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JawZ

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Everything posted by JawZ

  1. I have plans on making mesh planes to "limit" the shadow lights casting without needing to alter vanilla meshes. Such as the edge mesh of farmhouses with the window section. So it casts shadows of the winsow frame. That's just one example though
  2. The smaler interior, most of the time, the less possible amount of light bulbs are able to fit in an interior. That's why splitting vanilla meshes up into smaller sections helps. Though they are visually still one piece but with seperation between each mesh triangle or whatever. It's not the nif, it was the potential of actually having a none shadow spotlight light bulb that I got a bit pissed off about. They had the work, I reckon, but did not implement it in the relased version of the game. It can't be added unless Bethesda chooses to release a new version with that feature added to it. Source code alterations needed. And that is never going to happen.
  3. I'm not sure if I can finish the "dev kit" today. But I am working on it. Here is a simple demo of the influence ELFX current mesh splitting has on an entirely vanilla state interior cell, RiverwoodAlrvorsHouse to be exact. Vanilla meshes; ELFX meshes; There is a significant improvment to be had. Espescially in one mesh surface interior cells like the WindhelmTempleofTalos or DLC2TelMithryn. Those two areas really do need mesh splitting to make some decent light bulb setup to be possible. EDIT Off-Topic; Now I'm just pissed off, here I've wanted a spotlight without shadows since I began editing lights back when the CK first came out. And it turns out Bethesda had such a feature either planned, added but decided to not go with it. Just saw one of the markers named "marker_spotlightnoshadow.nif".
  4. After closer examining of Version Control I don't see that approach being necessary, too messy to setup just to merge something. Besides no one will work on the same content, all developers will be working on unique locations, unless additions, removals or corrections are needed. I already have a Dropbox account that I hardly ever use, I have Mediafire for personal online storage. I can "convert" that into the RS teams file repository. Aiyen No FX effects are going to be changed as well, but the main focus should be on fixing light bulbs. As I mentioned in the initial modder request post there will be fake shadow and light effects added into the game. I don't know how many times I wished for a none shadowed Spotlight Light Bulb option, one could create some very nice light atmosphere with that. The produce more problems though then what they are worth, in almost all cases. The main problem is the need to extend the radius by a lot more than a Omni-directional or Hemispherical Light Bulb which causes more mesh surfaces to be affected, which is bad in the long run. A more detailed plan will be made available soon, which will have all the info on how much or little I have initially planned to do. Along with good before and after examples. That's why a forum/chat restricted to the developers only, is a necessary thing. Having just development posts from any and all developers in one thread, where they post updates on their assigned section coverage. Multiple forums per location is not necessary I think. Just a forum thread for development notes, like for instance this; Assigned Locations: Markarth Current Status: 3/22 completed Individual Status; (For interiors that haven't had all features added yet) MarkarthAbandonedHouse: Light bulbs covered, Shadow Fixes implemented, Light source Off meshes added. Personal Notes; Issues, need confirmation notes, etc, etc.Going to supply "standard forms" like the one above so just a copy paste can be done and then the developer adds the necessary info he/she has done. TechAngel85 That sounds great Tech.
  5. TechAngel85 Ok glad to have you on board Tech :) Yes, the only thing that is neat with nexus is the multiple author/editors per mod feature. The rest is, yeah the rest. What really is needed is just a good place for developers to communicate their advancments on the mod, "today I covered this and that - from mr.X". And then of course the general development plan, which I will create this weekend, which should be hosted in a good place. A chat/forum restricted to mod developers only, to reduce amount of user comments with no relation to the development stages done to the mod. Kesta Thanks for reminding me of that feature, spotted it once in the past when I was going into another mod team, which "crashed" immediately more or less. Imagespaces, lighting Templates are redundant as are Light Bulbs additions. RS will be using it's own newly created light bulbs and replace all light bulbs in the interior with those, it will be in the plan how and why that is. Aiyen It's proven veru useful for testing out various combos while inside the Creation Kit. I've been meaning to add that back in, I just made the simple version first to get it out there and in a fully functional way. Yes I won't focus on anything other than Legendary version of RS from now on, but when it is finalized there will be time to do multiple options.
  6. Until I get home and can post for real. Vividian fogs and clouds already make certain changes my fix mod doesn't and they work well together when WeatherFixesload afterwith some xedit forwarding. Just giving you an idea. But i Will work on my own solutions.
  7. As I mentioned in an earlier post that will happen once the final version is out, not during development. Talking about DLC splitting. I'm going to reply more extensively låter arter work, using my Microsoft phone nw
  8. That's propably when I have it all setup if nothing else comes in the way. Finished a demo of Dragonsreach now in the RSDev.esp file. From 28 to 50 light bulbs, it's a start at least :) The dev preset is just a enbeffect.fx with AGCC applied to splitscreen and then having color clipping effect available. Too easily switch between game color correction and ENBSeries without any effects as well as seeing if anything is over or under exposed in the scene. For RS I have AmbientLighting set to 0.0 to easily see where light is actually needed. That's one of the primary goals with RS, add light to needed areas and reduce/remove where it isn't needed, while maintaining a vanilla look to it. Everything I use during mod development will be made available in a dev zip folder along with the RS files themselves.
  9. Maybe it is better to just have the SMIM option as a solo option, but I would need to dig deeper before going down that path. It's why I'm still doing this ;) It's really a dinosaur of formats. Working on it as we speak setting it all up maybe I will have the base done this weekend. working on the dev .esp file now, the nI will go over some dev tools I use alongside Creation Kit, other than TES5EDIT. I have for instance a special ENBSeries preset solely for relighting Skyrim and ELE CK development.
  10. Such edits are happening, I just used my batch edit scripts in TES5EDIT to quickly normalize certain weather values for all weathers. And also because I didn't know if this would be worth doing for STEP at the time. Per weather changes will come, optimizing the visuals more in-depth per weather without causing issues by while using a 3rd party post-processing tool, such as ENBSeries or ReShade.
  11. Well with such mesh alterations, SMIM patches are necessary, just one example, and then it would just become the new "make multiple versions for every DLC option", which with this "remastered" Relighting Skyrim version is meant to remove. Except for the finalized version which will have the multiple DLC options re-introduced, but not before that. Focus should be on completion rather than install options this time around. However if there is someone joining up with mesh alteration skills in any 3D tool that can do it and is willing to do it, I'm all for it. I just don't have the skills nor tools available to do so, tried it briefly in the past with O.L.S.E/Overhauling Light Sources for ENB, but couldn't quite get the hang of it. Yes I think we are past the worries of not every users not running with Legendary as that is the only purchasable version around now, I think haven't really checked that since I purchased Skyrim in 2011.
  12. That doesn't really matter how much or how long you stay with me, every bit helps you know ;) I'm thinking of using USLEEP as a master this time around to be certain things are going together nicely, it's a well developed mod and I don't see any reason not to include as a master at this point in time. Sure there will be users complaining about it, but when will there ever be a total unanimous liking of all changes. However I'm going back and forth about this. Well I'm going to setup a .esp file, Legendary version, with base alterations done to it for other modders to start working on. Creating/renaming the light bulbs that should be used, add mesh additions and then with a sample of various interior cells to give a good example on how things can be setup with a good balance of lights. 1 .esp that is for the actual work and 1 with duplicated interior cells, to have an in-game and in-Creation Kit fast and easy comparison between my changes and the vanilla interior. So one for work one for dev illustration. Blue palace has potential but it can quite quickly become limited by the amount of possible light bulbs to add, sadly that is the case for many locations in the game. Would be great if Bethesda split the meshes up more like ELFX has it. Of course I wouldn't force you to do work on things you don't feel interested in doing, just let me know where you are editing things so I can put that in a list of "being worked on" areas. Going to have to look at some easy hosting site for development notes, sort of like github but for text I guess.
  13. Searching for fellow mod developer What is this then, well the v4.1 is going to be a large update. I've gone over the current state of Relighting Skyrim/RS, and I found that it is a "mess" compared to how I would like it to be setup for very easy end user customization. So I'm writing this in search for fellow modder/modders out there that could help me to develop the new version of Relighting Skyrim that will, hopefully, be the most user friendly and best lighting mod out there. Saying it will be the best is quite a large claim, but that is what I think it could become if everything I have on the "development table" is actually put in to the mod. Best in a large generalized term, it will not excel over ELFX in amounts of possible lights, only way that would be possible is to start altering meshes by splitting them up internally into several smaller pieces, but that will just make the mod less compatible friendly with other none light bulb related mods. Requirements Basic Creation Kit and TES5Edit knowledge. I'm willing to forward my knowledge to anyone out there willing to help me in this endeavor.Understand English and writing/typing in English is of course a must, a fellow Swedish fella wouldn't need that requirement though for obvious reasons.Follow my directions, but of course come with new ideas, corrections, alterations themselves to improve on my initial approach of the mod.The plan Starting from scratch, with a better base and approach on altering the light bulbs, light sources and anything in between there.Mod in sections, splitting up locations per person. 1 focus on doing for instance Markarth while another one works on Whiterun etc, etc. By following a base development plan.Work on Legendary intially and then split it up to it's individual DLC's and main part(Skyrim.esm, Update.esm).Naming Light Bulbs with intuitive and thus informative names, i.e 1rs_CandleNS or 1rs_FireShadow. 1rs_=Letting users now RS uses this light bulb, Candle/Fire=what type of light source it should be placed at, NS/Shadow=What type of Light Bulb it is.Place Light Bulbs at their right light sources, 1rs_CandleX is only placed at candle light sources just as 1rs_FireX is only placed at fire light sources. Why? to allow easy customization of colors and animation behaviors and such through presets and eventually, hopefully, a MCM menu.Add in shadow fixes I developed. Makes the shadows display more properly in any given interiors with these fixes.Add in fake shadows and light FX for users struggling with performance.Contacting me So if you would like to help me with this work, send me a PM to anyone of the following sites; STEP-Project NexusMods ENBdev Facebook Youtube Flickr Hope to see some interest in this, I would really appreciate the help. I want to play the game once more you know not just mod it ;)
  14. Funny... When doing the quest The House of Horrors the default light bulbs are turned off, and then later on replaced with other ones, red fast flickering light bulbs, for a time being until a certain quest stage has been completed. Then the default light bulbs is switched on again. The meshes stays visually on all the time. The fix I just implemented corrects that by replacing the light source meshes with meshes that are visually turned off, so it demonstrates that candles have in fact been turned off/blown out and doesn't emit any light. This is in the comparison album I posted before, showing the default state of the interior. Ambient lighting is "turned off"/set to 0.0.
  15. New meshes are done, just removing nodes and altering values anyways so. This will not overwrite any kind of content from any other mod out there. Only thing that could be overwritten is the changes I will do in the CK, that affects the cell placed light sources, but that was already there to being with as RS already alters certain cell placed light sources anyway. So same amount of compatability/incompatability as before this addition. Anyway comparison of the new meshes in use Vanilla meshes RS meshes a wee bit better don't you think so?
  16. Just an image comparison here for new RS changes; IMGUR Vanilla state ENBSeries with AGCC off and Ambient Lighting set to 0.0, for easier demonstration of light bulb changes. Covered interiors from A to M now for the RS v4.0.2 release, just the removal of cells that had my custom light bulbs and re-made them and fixed the user reported issues, those that where vaild. And on another note, "FX" light addition, yay or ney? Vanilla RS v4.0.2, only activates once the mace has been clicked on/activated by the player, no scripts!. And then I will be adding new meshes, in future update. Meshes that are turned off candles and other light sources. Quite immersion breaking seeing these being lit without any light emitting from them. For instance the image above have the light bulbs deactivated, thus the meshes should be switched to the meshes that are visually turned off. No script involvement!
  17. You're welcome, working on a preset without shaders just .ini tweaks, so thought I would add info when it's gotten fresh ones more. Going to add more to it but that will be tomorrow, I think. I'm not surprised that you have a lot on your plate Tech ;)
  18. So been doing some work here after a long typing break. Additions so far; Added info on controls with interior seperation that doesn't do anything, to all sections. Copy and pasted the same line over and over and over again, no sense of having it unique per control. Bloom ImageBasedLighting SubSurfaceScattering Object, Vegation and Eyes.
  19. Boris just made a very nice update to Skyrim ENB, added color filters to Direct Lighting, FogMultiplier and SkyGradient! Now I really don't see any reason to customize weathers in CK, beyond my Weather Fixes mod, more or less anyway. And I also made another code contribution prior to Boris release: https://enbdev.com/enbseries/forum/viewtopic.php?f=7&p=68124&sid=c5a58c92ea94f9a08c2c4e028ee668b9#p68124 Imagespace CK edits just became redundant as well ;) to a certain point of course.
  20. The only alterations are fixed particle colors, some where apparently wrong, and the SDK use, so no real updates are required. The SDK implementation will most likely be as well used throughout the users as the coding of shader files itself, even less so I would think. 0.5% percent of the user group will go into it and utilize it. For an update to the guide it would need to cover code basics and not just a simple "this does this thing" comments, as it is no effect to enable. You have to code in a purpose in a .dll file, for instance "when this activates in game, alter these ENBSeries settings".
  21. Well let's try it again then, I'll send you a step-by-step instruction through PM ;)
  22. [xIMG]image direct link[/xIMG] Without the x Direct link: https://images.akamai.steamusercontent.com/ugc/561008684437158314/8A1FBA72579DFC97E775B710E5FA1B82F9B81800/ Direct link means a plain image displayed when following the http address. Imgur's embed post function doesn't work, it's html and javascript and not BBCode. Using media BBCode works in the post editor but doesn't display the embedded gallery after a comment have been posted. embed gallery result, using Imgur's old embed code along with STEP forums available phpBB special BBCode media [media][/media] nothing is displayed as you can clearly see.
  23. Precisely. Alterations done to the Parent Light bulbs (not actual cell placed light bulbs, just menu light bulbs) can be made into a seperate .esp file if you want. To be used as a preset of sorts for various lighting mods or combinations of lighting feature addition mods, Lanterns of Skyrim for instance. You should not alter the Fade value! Only viable for RS v4.1. Why? because it will add the changed value on top of the cell altered and current value, and that goes for all cell placed light bulbs of that particular light bulb type. Initial Parent LB Fade value: 2.0 Initial Cell placed LB Fade value: 2.2, 1.0, 1.2, 1.5 Altered Parent LB Fade value: 3.0 Altered Cell placed LB Fade value: 3.2, 2.0, 2.2, 2.5 So a altered Fade value can really screw up lighting intensity values for vanilla games or other light bulb mods in various locations throughout the game. Other Parent light bulb values are fine to mess with. You can combine it into RS, ELE or STEP - Compilation. RS 4.1 will be using a specific type of vanilla light bulb for each particular type of light in the game. To make it easier to create visual presets that alters colors, light movement characteristics and Fade value.
  24. The NNAM - Visual Effect "Volumetric Fog Activator", if memory serves, is the only required forward to get that feature. As well as the Data - Data records. Cloud speed is optional, doesn't remove or alter a added feature in any harmful way. Only makes the clouds move at a faster or slower pace. "set timescale to X" for clouds only more or less. Optional Records; Cloud Speed Fog Distance Cloud Colors Weather Colors Directional Ambient Lighting Colors
  25. Something that is fixed in Relighting Skyrim v4.1, but optional. Sort of like Lanterns of Skyrim presets.
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