how it works : compatible nanaraceV1.3 : download the .rar and unpack it take the two files in it and paste them into Fallout 4\Data\materials\nanarace\eyes\ say yes to overwrite the existing files.
compatible with v1.5 nanarace : NEW use download manager, or copy the file in the right place manually (overwrting is mandatory)
Don't be afraid about the size of the patch, it's only two materials files so the size is really low and is shown as oKb but it works !
That's all you have to do to supress the glowing effect at night.
I'm using this modification for some time now, and never have any side effect. Hope you'll enjoy it !
OK I checked the changes, I will do a patch but the changes are bigger than expected (I need to change some nif dependencies and do test) I will work on it tonight and test it =)
I see, I will try to figure out why it caused this, i did have it replace all the files but idk if this is only meant to replace two files or all four and the download is missing the other two? Uninstalling this got rid of that however so either way thought id bring it up just in case
I agree with you The problem with the effect use for the reflection is the environnemental mapping that have a big impact in the bgem file. It's almost you have/you have not.
Actually after testing different parameters, the only way I found to solve the problem was to supress the environmental mapping. I already spend more than 15 hours on this problem in my jagmon mod that use exactly the same effect..
I'm not the best modder here, It's why you are testing this solution that is the better worst I found =)
I will continue to work on this problem to find something better, but I'm not sure to find it. I also begin to mod on a weapon pack based on seburo C5 and Seburo CX from apple seed (the anime) and it take me a lot of time because I know nothing about weapon in fo4.
One thing I was trying before giving you mod a whirl is just changing the cubemap
I swapped out the cubemap with the one from https://www.nexusmods.com/skyrim/mods/67447/?
This didn't 'solve' the issue, but definitely cut down on the number of times the eyes turned too shiny. The most glaring issue was for some reason one eye would develop a lesser version of the issue while the other would look fine.
My game likes to randomly delay or not take screenshots at all some times, so i don't have a pic of it happening.
Here's a pic of it working fairly well under darkness though.
In fact I think, changing the cubemap could solve the prob in a more sweetway that suppress it, but the bug you had with one eye and not the other is weird ^^ If somebody have the time to do test, the way to do it is not as hard as it seems.
Actually I'm more focus on three other modsI want to finish before the end of time ^^
I will try some adjustments with the cube map anyway =) the best way to do it is get the cubemap, going into gimp and try to get it as darker as possible but not black. Bgem are basically based on black and white texture, black is transparent, white is opaque and shiny. the problem I found is that even in darker taint, the texture looks shiny in total night environnement.
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how it works :
compatible nanaraceV1.3 :
download the .rar and unpack it
take the two files in it and paste them into
Fallout 4\Data\materials\nanarace\eyes\
say yes to overwrite the existing files.
compatible with v1.5 nanarace : NEW
use download manager, or copy the file in the right place manually (overwrting is mandatory)
Don't be afraid about the size of the patch, it's only two materials files so the size is really low and is shown as oKb but it works !
That's all you have to do to supress the glowing effect at night.
I'm using this modification for some time now, and never have any side effect.
Hope you'll enjoy it !
Hopefully you can update it soon.
OK I checked the changes, I will do a patch but the changes are bigger than expected (I need to change some nif dependencies and do test)
I will work on it tonight and test it =)
Working on my side but I just tested it 5 minutes...Don't have a lot of time to play today.
https://imgur.com/NZHaRzh
https://imgur.com/MS3STas
for reference same enb without this mod ((different save file of course))
https://imgur.com/a/W1ZYt8N
so imma have to assume something is incompatible with eachother
I'm using ENB and never had trouble.
I really don't know how an ENB can interract with something I supress. (env maps) ?
Uninstalling this got rid of that however so either way thought id bring it up just in case
that's true, I will upload a rollback file just incase
the unchanged files are downloadable =)
The problem with the effect use for the reflection is the environnemental mapping that have a big impact in the bgem file.
It's almost you have/you have not.
Actually after testing different parameters, the only way I found to solve the problem was to supress the environmental mapping.
I already spend more than 15 hours on this problem in my jagmon mod that use exactly the same effect..
I'm not the best modder here, It's why you are testing this solution that is the better worst I found =)
I will continue to work on this problem to find something better, but I'm not sure to find it.
I also begin to mod on a weapon pack based on seburo C5 and Seburo CX from apple seed (the anime) and it take me a lot of time because I know nothing about weapon in fo4.
regards
I swapped out the cubemap with the one from https://www.nexusmods.com/skyrim/mods/67447/?
This didn't 'solve' the issue, but definitely cut down on the number of times the eyes turned too shiny. The most glaring issue was for some reason one eye would develop a lesser version of the issue while the other would look fine.
My game likes to randomly delay or not take screenshots at all some times, so i don't have a pic of it happening.
Here's a pic of it working fairly well under darkness though.
https://cdn.discordapp.com/attachments/499031035942797314/584892444005498890/ScreenShot127.png
If somebody have the time to do test, the way to do it is not as hard as it seems.
Actually I'm more focus on three other modsI want to finish before the end of time ^^
I will try some adjustments with the cube map anyway =)
the best way to do it is get the cubemap, going into gimp and try to get it as darker as possible but not black.
Bgem are basically based on black and white texture, black is transparent, white is opaque and shiny.
the problem I found is that even in darker taint, the texture looks shiny in total night environnement.
nice discussion =)
I might try darker versions of the cubemap later.
I think the 'one eye' issue may have been a brighter part of the cubemap just hitting that particular eye.