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Everything posted by JawZ
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There are other options as well, my ELEP - Preset is about as performance friendly as it can get with the latest binaries. If it's still too much, than you should consider ReShade instead and only run ENBSeries without the graphic portion activated. If you only can run Skyrim at 40 FPS without ENBSeries you will have problem even when all effects are deactivated and no effects is used in the .fx files.
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Ok forget quitting snus this week, I need to focus :P Yes no need to report such areas with the same mesh, I will have a use list of that mesh up to see which interiors that has that mesh in it. Maybe a good idea to present my list of areas that will be added or re-done for v4.1. [spoiler=Interior list]BLOCK 0;DragonBridgeFarmWindhelmNiranyesHouseRiftenHouseofClanSnowShod - FixedRiftenMercerFreyHouseSaarthal01WindhelmPalaceUpstairs02RiftenMariseAravelsHouseRiftenJail02SolitudeEvetteSansHouseWinterholdKorirsHouse BLOCK 1;SolitudeSawMillWinterholdJailWindhelmNirnayesHouseBasementWindhelmNewGnisisCornerclubRiftenMausoleumRiftenBeeandBarbRiftenRomlynDrethsHouseMarkarthNepossHpuse - Roommarker additionsWinterholdRanmirsHouse BLOCK 2;MarkarthHalloftheDeadWindhelmArgonianAssemblageRiftenBollisHouseSolitudeLighthouseWinterholdTheFrozenHearth BLOCK 3;WindhelmEastEmpireCompanyMarkarthAbandonedHouseMarkarthEndonsHouse BLOCK 4;WindhelmSadrisUsedWaresRiftenElgrimsElixirsRiftenBlackBriarManorSovngarde01MarkarthWarrensDushnikhYalLonghouse BLOCK 5;WinterholdCollegeMidden01Saarthal02MarkarthWizardsQuarters01SolitudeRedwave BLOCK 6;IvarsteadFellstarFarmDushnikhYalMineWinterholdCollegeHallofTheElementsMarkarthWizardsQuaters03 BLOCK 7;WinterholdCollegeMidden02KarthwastenSanuarachMineWindhelmTempleofTalosDushnikhYalCellarSolitudeRadiantRaimentRiftenBlacksmith BLOCK 8;DragonBridgeFourShieldsTavernShorsStoneRedbellyMineKarthwastenFennsGulchMineRiftenBlackBriarMeaderyMarkarthWizardsQuarters02 BLOCK 9;WindhelmHouseofClanCruelSeaWindhelmWarehouseRiftenValindorsHouseRiftenJail01 ++ -
ACCEPTED Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)
JawZ replied to hishutup's topic in Skyrim LE Mods
Or ignore it and take it from the site directly Only roommarkers will be added in that regards, Occlusion planes is already covered by Skyrim Optimization. No navmesh or other NPC related issues what so ever. But roomarkers will be added in ELE and not RS. There have been a couple of interiors in Relighting Skyrim since a year or more back with roomarker optimizations, and I haven't received, heard or seen anyone commenting about issues caused by those additions. -
ACCEPTED Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)
JawZ replied to hishutup's topic in Skyrim LE Mods
yeah in the nmm, big whoop. It's a tedious process to make ele upload ready and boooring. Easy to forget to re-write the info.xml. -
ACCEPTED Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)
JawZ replied to hishutup's topic in Skyrim LE Mods
Now ELE with forwarded edits have been uploaded, both options. -
ACCEPTED Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)
JawZ replied to hishutup's topic in Skyrim LE Mods
I'm merging the files as we speak and setting them up for upload, in a few minutes there will be no need to forward changes for ELE anymore. Until the next Unofficial Patches updates that is, if iti introduces new cell changes. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Description page updated. RS will never touch static objects or FX objects, only light bulbs and light sources, ok light sources is a static object but it's tied to the light bulbs at least in a "hardcore" way. But I will look into it further, the second image is of course something I will fix right away. Helgen Keep have been redone, the three locations NovakDalton mentioned being untouched have been covered, many new exterior places without light bulbs is now covered, beginning to implement the shadow fix feature into various locations and a butt load of fixes throughout all Skyrim interiors. -
ACCEPTED Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)
JawZ replied to hishutup's topic in Skyrim LE Mods
I have forwarded the USKP edits, haven't uploaded a version with the changes yet though, but will do so tomorrow. Water height edits should not be forwarded! They are there only because of a bug in the Creation Kit that without touching that value, it gets altered automatically for some reason. I have yet to find out exactly why it does it. Shouldn't even be in the USKP's after what I've seen, no intentional edit at all. I'm talking about the XCLW - Water Height value Also if you want some better comparison pictures here is a gallery I created, showing latest version of RS, ELE, ELFX and RLO. https://imgur.com/a/7F9pc#0 -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Hence why it have been removed from nexus, the standalone mod page containing the RS - DLC's files ;) 4.0.1 has it all, and in one file if you so want it. -
Yeah I tend to tweak until the frustration gets to big and I'll quit the game and do something else, same here though in my case it's my girlfriend. I also get the occasional "are you ever going to play the game or are you going to tweak and modify it", lol. Yes it is That was one of my own, I created it just before I posted the images on Flickr.
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The better you know the settings and how they work together, the easier it will become to add the visuals you want. Keep on tweaking now and again and you'll soon be teaching us a few tricks I'm sure. Here are some from me; SunRaysMultiplier - Begin by setting this so it creates an overpowered result with the length you want, I suggest a value of 1.0 to begin with. EdgeSoftness - Between 0.5 and 1.0 I usually have this at, controls the blurring of the sun disc in the sky GlowIntensity - Set this to something around 1.0 or 2.0 Vol. Rays -Intensity - 0.0 and 0.5, depending on your sky intensity as well as sun intensity and bloom. SunIntensity - 0.0 to 0.2, you will get your sun disc intensity from other settings anyway. SunGlowIntensity - 10.0, similar to how Procedural Sun GlowIntensity works, yet with distinguishable attributes not present in the Procedural Sun setting SunCoronaIntensity - 0.0, it will mess with your results in such bad ways and you'll get better rays of light than a texture can produce anyway. SunGlowHaziness - 0.45 to 1.0, I would first try with 1.0 and then go down from there. This is usually how I get my long and very distinguishable Rays of light without blowing out the sky. Trick to make a nice blend is to half the value for the days compared to the the Sunset/Sunrise, mostly. enb 2015_06_07 20_35_06_09 by Anders Wedin, on Flickr enb 2015_06_07 18_50_43_03 by Anders Wedin, on Flickr
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Ok good to have some reference shoots on what you are looking for. I will have a go myself and see if I can make something happen. I'll do it once I find time to do so, working on my own "STEP" mod combination, Optimized Skyrim for a lack of a better word :P
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If it's only vol. rays your trying to add then lowering the GradientIntensity to compensate for the increased brightness caused by the Vol. Ray multiplier is the way to go. I'll have a look at it and see how it could be added.
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Getting long and distinctive Sun rays is ahrd if you don't want a insanely bright an large "sun" in the sky. These are the settings you should look further into; [EFFECT] EnableProceduralSun - Have it enable, higher quality same amount of performance. Unless you are on a very low end machine but then even ENBSeries without any effects would be a toll on such system [sKY] SunIntensity SunColorFilter SunGlowIntensity SunGlowHaziness SunCoronaIntensity - I always turn this "off"/set it to 0.0 and let the Sun Rays handle the rays alone. Unless I use my own very subtle Corona texture that doesn't pop in to the scene as immersion breaking as vanilla and other modded textures do. [RAYS] SunRaysMultiplier [PROCEDURALSUN] EdgeSoftnessGlowIntensityGlowCurve How they all should be tweaked for optimal visuals, well it depends on what you are looking for, how strong your various sky elements are, do you have Vol. Rays active, do you have Mist active.If you could give me a preset you like overall except they don't have that strong Rays you seem to be looking for I can show you how to adjust them, and keep the original sun visuals intact, mostly.
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Uploaded a new RS version with new NMM isntaller, new merged options, Forwarded edits from Unofficial Patches. Otherwise visually the same as v4. -
ENB Series brightness/contrast issues
JawZ replied to DocDigital's question in Post-Processing Support
I would remove all current ENBSeries files you have, and only use these files for testing, which you should grab from the latest build of Skyrim ENB; Wrapper Version/d3d9.dll; d3d9.dll enbhost.exe enblocal.ini enbseries.ini enbeffect.fx (Without this shader file functional and present the game will crash on load, never while in-game playing. A safety measure Boris have added and removed now and then in between versions) Also make sure to download the ENBSeries helper plugin Create or drag the enbseries folder into the Skyrim root folder, and afterwards place the enbeffect.fx and helper plugin in that folder, helper plugin must reside in that folder! if memory serves. If you are still encountering the same issues with the default files than you should try the Injector version, replace d3d9.dll with ENBInjector.exe + enbseries.dll. Still not working as it should, then it isn't ENBSeries that has the issue but something else, badly configured Skyrim .ini files (most likely, can be reset by the Game launcher or some Steam update, re-caching of local content etc), some bad mod of some kind (Not that likely based on the issues you had, sounds more like a invalid value for bFloatPointRenderTarget). VideoMemorySizeMb = Total Video Memory - 128or256 or Total Video Memory - "Current Available VRAM seen in task manager when game is running", that is the only formula that you should use, none of that other nonsense as it doesn't apply anymore. Never really did either, except in the very first versions Boris released with the Memory "Patch". Or simply use the AutodetectVideoMemorySize and have the VideoMemorySizeMb= empty, without anything entered after = ReservedMemorySizeMb = Testing, and again testing. Use Skyrim Performance Monitor and it's Screenshot tool, establish a base performance parameter by doing three initial and as identical runs as you can per changed value to get an accurate reading of any ups or downs in performance. 3rd times the charm and all that. You can also use the Performance Hall to stress test your system in a identical situation, for a faster and easier way of duplicating the performance results with as minimal variation in between the setting changes. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
By the way you do know of the shadow fix which will be new in v4.1 of Relighting Skyrim right? Here's a demo of it. Without shadow fix With shadow fix Two new meshes will be added to the mod, vanilla content altered and re-purposed, not the visual apparent mesh itself but a mesh plane placed invisibly inside of the fire pit. No conflict with any mod what so ever, unless that mod overhauls the layout of the interior and remove or re-locates the fire pit to somewhere else. And by the way, there is a light bulb for the candles above the fire place, I just disabled it to make the issue with the shadows to be more easily noticeable. And don't pay attention to the FPS counter, it does not drop the performance at all! If so it's in the range of 0.0 to 0.2 FPS at most and that is with a butt load of new meshes added in that spot, which won't occur. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
thommaal; Too messy, I prefer to have one scene per image not 10. As it allows quick and easy comparison when switching using website tabs to jump back and forth between user selected images. And then there is no real info on what versions which have been used when those images was taken or any per image notes, which will be available from IMGUR Galleries. But thanks for your input and the link, I think some might find it useful for their comparison. alt3rn1ty; Thanks a lot for the input and the uesp links to go with them. I'll be sure to have those incorporated to the Gallery when times comes for it's publication. I don't think having a lot of specific type of locations, i.e interior & exterior, will be necessary, just unique locations with different atmosphere is what should be a butt load of when comparing lighting. What are unique locations? Interiors - Blackreach, caves, dwarven dungeons, Apocrypha, Soul Cairn, Forts etc. Exteriors - Cities, Towns, Dragon Lair's, Forts, Main quest locations etc. A lot more variety in exteriors than interiors in my opinion that is. I only need some good suggestions for specific parts of for instance Whiterun or Riften or whatever. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Octopuss; We'll see, maybe not. I'll propably have ELE - Lite updated to for instance v0.9.5b before I've updated RS to v4.1 I was wondering if you guys could give me some feedback on good comparions locations, both interiors and exterior ones. I've just made a comparison Gallery for ELE - Lite with a few interior locations, are to give some info on other good locations that is fairly familiar with the every day player? Locations that a person will know instinctively where it is, for an easier "Ah I know that place" feeling when looking at the comparison, or just a really good lcoation with awesome visuals no matter what. I will do a RS comparison gallery as well, that's why I'm asking and also a RS Debug gallery. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
No release date as of yet. When I release the next update of RS, the main file will have no area left to tweak, perhaps some exterior locations I've missed but all interiors will be fully covered, again, and without any light flickering issues. Unless you use 6+ followers all with torches that is, but that is a game bug I can't fix. Light flickering/turning of and on when too many light bulbs are used. After that update I will focus my attention on optimizations and implementation of the JIT script to increase performance in every interior where it would be possible and sensible to add JIT script controlled light bulbs, perhaps even some statics to increase performance even more, for better "occlusion culling". -
When I release the next update of RS, the main file will have no area left to tweak, perhaps some exterior locations I've missed but all interiors will be fully covered, again, and without any light flickering issues. Unless you use 6+ followers all with torches that is, but that is a game bug I can't fix. Light flickering/turning of and on when too many light bulbs are used. After that update I will focus my attention on optimizations and implementation of the JIT script to increase performance in every interior where it would be possible and sensible to add JIT script controlled light bulbs, perhaps even some statics to increase performance even more, for better "occlusion culling".
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SKYRIMLE Anyone would like to creat ENB 0.108 for low performance pc?
JawZ replied to Ishit's question in Post-Processing Support
Even with all effects activated in newer binaries, there are still some "hardcoded" effects active in the background that reduces the performance a bit more compared to ENBSeries 0.108. On my rig I could see 4-6 FPS comparison between 0.108 and 0.269. I might have a preset up and running in the near future, but it will be dependant on my ELE - Lite mod to be used, both interior and exterior lighting parts of the mod. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
I exerimented with shadow light bulb placement back with my first Lighting mod OLSE. And quickly decided to use shadow light bulbs where it would give the most overall impact in the scene and not to a single place where there are multiple similar places inside of that same interior. Meaning I won't have one window cast shadows and light while others doesn't, it feels and looks wrong in my eyes. I think it's better suited for fire places and candles than a single or perhaps two windows. Unless the interior scene has a very large window which would make a big impact, lighting wise, one the scene. Like Solitude Blue Palace's dome. Granted the RLO scene has a good visual impact but look closer and you see that I placed a shadow light bulb in the fire pit while RLO hasn't, and it's instead placed at the window. I prefer my approach and that is the approach I have had to light bulbs since february 2012, when I started OLSE which eventually was merged with Relighting Skyrim. OLSE/Overhauled Light Sources for ENB is now known better as ELE by the way, the beginning of it. EDIT; All four issues are now fixed, looked over the other Dragon Lair exterior locations and added missing light bulbs to them as well. Darklight Tower and Angarvunde have received a "fix overhaul" in par with the upcoming version list of new features. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
Thanks for giving it a go like this TechAngel85 There is no lantern hanging in the vanilla game, and thus it won't be in Relighting Skyrim Very hard to get all locations covered, espescially areas without any light bulbs but with light sources. One have to run across the whole world, literally, to find and cover places like this. A bad placed shadow light bulb, easy to fix. Way too overpowering I agree. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
JawZ replied to z929669's topic in Skyrim LE Mods
TechAngel85; It would be pointless otherwise, restricting one self to pure vanilla visuals that is. It's what I and NovakDalton has strived for all this time. Think ELEP - FVC performance preset but without the use of ENBSeries, that is more or less how it ended up. I've made a lot more changes to further increase the visuals and the ease of adjustment even with post-process tools like SweetFX and/or ReShade. Aiyen; I personally have tested and I am testing it on 1 TN Samsung screen, 1 AMVA BENQ screen, 1 AG Neovo screen and a Samsung TV. They all are within reason similar to my "developer screen" which is currently the BENQ screen which I regularly calibrate to make sure it stays within a as close proximity to the ISO standards, as well as having a living environment that follows the ISO standard of illumination. But I also test on my brothers setup or even my parents PC's which has no calibration or in my borthers case ****ed up screen visuals to "improve" Counter-Strike gameplay, his words not mine. These variations are small and on some they are stronger, no way around this I know that. But I won't incorporate some weird approach on standardizing my visuals to any other but what I can see on my end on all of the above mentioned screens. If anything other users should strive to follow my approach, as it is following an ISO standard. There are easy ways to manipulate colors, SweetFX is one of them, ENBSeries is both an easier and more precise way but the best way is to go inside Creation Kit and alter RGB tint per Lighting Template. In summation, no way for me to take into account all the variations to make it look good on everyones screen. Octopuss; Here is the default look of ELE-Lite And here is the FX effects removed And finally here is the image with Fog removed and FX effects removed. I won't remove or alter the current fog visuals, they are they way I want them to be. I have a way for end users to easily change this with a click or two of the left mouse button, using TES5EDIT and one of my pascal/TES5EDIT scripts. Resulting in totally removed fog. And in the Dragonsreach image with ELE, there is no fog present at all. I don't mind the comparison posts. I think it's good to have them here as it will allow insight on the visual changes RS and ELE is introducing.

