the same as the FX Emittance module though!
Yeah it's better for a more all around effect for the time being. also why I did the ELE Plugin - RS Light Color
Off-topic: Skulle vilja testa det men jag vet hur intressant före detta Battlefield var för mig Såg bra ut men det va det ända som fick mig att spela det.
narphous;
In the more recent ENB versions I have noticed that the particles are very dark compared to how it used to be with older ENB versions and the particle patch.
Maybe it's not the newer ENB versions but again maybe it is.
I will look into this matter more closely when I get back home and see if there are some tweaks that can be done to those dust beams.
My modules only affect overall lighting and coloring and does not just change one specific thing like dust beams intensity and coloring,
which is not possible as there are no such command.
Only thing that comes close to it is Emittance value assigned to a mesh or object but as Mindflux removed that function from dust beams and the likes it has no effect at all.
And even if it where activated it wouldn't cause the meshes/objects to be dark just slightly change it's "normal" intensity depending on the time of day, if the emittance values are set differently between time periods.
I do edit FX effects such as beams and what not but that is in the FX Effects modules and I only change the placement and amount of the effects as well as assign proper Emittance values to for instance the meshes containing windows so the ENB changes the intensity of that based on the time period as I think that is better than having it go "black" and render the ENBSeries Windows settings inert/non functional.
And so far the only areas covered by the FX Effects module are in Whiterun interiors. This is not the same as the FX Emittance module though!
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Re: Enhanced Lightning for ENB, updated 11/03
Hey Jawz! Just want to let you know that the ELE Modules are great. I just need to get your latest files, didnt "update" since a week or two, sadly not enough time for doing it.
I m using them since some weeks now, made a Preset out of a mix of Settings and .fx files from True Vision, Unreal Cinema, Somber and K-ENB. But I guess I already wrote something like this before
For my taste the fires and candles emmit too redish light, you say its more realistic but it could be a little less red. I compensate that by pointlightingcurve and pointlightingdesaturation
The screenshots of clouds look great!
Cheers!
Syco
I m using them since some weeks now, made a Preset out of a mix of Settings and .fx files from True Vision, Unreal Cinema, Somber and K-ENB. But I guess I already wrote something like this before
For my taste the fires and candles emmit too redish light, you say its more realistic but it could be a little less red. I compensate that by pointlightingcurve and pointlightingdesaturation
The screenshots of clouds look great!
Cheers!
Syco
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AMD Ryzen 3700X - 32GB Ram 3200Mhz - Asus Geforce RTX3080 - Win 10 64Bit
AMD Ryzen 3700X - 32GB Ram 3200Mhz - Asus Geforce RTX3080 - Win 10 64Bit