Nearox Posted September 15, 2014 Posted September 15, 2014 (edited) I will be posting patches here for ELE. Opening this thread to keep the information concentrated and to have a place to discuss any potential issues. I will update the OP with every new patch available. Eventually, all the REGS mods will be covered, as well as a few additonal ones including stuff like CRF. I finished the biggest one already: ETaC - Complete.esp! If you encounter any issues, such as too dark or too bright interiors, please report them here and mention the location as well. All the patches currently made available here should be considered beta. At the moment these patches do not include USKP changes. These patches are master dependent upon the merged ELE ESP made available by Vividian ENB. For reference you can also download the ELE-Interior Lighting Merges.esp here. ETaC Patches ETaC 13.4 is currently not compatible! ELE patch for ETaC - Complete.esp version 13.0 --> still works for 13.3 ELE patch for ETaC - Dragon Bridge South.esp version 13.0 --> still works for 13.3 ELE patch for ETaC - Immersive Solstheim.esp version 13.0 --> still works for 13.3 ELE patch for ETaC - Immersive Whiterun.esp version 13.0 --> still works for 13.3 Other Patches ELE patch for Books of Skyrim.esp version 1.1 ELE patch for Cutting Room Floor.esp version 1.0.9 ELE patch for Moon and Star.esp version 1.12 ELE patch for Provincial Courier Service.esp version 1.2.3 --> Should remain compatible for newer versions unless Arthmoor decides to move the house to a new location again. Edited November 16, 2014 by Nearox 3
redirishlord Posted September 15, 2014 Posted September 15, 2014 Thanks for posting these, looking forward to checking them out once MJB's ETaC v13 patches collection hits the Nexus. I use Serenity ENB, so my experience will be a bit different from the full SR:LE users.
Nearox Posted September 15, 2014 Author Posted September 15, 2014 YOu can use them regardless of MJB's upcoming patches :) They only modify the cell's formid record, and it is highly unlikely that gets changed anyhow (it only would if a building is removed or replaced) Also Sernity ENB has ELE as required mod. All I did was extend the templates for lighting and image spaces to the buildings added by ETaC. It's pretty simply really. But no matter what ENB you use, as long as the ENB has ELE support/requirements then you can use this and it should look just like Serenity ENB.
redirishlord Posted September 15, 2014 Posted September 15, 2014 I could use them, if I would hurry up and start my new game but I keep dragging my feet to allow various authors to drop their latest updates. I'm not sure what changes in Rorikstead between ETaC 12 & 13, or Riverwood for that matter so I'm stalling (at least for a day or two, maybe).Yup, Serenity plays nice with/requires ELE, I just mentioned it because my light/dark impressions will be different than the Vividian kids (another excellent enb preset) (of course the too light/too dark thing is super subjective anyway and best delt with by users through their enb gui).
Nearox Posted September 15, 2014 Author Posted September 15, 2014 Yeah, indeed Serenity ENB is meant to be used with ELE, ts effects are catered to it. ENBs are subjective and highly personal choices, but ELE is not. If an ENB is made for ELE (most modern ENBs of last year are), then you should really run it with ELE :P Note that I did not change any properties of ELE. I merely put those properties on the ETaC buildings.
redirishlord Posted September 15, 2014 Posted September 15, 2014 BTW, Serenity ENB Gen 5 final cut MK1 just dropped.
TechAngel85 Posted September 16, 2014 Posted September 16, 2014 Mind if I link to these on the ENB Guide when the time comes? I'll be doing a section for ELE eventually on the Guide. Anyone who wants to get in on helping can do so here: https://forum.step-project.com/topic/5951-enb-guide-overhaul/
TehKaoZ Posted September 17, 2014 Posted September 17, 2014 (edited) Very Nice! These will be invaluable Edited September 17, 2014 by TehKaoZ
Nearox Posted September 17, 2014 Author Posted September 17, 2014 (edited) I don't seem to be able to get Falskaar or Wyrmstooth to work. Putting in the templates appears to have no effect at all, or very minimum effect at best. Does anyone have any idea why? EDIT: Nvm, found some stuff in the ELE forum thread. Edited September 17, 2014 by Nearox
Spock Posted September 17, 2014 Posted September 17, 2014 (edited) Mind if I link to these on the ENB Guide when the time comes? I'll be doing a section for ELE eventually on the Guide. Anyone who wants to get in on helping can do so here: https://forum.step-project.com/topic/5951-enb-guide-overhaul/ Just be aware though that ELE is ENB specific. Some ENBs will look worse with it, for some it won't work at all. For example it darkenes the NLA shadows too much imho. It also needs ingame image spaces enabled to work as intended, but I honestly don't know what that means. Edited September 17, 2014 by Spock
redirishlord Posted September 17, 2014 Posted September 17, 2014 Just be aware though that ELE is ENB specific. Some ENBs will look worse with it, for some it won't work at all. For example it darkenes the NLA shadows too much imho. It also needs ingame image spaces enabled to work as intended, but I honestly don't know what that means.I believe both Serenity and Vividian are designed for it, I bet Vividian's author Mangaclub could elaborate.
Aiyen Posted September 18, 2014 Posted September 18, 2014 ELE is not ENB preset specfic. It is the other way around. A given preset is made with a given set of interior mods in mind. The reason ELE is used is because it normalize the interiors in a way that makes them look consistently good.. or bad depending on tastes. image space values are the games built in post processing values. If a preset is made with the assumption that you use a certain set of mods etc. then any deviation will make the preset look inconsistent overall. Again good or bad depending on who you ask. Again the good thing about using ELE is that once you make a select few locations look great.... then you can be sure they all will. If a preset is made without ELE then you can be sure you will be able to find locations that do not look equally optimal... since it is technically not possible. ENB cannot seperate interiors like it does weathers... hence you will always need an .esp based mod to sort out your interiors.
Nearox Posted September 18, 2014 Author Posted September 18, 2014 (edited) ELE is not ENB preset specfic. It is the other way around. A given preset is made with a given set of interior mods in mind. The reason ELE is used is because it normalize the interiors in a way that makes them look consistently good.. or bad depending on tastes. image space values are the games built in post processing values. If a preset is made with the assumption that you use a certain set of mods etc. then any deviation will make the preset look inconsistent overall. Again good or bad depending on who you ask. Again the good thing about using ELE is that once you make a select few locations look great.... then you can be sure they all will. If a preset is made without ELE then you can be sure you will be able to find locations that do not look equally optimal... since it is technically not possible. ENB cannot seperate interiors like it does weathers... hence you will always need an .esp based mod to sort out your interiors. This is all I did really. I identified where the JawZ's templates are used and then applied those templates to the buildings added by the mods above. e.g. JZTownInt is used for nearly all the towns like Ivarstead, Rorikstead while the JZWhiterunInt is used for the farms/buldings around whterun. It is harder to identify some of the dungeons so I have to add some ingame testing to the dungeon mods. Most of the building structures added by mods are either identical to vanilla (straight copies) or slightly modified. Either way, they look a lot better with JawZ's templates in combination with Vividian ENB, and at least more consistent. Perhaps after more elaborate testing I will have to change a template for a few buildings, but the difference between templates is rather small (as far I as have observed). Edited September 18, 2014 by Nearox
Spock Posted September 18, 2014 Posted September 18, 2014 (edited) ELE is not ENB preset specfic. It is the other way around. A given preset is made with a given set of interior mods in mind. The reason ELE is used is because it normalize the interiors in a way that makes them look consistently good.. or bad depending on tastes.I would assume that you probably want to determine the sets of lighting mods before making an ENB. But if someone is using ENBs for quite some time and stumbles upon this thread, I would say ELE is ENB preset specific. At first glance ELE sounds like it could enhance the visual experience with all ENBs.It just depends on how you look at it image space values are the games built in post processing values. If a preset is made with the assumption that you use a certain set of mods etc. then any deviation will make the preset look inconsistent overall. Again good or bad depending on who you ask.Is there a possibility to completely disable the games built in post processing? Because some talk about ELE suggested that it is. Edited September 18, 2014 by Spock
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now