No shadows under the bridges is a vanilla bug I believe, the exterior plugin likely contains a fix for it. Not sure what you mean by lights popping in and out.
Which window related files did you delete? You probably need to remove all the window related (well, house building blocks containing windows) architecture meshes too.
TES Skyrim SE 0.347
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Re: TES Skyrim SE 0.347
Lights popping in and out means that when it is darker and i'm walking around in - for example - Whiterun, then lights that are casted from light sources are lighting up and going out constantly. Even if just standing and turning around. It is the maximum lights limitation, but somehow ELFX Exteriors fixes it mostly.mindflux wrote:No shadows under the bridges is a vanilla bug I believe, the exterior plugin likely contains a fix for it. Not sure what you mean by lights popping in and out.
Which window related files did you delete? You probably need to remove all the window related (well, house building blocks containing windows) architecture meshes too.
I deleted all window related ('window' in the file name) files that were installed by ELFX Exteriors, (checked from mod source packed file) except window related files that had 'interior' in it.
I am not sure why "Exterior" mod has "interior'' named files in it. I will try again tomorrow and delete these also.
At least i am glad that this is not an ENB bug.
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Re: TES Skyrim SE 0.347
Version updated, download again
Fixed ssil color bug, this change may require readjust of ILAmount parameter. After game update there is known bug that cursor in menu produce trails.
That bug is of source texture for ssil effect, it must remain hdr data, but i copied it long time ago from another shader, so in old versions it is more like albedo looking with ldr range. Now value 1 for ILAmount should be correct.
Fixed ssil color bug, this change may require readjust of ILAmount parameter. After game update there is known bug that cursor in menu produce trails.
That bug is of source texture for ssil effect, it must remain hdr data, but i copied it long time ago from another shader, so in old versions it is more like albedo looking with ldr range. Now value 1 for ILAmount should be correct.
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Re: TES Skyrim SE 0.347
Thanks for the update, this explains why ILAmount behavior felt somewhat odd.
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LE type God Rays - not possible?
I wonder if there is any way to implement LE style God Rays for SSE? I really liked the ENB version of these and I really don't like the native volumetric lighting at all its usually disabled in my game.
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Re: TES Skyrim SE 0.347
Yes, just time consuming.
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Re: TES Skyrim SE 0.347
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Re: TES Skyrim SE 0.347
Is that Skylighting??????
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Re: TES Skyrim SE 0.347
That's awesome. Skylighting is pretty much the only crucial feature missing from the ENBSeries for SSE.
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Re: TES Skyrim SE 0.347
@mindflux thats true BUT !!! for me it is totally detailed shadows ... it makes a big big difference in lighting. :/