D1Z4STR Posted September 25, 2024 Posted September 25, 2024 I am sure it will be, I have not tested this yet
Kattmandu Posted September 26, 2024 Posted September 26, 2024 (edited) Another update to Particle Patch, v1.3.2. The previous Magic Light update file was removed and appears to be included in the latest version. Also, there is no longer a separate ENB main file (it has been moved to old files); ENB is now an option in the install menu. Quote Added particle lights for magic hand effects of most spells. Improved frost spell hand effects, magic light spell hand effects as well as some others. Installer now provides an option to choose the name of the plugin (and the BSA, when applicable). And updated once again to v1.3.3. Quote Fixed stuck Invisibility spell hand effect animation. Added particle lights to a few fire spell hand effects missed previously. Edited September 26, 2024 by Kattmandu
TechAngel85 Posted September 26, 2024 Author Posted September 26, 2024 5 hours ago, Kattmandu said: Another update to Particle Patch, v1.3.2. The previous Magic Light update file was removed and appears to be included in the latest version. Also, there is no longer a separate ENB main file (it has been moved to old files); ENB is now an option in the install menu. And updated once again to v1.3.3. Updated
Mercury71 Posted November 22, 2024 Posted November 22, 2024 And updated again... Version 1.3.4 Fixed hand effects of Illusion spells (ugly bright orb with certain ENB presets). Fixed shading of a few Riekling architecture assets.
TechAngel85 Posted November 30, 2024 Author Posted November 30, 2024 @z929669 I think it would be good to install the "Glow Maps for ENB" Optional File for our Post-processing users. This basically decouples many of the glowmaps from [WINDOWLIGHT] and moves them to [OBJECTGLOW], where they should be. This allows ENB authors (aka, Step) and users to adjust the WindowLight settings without affecting a magnitude of other actors/harvestables/objects/weapons that are also using glowmaps and getting caught up in ENBSeries' processing of the WindowLight feature. I would overwrite SRO, but allow the rest to be overwritten (I just hid the one conflict with SMIM in this Glow Maps addon and placed it under SRO). It appears the alpha needs to be black for this to work so each mod would need to be checked, individually, and it's not likely any would be compatible with the move to to ObjectGlow; meaning they would stay connected to WindowLight unless a patch is made. This would be for ~18 objects with over 90 without any conflicts, so still worth it.
z929669 Posted December 1, 2024 Posted December 1, 2024 4 hours ago, TechAngel85 said: @z929669 I think it would be good to install the "Glow Maps for ENB" Optional File for our Post-processing users. This basically decouples many of the glowmaps from [WINDOWLIGHT] and moves them to [OBJECTGLOW], where they should be. This allows ENB authors (aka, Step) and users to adjust the WindowLight settings without affecting a magnitude of other actors/harvestables/objects/weapons that are also using glowmaps and getting caught up in ENBSeries' processing of the WindowLight feature. I would overwrite SRO, but allow the rest to be overwritten (I just hid the one conflict with SMIM in this Glow Maps addon and placed it under SRO). It appears the alpha needs to be black for this to work so each mod would need to be checked, individually, and it's not likely any would be compatible with the move to to ObjectGlow; meaning they would stay connected to WindowLight unless a patch is made. This would be for ~18 objects with over 90 without any conflicts, so still worth it. Thanks. I'll check it out when I have time.
TechAngel85 Posted December 1, 2024 Author Posted December 1, 2024 39 minutes ago, z929669 said: Thanks. I'll check it out when I have time. I have created a companion mod to resolve some of the conflicts that would be in the Guide. What I've released either has open permissions or I already received permissions. I'm still waiting on a reply from Gamwich regarding several of his mods.
z929669 Posted December 1, 2024 Posted December 1, 2024 9 minutes ago, TechAngel85 said: I have created a companion mod to resolve some of the conflicts that would be in the Guide. What I've released either has open permissions or I already received permissions. I'm still waiting on a reply from Gamwich regarding several of his mods. So it looks like ENBSeries 0.503+ is a requirement for your patches and the PP glow maps?
TechAngel85 Posted December 1, 2024 Author Posted December 1, 2024 Just now, z929669 said: So it looks like ENBSeries 0.503+ is a requirement for your patches and the PP glow maps? Yes. It needs v0.503+. I just updated the mod page to say as much.
z929669 Posted December 1, 2024 Posted December 1, 2024 1 minute ago, TechAngel85 said: Yes. It needs v0.503+. I just updated the mod page to say as much. Sounds good. I might have Tuesday off to dive into the ENB stuff.
z929669 Posted December 1, 2024 Posted December 1, 2024 Tagged for testing to keep the glow maps on the radar.
Whitestar127 Posted June 30 Posted June 30 (edited) In the instructions for this it says: " -------------------- 21 Post-Processing For "Light Shafts" option, select 'Yes' if using ENB. -------------------- But for "Plugin name" it asks me to install "Particle Patch" (and not Particle Patch for ENB). Is this correct? Logically I would think that "Particle Patch for ENB" is the one that should be installed here if I will be using an ENB and select Yes for Light Shafts. Maybe a comment should be inserted into the instructions: "For 'Plugin name' select 'Particle Patch' even if you will be using an ENB." so that people (like me) doesn't hesitate and thinks this might be an error in the instructions. Edited June 30 by Whitestar127
z929669 Posted July 5 Posted July 5 On 6/30/2025 at 1:40 PM, Whitestar127 said: In the instructions for this it says: " -------------------- 21 Post-Processing For "Light Shafts" option, select 'Yes' if using ENB. -------------------- But for "Plugin name" it asks me to install "Particle Patch" (and not Particle Patch for ENB). Is this correct? Logically I would think that "Particle Patch for ENB" is the one that should be installed here if I will be using an ENB and select Yes for Light Shafts. Maybe a comment should be inserted into the instructions: "For 'Plugin name' select 'Particle Patch' even if you will be using an ENB." so that people (like me) doesn't hesitate and thinks this might be an error in the instructions. It's not a mistake. We updated as you suggested to clarify.
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