I created a similar mod i checked all the light one by one removing tha shadow cast, specularity and rim effect. But some people say that some areas are so bright that pratically you see all white. Any suggestion for the reason?
hello sambuca! btw I used to love sambuca till I drank too much one day, got kinda drunk and now i have ptsd when I see it! Even if it's just the bottle on the shelf :) I checked your mod in xedit. The first things I would do is test if this happens everywhere. If it just some places, you can narrow it down better. That said I would test without modifications in rim/speculars/scalar/godraysnearclip. Maybe not related to this but the screen going all white and weird can also be a wetness bug, when the game is using wetness materials. That can happen if you have enabled wetness materials in the inis and disabled the game ambient occlusion (or viceversa I don't remember tbh). I wish I could help, I'm really not an experienced/skilled modder. Good luck!
edit: maybe ask in the CM discord, peeps are very friendly and for sure will help you
Hey, thanks! Some more notes, fade and radius can have a slight up to big effect on performance as well. And the amount of lights per area/room. If you read the BGS guide on lighting you see Fallout 4 devs most certainly did not read it. There is so much light per room and or interior that you will bring anything down to its knees. :)
Shadow casting is the worse, followed by fade and radius which are indirectly congruent. If you ever consider patching fade and radius at the light source itself, note, the CK will override ALL the light sources afterwards and recalc on the LIGH object first and either lower or higher the values. Which can mess up alot.
Fade for example, should almost all the time not higher than 1. Except sunlight and very few construction lights, it will also cause extrem blur based on image space if higher than 1. And since there is also a lighting template in conjunction with LIGH and IMGS you can have very weird side-effects when highering fade.
I personally didn't notice any visual difference, but I'm not the best judge of minor lighting effect changes. Haven't played enough with it, to notice any significant performance boost. I see that you mostly just removed the "omnidirectional shadow" tag. However, there were 68 references that you didn't edit, but left in the file. This created 68 itm records. Not a huge deal, but some people get really mad at those kind of slop edits. Your mod touched two of mine, including the Unofficial Patch, so you might want to clean the mod. Could cause the game to ctd. Maybe.
I'm mostly trying this out, because I do get some bottle necking at times. My guess is that it's more due to Bethesda's crappy port of the game to PC. Thanks for making this. It will probably help those that need all the help they can get.
Oh thank you... I forgot to clean them since I was messing with Folon loaded in xedit and some other stuff. The esp is now clean of = master records. It's fixed now. Btw this mod removes hemisphere/spotlight/omnidirectional shadows.
Hi! I used to get bottlenecking. I increased my VRam that really helped and downloaded a few mods that help with performance! Some mods I used where Long Save fix, disk cache enabler, escape freeze f4se, particle removed and the Baka mods!
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But some people say that some areas are so bright that pratically you see all white.
Any suggestion for the reason?
I checked your mod in xedit. The first things I would do is test if this happens everywhere. If it just some places, you can narrow it down better. That said I would test without modifications in rim/speculars/scalar/godraysnearclip.
Maybe not related to this but the screen going all white and weird can also be a wetness bug, when the game is using wetness materials. That can happen if you have enabled wetness materials in the inis and disabled the game ambient occlusion (or viceversa I don't remember tbh).
I wish I could help, I'm really not an experienced/skilled modder. Good luck!
edit: maybe ask in the CM discord, peeps are very friendly and for sure will help you
Molinari you know...
I will try to test it , those who reported to me said it happened in fens and in vault 114...
Some more notes, fade and radius can have a slight up to big effect on performance as well. And the amount of lights per area/room. If you read the BGS guide on lighting you see Fallout 4 devs most certainly did not read it. There is so much light per room and or interior that you will bring anything down to its knees. :)
Shadow casting is the worse, followed by fade and radius which are indirectly congruent. If you ever consider patching fade and radius at the light source itself, note, the CK will override ALL the light sources afterwards and recalc on the LIGH object first and either lower or higher the values. Which can mess up alot.
Fade for example, should almost all the time not higher than 1. Except sunlight and very few construction lights, it will also cause extrem blur based on image space if higher than 1. And since there is also a lighting template in conjunction with LIGH and IMGS you can have very weird side-effects when highering fade.
I'm mostly trying this out, because I do get some bottle necking at times. My guess is that it's more due to Bethesda's crappy port of the game to PC. Thanks for making this. It will probably help those that need all the help they can get.
Btw this mod removes hemisphere/spotlight/omnidirectional shadows.