Could a green, foresty version of this mod be published? For all us greenery enjoyers. I feel like the arid field reflection would clash with dense forests
Puddles are fundamentally broken. This can occur in vanilla, and with ENB. I recommend using FadingSignlas puddle fix. If you can't seem to get functional puddles install the loose files. Cubemaps are finicky at best throughout all the Fallout titles.
This happens with the puddle fix, as well. Also makes car glass way too bright. The weapons are the only thing where these cubemaps make a positive difference.
The fact that I can't replicate that in my game says otherwise. Also try Gloomy Glass and fadingsignals material fixes. Both essential mods that remove improper visuals. Or, alternatively, if you don't like the mod simply don't use it.
I surely would benefit from those custom cubemaps but I cannot say why the opinions of the one named FOLON are relevant in this matter. Who's FOLON anyway? Is this person some kind of cubemap connoisseur?
Spifferino is there any way to make cubamaps be "intelligent"? Like there is a way to allow water to reflect the environment perfectly fine, there must be a setting to make this happen for cubemaps?
The only way something like this is remotely achievable in Fallout 4 is to use the Screen Space Reflection flag in a nifs material file. This comes with it's own issues as reflections are only visible at specific grazing angles and without ENB it's pretty lacklustre. Alternatively, I'm sure there's a way to use the games region system in combination with scripts to dynamically change cubemaps but this is not only insanely tedious but may have negative performance impacts on the game (who knows, it's never been done or tested). Otherwise we have to wait for someone to make an engine level plugin that handles dynamic cubemaps, something both doodlez and WallSoGB have done for Skyrim/New Vegas respectively.
What about this? Replace the polished metals with vanished equivalent cubemaps/textures. I mean there is really no point in having the metal be polished like this, like there is an army of galvaniseurs :) Although i really enjoy watching it. It pretty much could be an interesting replacement on top of this project maybe. I really dislike how BGS decided to add it, its to much, an overkill. Although it really adds in a subtile, subliministic reality effect. But is really needed? Maybe you can release an alternative version without a worldmodel tied into the cubemap and more like a chromatic plain white/silver/titanic something ?!
If you wanted to disable cubemaps, you could, and some people do. This will break a lot of intended visuals in the game. Replacing cubemaps with solid colors is pretty much futile and will only serve to add color tint to whatever they're applied to. Cubemaps have been utilized as far back as Oblivion. Though it often goes unnoticed in real life many surfaces have reflections or at least specular highlights, so when a scene is looked at in it's entirety cubemaps play a role in graphical fidelity.
Raytraced based reflection workaround would be: - Create cubemaps based on the default weathers available in FO4 (+DLCs) - Create per weather 4 more (or else) (Time 0300, 0900, 1500, 2100) cubemaps based on lighting from dark to bright (it can be super fastly thrown together art work its just about the illusion ingame) - Create a Quest (Start Game Enabled or something) - Add quest conditions to the weather, "PlayerIsInRegion" or something ... - Cubemaps appear based on time and should perfectly mimic ray tracing
Well for interiors it would be based on structure: - Wooden, HighTech (Steel), Cave, Tunnel, Sewer, Subway, etc. - Repeat procedur like mentioned above for exterior (time and weather)...
If i could do the scripting and texture thing it would take me like 1 to 2 days ...
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Or just use the loose version.
Puddle Remover: https://www.nexusmods.com/fallout4/mods/61388
Just blanked Decals simple but the best way round as you can just forget about them.
What about this? Replace the polished metals with vanished equivalent cubemaps/textures. I mean there is really no point in having the metal be polished like this, like there is an army of galvaniseurs :) Although i really enjoy watching it. It pretty much could be an interesting replacement on top of this project maybe. I really dislike how BGS decided to add it, its to much, an overkill. Although it really adds in a subtile, subliministic reality effect. But is really needed? Maybe you can release an alternative version without a worldmodel tied into the cubemap and more like a chromatic plain white/silver/titanic something ?!
- Create cubemaps based on the default weathers available in FO4 (+DLCs)
- Create per weather 4 more (or else) (Time 0300, 0900, 1500, 2100) cubemaps based on lighting from dark to bright (it can be super fastly thrown together art work its just about the illusion ingame)
- Create a Quest (Start Game Enabled or something)
- Add quest conditions to the weather, "PlayerIsInRegion" or something ...
- Cubemaps appear based on time and should perfectly mimic ray tracing
Well for interiors it would be based on structure:
- Wooden, HighTech (Steel), Cave, Tunnel, Sewer, Subway, etc.
- Repeat procedur like mentioned above for exterior (time and weather)...
If i could do the scripting and texture thing it would take me like 1 to 2 days ...