Found a bug - not sure if that's because of the latest version. It might be the mod I'm using, but I report this here just in case.
I'm using "Deadly Spell Impacts" with "Parallax Spell Impacts" add-on.
Now ther are sqares around spell impacts while casting the spell. Both ComplexFireLight and ComplexParticleLight cause this and more specifically - it's the SpecularAmount setting in both. (I discovered this in interior, so it's SpecularAmountInteriorDay and SpecularAmountInteriorNight settings under ComplexFireLight and ComplexParticleLight.
TES Skyrim SE 0.488
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Re: TES Skyrim SE 0.488
Try older version, before 0.484 and if bug is there, it most likely not fixable on my side.
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Re: TES Skyrim SE 0.488
Yep, even in v0.380
What do I need to change in this mod ?
What do I need to change in this mod ?
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Re: TES Skyrim SE 0.488
I dont know. But because particle lights use center of uv as center of particle, probably those particles use atlas or mesh is not quad with matched uv as billboard particles have.
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Re: TES Skyrim SE 0.488
How do I add caustic to the walls where the water runs?
I've seen skyrim use caustics on some surfaces, but it's really very rare.
does your 488 version add caustic reflection on the walls?
If not, do you plan to add it in a future version?
I've seen skyrim use caustics on some surfaces, but it's really very rare.
does your 488 version add caustic reflection on the walls?
If not, do you plan to add it in a future version?
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Re: TES Skyrim SE 0.488
This do not exist in the mod and most likely never be added, because this effect need manual placement where it need to be applied, otherwise very slow.
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Re: TES Skyrim SE 0.488
The old 'skyrim reloaded' project had caustics on the ground for terrain but it never when up onto nearby meshes
Would be nice if it was easily possible, heres hoping boris randomly finds a way by accident with some of the other things hes done :d
I assme this wold be a no not easy or doable but could we get edge foam
https://usa-forum.d5cdn.com/original/2X ... 1b34cf.png
Where it basically draws a line around where the water intersects with the terrain and it uses it as a mask and applies a water foam texture with some fade
Something like https://www.youtube.com/watch?v=YA34iNLp21o&t
In concept only i mean.
Well aware unreal is its own thing and its methods dont apply here just using as a visual example
Would be nice if it was easily possible, heres hoping boris randomly finds a way by accident with some of the other things hes done :d
I assme this wold be a no not easy or doable but could we get edge foam
https://usa-forum.d5cdn.com/original/2X ... 1b34cf.png
Where it basically draws a line around where the water intersects with the terrain and it uses it as a mask and applies a water foam texture with some fade
Something like https://www.youtube.com/watch?v=YA34iNLp21o&t
In concept only i mean.
Well aware unreal is its own thing and its methods dont apply here just using as a visual example
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Re: TES Skyrim SE 0.488
Wonder if it could be set to appear on meshes that have a certain shader flag, then for example the underside of the bridge mesh could be its own trishape and have this shader flag set so it would have caustics even if its not over water. We would have it as its own new mesh then use 'base object swapper' to swap bridges that should have the caustics effect(Which this part would have nothing to do with you)
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Re: TES Skyrim SE 0.488
People will not modify many meshes to do this effect, it's too much work for them. It's big difference when foam is on water itself and reflective caustics are not. I can't push water above in hope to determine area where apply effect, because water in the game are many quads not limited by river shape, so they all will be above and caustic applied even where no river near by. Some kind of map is required for this and can't render it top to bottom to generate shapes of the rivers, because game is not flat, it have objects above water which make water shape computation fail. Solution should be, but it need time to find one.
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Re: TES Skyrim SE 0.488
Yer people do be lazy but then complex parallax requires work from modders so dose particles lights
There not out of the box features so i wouldn't say it was any different, my suggestion was put the effect on a mesh manually and its just always on regardless of water location ect
Then its up to modders to swap out none caustic meshes with caustic ones, be placed in the ck or base object swapper ect
But yer if some automatic method could be done then yer that wold be better.
There not out of the box features so i wouldn't say it was any different, my suggestion was put the effect on a mesh manually and its just always on regardless of water location ect
Then its up to modders to swap out none caustic meshes with caustic ones, be placed in the ck or base object swapper ect
But yer if some automatic method could be done then yer that wold be better.