ENB users: please make sure to change your enbseries.ini file, UseOriginalObjectsProcessing must be set to true for our modified shaders to take effect. Unfortunately this might take away some of ENB's functionality, how much ENB is affected by this I'm not sure.
If you can't change that setting for whatever reason (it might make some ENB settings look bad), maybe consider using the v1.3 "Pip-Boy Light Priority Fix" version of this mod instead, it won't have the full effect of improving all the lights, but should help improve the Pip-Boy light at least (which is probably the worst offender when it comes to lighting bugs).
I'm desperate for a fix here. I've been using this mod on my current save and started getting an issue where fire barrels emit and cyan glow on the ground and all textured for dirt/ground that isn't pavement flicker cyan depending on what angle I look. I've tried toggling bIncreaseLightBuffers both zero and one. I've set iMaxLightCount down to 8. and toggeled pip boy priority. I tried installing heap replacer, which does fix the issue but that crashes my game when I enter an interior.
I saw a fix on reddit saying that individual fixed it by deleting a shader file associated with this mod, in order to avoid downloading heap replacer, but never elaborated before the thread was locked. If anybody knows what file that is it would be a huge help.
Update: 13; 1; 1 appears to be the most stable settings for the ini. The issue still occurs but far less often. If you're having issues with heap replacer I suggest using these settings. I'm gonna continue trying to diagnose this issue though I think the mod just needs an update from the author and it should be good.
Have you tried dxvk with it? Heard others having luck fixing odd color issues with it. Hopefully I can try taking another look at it soon some time, but really I've never had any issues with it myself so it's a bit hard to debug on my end... Please let me know if dxvk makes any difference for you though!
Huh I just saw your edit, so it's been all good since disabling the pip-light option? That was a pretty early fix added before I'd even started editing the shaders, good chance that could be the cause all along...
So, what causes the black textures bug? It looks nice lighting wise but the black textures bug is pretty annoying unless you either disable the mod or try to force it with DVXK, which sometimes works (happens more often with amd gpus than Nvidia but not exclusively only an amd issue)
For the people having the black terrain flickering issue. Installing DXVK fixed this issue for me (in Goodsprings at least, haven't made it out of Goodsprings on a new save yet). You have to install DXVK manually, not via Vortex (what I was using)
Thank you good sir. I too was having this problem and this fixed it. Had some stuttering and flickering when I loaded in but it stabled out and didn't happen again during my initial test. But it definitely removed the ground flickering black texture problems I was having in Goodsprings.
To quote some of the posts in this section: "I am desperate for a fix here". So, the author of this mod states multiple times in the mod description that interior lighting "is fine" and "doesn't need correction", but I repeatedly have a visual bug related to lighting and specularity in interiors. I have tried literally everything I could think of and I've looked for a fix everywhere, for days, but with no positive result. I know this issue (probably) is not directly correlated to this mod, but I hope I won't be ignored just because I thought this would be the best spot to discuss it and ask for a solution. Basically, certain objects and surfaces in interior cells (and all these objects and surfaces are characterized by having a specular map, I deduced) show this issue where, depending on the camera angle, they abruptly switch from a more luminous state to a darker one; this is particularly evident with Pip-Boy light on. E.g. the ivy leaves in Vault 22, the reflective tiles in the Ultra-Luxe bathouse's steam room, the transparent separators in many medical clinics, the big windows in the central room at Camp McCarran and so on. I say I deduced this issue is related to the reflective nature of these items because I read in one of the posts here that turning the .ini setting "bDoSpeculatPass" off could fix the issue... and, in fact, it does (at least it seems to), but at the cost of completely eliminating the "shininess" of every single reflective surface... and I'd really like to keep the reflections! To make things even more confusing, the post that mentioned this fix was from someone that was using ENB. BUT I'M NOT! Is this a problem with the base game shaders? I suspect it might be, because I tried deactivating every single mod I use in MO2, and the problem was even more evident. Or is it on my part, somehow? 3D settings in NVIDIA Control Panel or some shit. I don't know. I only know that my OCD riddled brain is going insane. Please help.
From what I saw from other posts on here it seems that the ideal settings differ between users depending on mod setup, also maybe GPU drivers but I can't confirm that. Just keep booting the game up, play for 10-15 minutes. close it adjust settings and then try again. it's how I got it working.
I don't know man. The mod seems to be working extra fine for me. Which is why I excused myself in advance for not exactly being on topic. I'm running the game with both DXVK and NVHR on. Crashes, maybe sometimes, on launch, but once in a blue moon... so this is really a matter of fine tuning now. I'd just like to know if there's a fix for this problem or if I just gotta live with it. It's not a major issue in any way, but still... since I managed to EVEN fix the hideous issue of the flickering litter on pavements (through a very brilliant mod: Mainframes Litter Flickering Fix), and since I noticed that the issue I had with textures in interiors becoming dark when changing camera angle was similar to the problem that this mod fixes... I thought I could find a solution here. But it could very well be that a solution is not there yet, or that it's just a me problem. P.S. Chaning the .ini of ILS does nothing for me... as it's supposed to, I guess: mine is an interior lighting problem and this mod, as stated by author, covers exteriors!
From the description "interior cells don't need any fix" so that makes interior lighting overhaul compatible, unsure about realistic wasteland lighting since I don't use that mod.
Did you ever find out? I’m using both those mods and I’m getting a crazy amount of sunlight coming off. The bloom covers up the sun and makes it look massive
absolutely not. I just spent hours trying to figure out why entering interiors would crash my game. I thought the problem was just something with NVR but it was actually this mod right here.
What fixed it for me was lowering the Max Light Count to 8. When I had it at 13 the game would crash when loading Megaton with Lumen and NVR installed. Now it isn't crashing.
Hi, I'm getting a sort of weird flickering on buildings and textures whenever i move my character or the camera. As soon as i stand still, the flickering stops. I'm not sure if this mod is the culprit, but it seems to be more prevalent with ILS active. I don't have any other lighting mods apart from Improved Lighting Shaders and Nevada Skies. Might there be some VRAM problems?
EDIT: the flickering is more of a type of shimmering, similar to a heat gaze on asphalt on a hot summer day
EDIT 2: i found out that bloom being active in the launcher was the culprit
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Unfortunately this might take away some of ENB's functionality, how much ENB is affected by this I'm not sure.
If you can't change that setting for whatever reason (it might make some ENB settings look bad), maybe consider using the v1.3 "Pip-Boy Light Priority Fix" version of this mod instead, it won't have the full effect of improving all the lights, but should help improve the Pip-Boy light at least (which is probably the worst offender when it comes to lighting bugs).
I saw a fix on reddit saying that individual fixed it by deleting a shader file associated with this mod, in order to avoid downloading heap replacer, but never elaborated before the thread was locked. If anybody knows what file that is it would be a huge help.
Hopefully I can try taking another look at it soon some time, but really I've never had any issues with it myself so it's a bit hard to debug on my end...
Please let me know if dxvk makes any difference for you though!
EDIT: also my pip boy causes the blue glow around me but only on pavement like nellis afb but not roads.
EDIT 2: Turning pip-boy lighting priority seems to have fixed the issue. 13; 0; 1 seems to be the winning combo for me.
So, the author of this mod states multiple times in the mod description that interior lighting "is fine" and "doesn't need correction", but I repeatedly have a visual bug related to lighting and specularity in interiors.
I have tried literally everything I could think of and I've looked for a fix everywhere, for days, but with no positive result.
I know this issue (probably) is not directly correlated to this mod, but I hope I won't be ignored just because I thought this would be the best spot to discuss it and ask for a solution.
Basically, certain objects and surfaces in interior cells (and all these objects and surfaces are characterized by having a specular map, I deduced) show this issue where, depending on the camera angle, they abruptly switch from a more luminous state to a darker one; this is particularly evident with Pip-Boy light on.
E.g. the ivy leaves in Vault 22, the reflective tiles in the Ultra-Luxe bathouse's steam room, the transparent separators in many medical clinics, the big windows in the central room at Camp McCarran and so on.
I say I deduced this issue is related to the reflective nature of these items because I read in one of the posts here that turning the .ini setting "bDoSpeculatPass" off could fix the issue... and, in fact, it does (at least it seems to), but at the cost of completely eliminating the "shininess" of every single reflective surface... and I'd really like to keep the reflections!
To make things even more confusing, the post that mentioned this fix was from someone that was using ENB. BUT I'M NOT!
Is this a problem with the base game shaders? I suspect it might be, because I tried deactivating every single mod I use in MO2, and the problem was even more evident.
Or is it on my part, somehow? 3D settings in NVIDIA Control Panel or some shit.
I don't know. I only know that my OCD riddled brain is going insane.
Please help.
I'm running the game with both DXVK and NVHR on. Crashes, maybe sometimes, on launch, but once in a blue moon... so this is really a matter of fine tuning now. I'd just like to know if there's a fix for this problem or if I just gotta live with it. It's not a major issue in any way, but still... since I managed to EVEN fix the hideous issue of the flickering litter on pavements (through a very brilliant mod: Mainframes Litter Flickering Fix), and since I noticed that the issue I had with textures in interiors becoming dark when changing camera angle was similar to the problem that this mod fixes... I thought I could find a solution here. But it could very well be that a solution is not there yet, or that it's just a me problem.
P.S. Chaning the .ini of ILS does nothing for me... as it's supposed to, I guess: mine is an interior lighting problem and this mod, as stated by author, covers exteriors!
EDIT: the flickering is more of a type of shimmering, similar to a heat gaze on asphalt on a hot summer day
EDIT 2: i found out that bloom being active in the launcher was the culprit