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Everything posted by JawZ
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This mod intends to adjust every type of lighting inside the Skyrim game so it will both look better with ENB and make it a lot easier to customize an ENB preset without ruining some parts of the games look. Which is the case with the vanilla Skyrim lighting in some parts depending on the ENB settings used. Official mod threads; ENBDev Forum Feedback, the ingredient that make things grow As I have written in my ENB guide "feedback is what this project needs to be able to grow and keep being updated". And this is true whether it is my ELE project, ENB resource or my guide project or some mod by another person, feedback is in my eyes and ears suggestions, remarks, "bug control" that let's the creator know of things he or she can improve upon from a certain users own perspective. So if you see something that does not feel or look right please let me know and I'll see what I can do about it. Things like " this does not look good", "this is ********", "that mod did it better" does not count as feedback just useless and for me, the reader, irritating comments. By rephrasing for instance "that mod did it better" you could say "that mod this/that better" which let's me know what you think looks better in another mod and thus I can look into it and see if or how I can improve upon it. I am open for suggestions and will not turn anything down if it's possible to do/create Mod features: Exterior Lighting/Weathers - Weathers have been given more natural colors and they are also not dependant on imagespaces in the same way as vanilla was. - The weathers have been configured for a better Day/Night detection during Day, Sunset, Night and Sunrise. Middays uses 0% nighttime settings, Midnights uses 0% daytime settings, Sunrises uses ~70% daytime settings and Sunsets uses ~65% of daytime settings. - *Implemented Mindflux's snow FX additions directly into my snow weathers changes. - It also fixes some visual bugs with enb activated such as dark horizons during stormy, rainy, foggy and other dark weathers. - The sunlight have been balanced throughout every weather so there won't be a Storm weather that has brighter sunlight than a Clear weather. - The shadows have been changed to enhance the visual appearance of the SkyLighting effect by using Boris color assignment in his enbweathersample.esp as a template. - Removed as much sky banding as I could, but this will change depending on how you set your sky settings to. Darker sky = possibility of increased sky banding. - Created a new sun.dds texture to go along the new weather changes and to enhance the Sun Rays feature available in ENBSeries. It will have no grain/noise, no banding and will not overexpose most of the sky as the vanilla sun.dds does. Interior Lighting (Former ELE - Imagespaces) - This covers changes in the imagespaces and LightingTemplates which have been configured as the exterior lighting, for more natural occurring colors. - I applied the same shadow method color assignment as the exteriors, they have been properly lit based on the exterior lighting that shines in from cracks in the walls for instance or based on the amount of windows in the interior cell. - *I have assigned the proper weather regions to all of the interior cells and removed the Sky from interiors that did not need them to be on. - I have made the interior DirectLighting to be better used as an Indirect lighting which I have found serves as a good character lighting. The direction and color of them have both been tweaked towards that end. - I have also corrected the visual "bug" with dungeons looking bright as day. I have changed all of the interior classed cells so they would look more natural based on the location of it. Temple of Kynareth is a "bright" classed interior while the Dragonsreach Basement is a "Dark" classed interior. - *I have also made it so that interiors with dungeons in them have been properly lit based on the location. Pinewatch is a good example of such a place, it starts in a farmhouse leading down to a dungeon. - *And I also made some performance optimizations to all cells that benefitted from such edits and it won't interfere with Skyrim Project Optimization either, in fact I recommend using that with ELE. - Last but not least all the Imagespaces and LightingTemplates have been named based on what type of interior cell they affect so that the end user if he/she so feels somethings does not look quite right with his/hers ENB preset can simply edit that particular interior cell type without affecting anything else. Explanation of the abbreviations assigned to the imagespaces and lighting templates can be found under the Mod testing tools & resources further down in this thread. Light Bulbs, Interior/Exterior - This covers Light Bulb changes which is the light that emits from fireplaces, candles and chandeliers among other things. - Corrected the placement of the Light Bulbs. Assigned new coloring to them based on images I have taken of it's "Real Life" counter parts, or taken something that comes close to the same type of light. - *Comes in two versions, scripted and unscripted. The scripted version uses the JIT Script to both increase the number of Shadow and non-shadow lights possible to put in to an interior cell but also to increase performance by temporarily disabling a number of lights. Then there is the non-scripted version that uses the old fashioned way of putting the right amount of lights to not cause flickering of any kind. - Last but not least all the Light Bulbs have been named based on what type of light source they are placed at so that the end user if he/she so feels somethings does not look quite right with his/hers ENB preset he/she can simply edit that particular Light Bulb type without affecting anything else. FX Effects, Interior/Exterior - This module will handle all FX changes introduced by the ELE suite. It will make changes to the windows dynamic changes so the ENB itself will have full control of that (there is window settings for full time cycle so why have it applied) and it will also adjust the placement add or remove some FX effects based on what I think looks better Spell and Torch Lighting - This changes the color, radius and intensities of all the spell Light Bulbs and the Torch light as well. As with the other mods this has more natural colored lights which fits the different types of spells better, fire shouldn't emit almost white light in my opinion. ELE - pluginsELE Plugin - RS Light Color This plugin make changes to the so called "Parent" Light Bulbs, not the same as the placed light bulbs in exterior and interior cells! It alters the colors so they emit more natural and "correct" color based on their placement in the World. All light bulbs placed at fire type of light sources give off natural "fire light" and the same goes for Candle lights etc. It was created for Relighting Skyrim first and for most and is fully compatible with it but also work for vanilla lighting or mods that does alter the ParentLight Bulbs found in the Object window inside the Creation Kit. ELE Plugin - Falskaar This alter certain interior cell menu values to allow my ELE - Interior Lighting module to take full control of Falskaar's interior cells. Certain things was set to be adjusted per cell in the Falskaar mod which made my changes to have no affect on those interiors, this plugin fixes that "issue". ELE Plugin - FX Emittance - In vanilla and Relighting Skyrim the sun lit Light Bulbs in the interiors uses something called Exterior Emittance to make the Light Bulb change it's coloring based on the time of the Day. This will make those colors more natural and not plain white or grey as is the case with the vanilla game. * I HAVE YET TO MAKE ALL OF THE CHANGES DESCRIBED ABOVE BUT ALL OF THE THINGS MENTIONED WILL BE IMPLEMENTED AND POSSIBLY MORE FEATURES WILL COME. Notice:I have slight color blindness, Deuteranomaly which in layman's terms means I have trouble perceiving the color green accurately. Therefore the colors in my ELE suite might be slightly stronger in the blue color. But I don't rely only on my eyes to determine a certain color for a certain effect I do a lot of research about how colors are perceived and emitted through and from different objects and I shot and gather a lot of reference shoots based on what I need to determine a color for a certain type of light in the game engine, for example ambient lighting color or the color fire emits and so far I myself think I have done a pretty good job at achieving what I set out for, natural and smooth colors that a person is used to in real life with a slight touch of cinematic effects embedded into the mix.
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SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
I have given my latest work to NovakDalton to do with it whatever he want's to do with those files, so don't give up on Relighting Skyrim just yet. NovakDalton will continue his work as he has done in the past. I'm just not going to be around for well I don't know for how long or that I will come back sometime in the future I just don't know, but I do know that the work will be continued by NovakDalton. -
Ah my mistake, then I know which ones I should give proper credit to in the future ;) I have not yet uploaded my latest update to my ENB Guide parts, still working on it as I write this actually. Some new guide features in the next update; - Cover ENBSeries mods up to v0.155 - Images will have a link to 1920x1080 image on a online gallery, to make it easier to compare the before and after effects. - External mini-guides and detailed notes on some effects and other stuff that I thought would otherwise clutter the guide. - Updated the recommended mods list. Which I have mentioned over at my Nexus mod thread. Also the weather mod uploaded at that mod thread is not my latest work as I'm still working on it, but I can upload a WIP/BETA file that has 1 SkyrimClear, Cloudy and SkyrimFog weather almost completed if you want to test out the new improved EWE mod features, some of them atleast.
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@ Ezekiel33 In ENB v0.149 and above Boris added this under the [FIX] section; FixSsaoWaterTransparency= Set it to true and it will remove the water transparency when SSAO is enabled, you can have it set to true even if you have SSAO turned off. Nice work on this guide Staind716, good to have such info available for ENB beginners :) If you recall I do have a ENB Tweak Guide with some info on what all the settings does both in the enbseries.ini and enbeffect.fx and soon all the other .fx files as well. It includes before and after pictures of every setting in those files, usually the range goes from 0.0 to 2.0 or min and max values. I think it would serve as a good extension to your guide and I am working on an updated version of the guide to cover settings up to ENB v0.155 Link to that guide -> Guide to ENB series mods Also I have a weather mod which improves vanilla Skyrim weather and exterior lighting, it is meant to go along with all ENB presets a lot better but without altering the vanilla Skyrim look. I'm working on a new version but here is the current released version of it ->Â ENB Weather Extended
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There is another weather mod in development which I showed to Sydney666 a while ago and he said he would try to contact HLVR (author of the weather mod) and see if they could make it so it would work with RLO. I have no idea how that is going though. Here is a link to that mod topic https://forums.bethsoft.com/topic/1423429-hlvrs-weather-mod/page__st__60 And sample picture links; Overcast clouds https://skyrim.nexusmods.com/Images/199080 Northern Sunset https://skyrim.nexusmods.com/images/193262
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@ WilliamImm Ok will do, and thanks for the helping hand.
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SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
I will go back (Currently been working on 4 other projects I have) and finish up my No-JIT-Script version of RS - Update so it will be ready for the merge with NovakDalton's Relighting Skyrim No-JIT-Script version when the new update of his is released. -
RS Status Update I have created a NMM installer for Relighting Skyrim now and will merge together my DLC and Update mod threads in to this new mod thread tomorrow; Relighting Skyrim - DLC's and optionals Or something like that. I think I will go with the Dawnguard mod thread and just rename it and alter the description pages and the rest of the stuff. No need to create an entirely new thread when I already have 4 to choose from ;) Also NovakDalton will soon release a new update which I will merge together with my new No-JIT-Script version of RS - Update with his No-JIT-Script version. And he will also be checking out this site and probably join, I think.
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SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
I have created a NMM installer for Relighting Skyrim now and will merge together my DLC and Update mod threads in to this new mod thread tomorrow; Relighting Skyrim - DLC's and optionals Or something like that. I think I will go with the Dawnguard mod thread and just rename it and alter the description pages and the rest of the stuff. No need to create an entirely new thread when I already have 4 to choose from ;) Also NovakDalton will soon release a new update which I will merge together with my current RS - Update. And he will also be checking out this site and probably join, I think. -
Yeah it felt a bit wrong to use the first 2 letters of the first word and not first 2 letters of the 2 spaced words as you did with the rest of the mods and how one generally assign a shortened name to a mod name :P
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I think any lighting be it RLO, ELFX or RS should be an optional pack as some users here already mentioned as it is a personal taste and not everyone is going to like all the changes in either of the mods. I have tried before, in the middle and after the official patches and came to the conclusion that after them is the best and least troublesome place to have them. They make changes to a lot of different things it even adds meshes and also removes some which I found out in a Windhelm interior just before I was going to release my next update, and my lights and light sources was flaoting in mid air and I had to re-do that interior (by removing the edits with TES5EDIT) and have the changes the Skyrim unofficial patch made to that interior in mind. But it won't matter how you load them they won't cause any conflicts at least they don't with my 109 mods (No texture or mesh mods included in the count) installed and I have tested a bunch of different load orders, but I have yet to confirm a 100% certain conflict free load order, though that does not exist but anyway find the best placement in the load order is still in the works. I will uninstall all of my mods and install every mod that is recommended by the STEP mod list and search for a good placement based on BOSS default load order. And post yet another comment on the BOSS thread about my result for that "perfect" placement after I have found it. And by the way why do you guys use the nickname RL for Relighting Skyrim? Just wondering that's all.
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Thought I would post this here as I did in the RS - Dawnguard thread so you guys would know what will most likely happen with Relighting Skyrim in the future. As for the load order placement I haven't yet fully tested exactly where to put them, only have established a general guide line. They should be placed after all the unofficial patches and before any weather, Â imagespace alteration and lighting mods not related to light bulb/candle light. And as the BOSS Team is overfilled with work and that theyhave real life stuff to take care of it will be a while until the proper load order is included with BOSS.
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SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
I will be sure to talk with him after I get home from work later today. -
I agree on both your thoughts here. Ice wraith: The new re-texture made it so the details of the Ice Wraith "popped-out" in a well sort of natural way you might say. Dragon Priest: As you said it seems like he have only increased the contrast and added a bit of saturation while at the same time made it more blocky looking. Looks almost as he have messed up the normal and specular mapping of it in the process. Unsure though would have to check out the texture files themselves to be certain of any changes done to them. The knife: if the contrast was not as intense I would like the new re-texture a lot more. A sort of in between vanilla and the new re-texture.
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I agree on both your thoughts here. Ice wraith: The new re-texture made it so the details of the Ice Wraith "popped-out" in a well sort of natural way you might say. Dragon Priest: As you said it seems like he have only increased the contrast and added a bit of saturation while at the same time made it more blocky looking. Looks almost as he have messed up the normal and specular mapping of it in the process. Unsure though would have to check out the texture files themselves to be certain of any changes done to them. The knife: if the contrast was not as intense I would like the new re-texture a lot more. A sort of in between vanilla and the new re-texture.
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SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
Your welcome. I have actually answered that a few times both here and on the nexus but I will do it once more in this thread as well. Yes the mods will be merged. The Relighting Skyrim by NovakDalton and Relighting Skyrim - Update by me will be merged first. Then I will start focusing my full attention on completing the Non-Script version and JIT-Script versions for the DLC's, go back and help NovakDalton out with the rest of the Skyrim cells that is left to do. And when all that is done I will do an automated installer for all of the mods and ask NovakDalton to merge our mod threads and mods together into that automated install folder which will let you choose which mods to install in the NMM for an example of Mod Managers, and/or do a separate merged DLC content esp file. You have to remember though that not everyone have all the DLC's or will ever have all the DLC's. That is why both I and NovakDalton thought it would be best to have them separated to make the end user choose which mods to use based on the content they have installed. In the current state of Relighting Skyrim Series everyone can enjoy the new content introduced by me and NovakDalton not only those that have all the DLC files but for those that may only have say Dawnguard installed but no other DLC. While it is fairly simple to merge the files together it would require that we extend our beta testing even longer for that extra mod with each update and for the moment I feel it's not worth the extended time frame of my BETA testing. I will do a simple to read and understand guide that takes the reader through the process of merging my and NovakDalton mods together and explain it in a way that if followed corectly will not cause any bugs or problems, but you will have to do the testing yourself. I have already tested to merge the files once with my RS - Update and NovakDalton's RS mod and it worked as I where to use the original files. Also if in the future any would ask this here. Over at nexus there have been some request from a couple of users to separate the exterior changes and the interior changes in to 2 different files. NovakDalton have done so already with his v3.3a. Which I myself feels like it will create even more confusion and doing it so soon without having my own mods finished feels like I would have some unnecessary work above all the rest of the work involved with the Relighting Skyrim Series. -
SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
I thought I would update my current situation with Relighting Skyrim in case anybody is wondering about why there haven't been any updates of my RS mods lately. I'm currently working on my ENB Weather Extended mod, Updating my Guide to ENB series mods and also adding and troubleshooting some of my new ENB coding. The next update will be of Relighting Skyrim - Update and Dawnguard and will most likely happen in 1-2 weeks. It will cover new areas as well as an Non-Script version plus all the interiors will be optimized for better performance as well as light flickering fixes without the help of the JIT Script. Propably some other changes will occur in those updates as well. -
Great to hear kryptopyr. Will download it ASAP and test it out and see how it performs on my end :)
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A mod I really see potential in for adding more realism to the game. Bethesda made a pretty big oversight of this feature. But thanks for implementing it :) Will wait until there is confirmation that you have used Unofficial Skyrim Patch scripts as a base and not the vanilla kind before I download this and try it out.
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SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
About that image you linked to there is a big hole in the roof with visible sky just above the fireplace. That is why I have placed a sun light bulb there, but if I remove it I can squeeze in somre more candle light bulbs instead. And the current style will not change. The only changes I am going to make from the vanilla lighting is the color of the lights, the flickering, radius and brightness and of course the amount and placement of those lights. Nothing more nothing less. And yes it will cover everything that have been released for Skyrim as of now. But I will however take a short break from modding for a while now. To "re-fuel" my modding desire. IT WILL BE COMPLETED! I will personally use ERL/Extended Realistic Lighting to alter the imagespaces of Interiors, Dungeons and Weathers myself. Which is a seperate mod and as you might guess is based on Realistic Lighting with Customization. Before RLO that is. -
SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
Great to have your approval as you seemed to be a bit picky on how the lights should be. But they are still to be considered as WIP lights as I haven't got the right coloring to them yet in my own opinion that is. And some time in the near future I will try to implement a SkyProc patcher to the Relighting Skyrim mods, which will let the end user alter lights intensities depending on the current location and if it is a dungeon type or interior type cell those lights are in. This is still all in my head as I need re-learn everything I knew about scripting 6 years ago. -
SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
Thanks MontyMM :) Why make two of the "same" things you know ;) hehe I would have already implemented less whitened lights if I knew that is a general "wish" from the majority of the users. That's why I have just applied my new lights to a few select interiors that I thought needed some new lights that could serve as test interiors for the new lights. -
SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
Here are a copule of more before and after pictures from Relighting Skyrim - Update and Relighting Skyrim - Dawnguard Dibella Temple in Markarth, entrance before https://static.skyrim.nexusmods.com/mods/images/31156-4-1360965554.jpg Dibella Temple in Markarth, entrance after https://static.skyrim.nexusmods.com/mods/images/31156-3-1360965554.jpg Markarth Treasury House, before https://static.skyrim.nexusmods.com/mods/images/31156-2-1360965666.jpg Markarth Treasury House, After https://static.skyrim.nexusmods.com/mods/images/31156-1-1360965666.jpg Dawnguard Vampire HQ, Before https://static.skyrim.nexusmods.com/mods/images/28498-2-1356582358.jpg Dawnguard Vampire HQ, After https://static.skyrim.nexusmods.com/mods/images/28498-1-1356582358.jpg Only Vanilla light bulbs was used in those interiors. I have yet to upload my No-script version of my Dawnguard and Update Relighting Skyrim mods. -
SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
It was just an example of lighting being the typical game lighting and not trying to be realistic. Most of the games "suffers" from the use of Game lights instead of going with realistic lights as it would not lit up the gameplay scenes well enough. Yeah it's a good game to, too bad Fable 2 never made it to PC's though. I would love to play that game :) -
SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
JawZ replied to z929669's topic in Skyrim LE Mods
Exactly, they try to fit a lighting scene to a million users or something like that, good luck with that to anyone trying to acheive that by the way. Also I think they are being lazy in some cases, to just apply sunlight bounced light even to the candle light sources come on. Not only in that Dragonborn interior but in a lot of other places aswell. And the engine limitations has surely been thought about aswell when applying the lights, but in some cases there have been way to many lights even in vanilla so it's a bit up and down on that front aswell. It feels like the people doing the lighting in the first place have had their boss over their shoulder nagging at them to do it faster and better at the same time. :P And just to point out that Bethesda is not the only one applying these no light source lights everywhere, here is a picture I took of Fable 3 last night with some ini tweaks and SweetFX effects applied to it. https://img39.imageshack.us/img39/5696/fable32013022118345462.jpg

