Shadow Reworked pairs wonderfully with my other mod Lumiere - Lights of Cyrodiil which adds tons of lamps, lanterns etc around the outdoor world. More light sources means more beautiful shadows.
Version 2.2.0 Updated for patch 1.1 Version 2.1.0 Slightly dialed back 0.2.0 fog update to fix foggy weather Version 2.0.0 Complete fog rework Version 1.0.8 Added a Lite engine.ini version Version 1.0.7 - Actually fixed typo introduced in 1.0.5 and removed loading delay for now. Got a bit trigger happy Version 1.0.6 - Fixed a typo introduced in 1.0.5 Version 1.0.5 - Added a delay on load to fix some loading issues and updated eyadaptation settings on some versions Version 1.0.4 - consolidated steam and gamepass versions Version 1.0.3 - removed 1.0.2's outdoors color correction. keeping this mod shadows only Version 1.0.2 - added DLSS autoexposure for DLSS users to all versions (removes some shimmer and ghosting) - updated outdoors color correction for all versions except no color correction versions Version 1.0.1 - improved eyeadaptation settings - added not so dark versions
I'm basically trying to merge Shadows Reworked with Fog Remastered as they have a common approach of reducing and not completely eliminating the fog.
Basically the only straight overlaps are "StartDistance" and "VolumetricFogNearFadeInDistance" which can be easily dealt with.
Shadows Reworked goes to "/Script/Altar.AltarCommonGameViewportClient" and executes "r.volumetricfog.emissive 0" and what's confusing me is not knowing if it messes with "/Script/Engine.ExponentialHeightFogComponent"?
FR has three more parameters it changes that are under "/Script/Engine.ExponentialHeightFogComponent":
For those running Oblivion Remastered version 1.511.102, UE4SS is throwing an error and causing the mod to not work.
Until the mod gets patched, you can fix this manually by doing the following.
Go to the directory 'Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\Mods\ShadowsReworked\scripts', and you'll find the file 'main.lua' with the following lines of code of interest: NotifyOnNewObject("/Script/Altar.AltarCommonGameViewportClient", function(viewPort) ksl:ExecuteConsoleCommand(engine, "r.volumetricfog.emissive 0", nil) ksl:ExecuteConsoleCommand(engine, "r.SkylightIntensityMultiplier 0.7", nil) ksl:ExecuteConsoleCommand(engine, "r.EyeAdaptation.LensAttenuation 0.86", nil) ksl:ExecuteConsoleCommand(engine, "r.EyeAdaptation.ExponentialTransitionDistance 4.2", nil) ksl:ExecuteConsoleCommand(engine, "r.NGX.DLSS.AutoExposure 1", nil) ksl:ExecuteConsoleCommand(engine, "r.Color.Mid 0.55", nil) ksl:ExecuteConsoleCommand(engine, "r.Color.Max 1.05", nil) end)
You will need to add a fourth argument at the end to all 'ExecuteConsoleCommand' function calls as shown below: NotifyOnNewObject("/Script/Altar.AltarCommonGameViewportClient", function(viewPort) ksl:ExecuteConsoleCommand(engine, "r.volumetricfog.emissive 0", nil, true) ksl:ExecuteConsoleCommand(engine, "r.SkylightIntensityMultiplier 0.7", nil, true) ksl:ExecuteConsoleCommand(engine, "r.EyeAdaptation.LensAttenuation 0.86", nil, true) ksl:ExecuteConsoleCommand(engine, "r.EyeAdaptation.ExponentialTransitionDistance 4.2", nil, true) ksl:ExecuteConsoleCommand(engine, "r.NGX.DLSS.AutoExposure 1", nil, true) ksl:ExecuteConsoleCommand(engine, "r.Color.Mid 0.55", nil, true) ksl:ExecuteConsoleCommand(engine, "r.Color.Max 1.05", nil, true) end)
This is using the base version of the mod: 'Shadows Reworked'. The 'main.lua' file could be different for the other mod versions, but the fix should follow the same process shown above. Just add 'true' as a fourth argument to any 'ExecuteConsoleCommand' function call and it'll work.
is this compatible with the ultimate engine tweaks by P40L0X? i know this edits the engine.ini file but I don't know it that means it overrides the one you have in game files.
Looks great i had to adjust my reshade to it but its more balanced then lumen rn the author hasnt posted for a month after his experimental change sadly
does affect fps i have a 4070 ti super and im about 80fps average with all enabled ultra graphics and hardward lumen high. Personally i dont get stuttering and havent gotten any at all not sure why some people have. i have anti stutter mod enabled also
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Version 2.2.0
Updated for patch 1.1
Version 2.1.0
Slightly dialed back 0.2.0 fog update to fix foggy weather
Version 2.0.0
Complete fog rework
Version 1.0.8
Added a Lite engine.ini version
Version 1.0.7
- Actually fixed typo introduced in 1.0.5 and removed loading delay for now. Got a bit trigger happy
Version 1.0.6
- Fixed a typo introduced in 1.0.5
Version 1.0.5
- Added a delay on load to fix some loading issues and updated eyadaptation settings on some versions
Version 1.0.4
- consolidated steam and gamepass versions
Version 1.0.3
- removed 1.0.2's outdoors color correction. keeping this mod shadows only
Version 1.0.2
- added DLSS autoexposure for DLSS users to all versions (removes some shimmer and ghosting)
- updated outdoors color correction for all versions except no color correction versions
Version 1.0.1
- improved eyeadaptation settings
- added not so dark versions
The ones I'm interested in:
r.volumetricfog.emissive
StartDistance
VolumetricFogNearFadeInDistance
I'm basically trying to merge Shadows Reworked with Fog Remastered as they have a common approach of reducing and not completely eliminating the fog.
Basically the only straight overlaps are "StartDistance" and "VolumetricFogNearFadeInDistance" which can be easily dealt with.
Shadows Reworked goes to "/Script/Altar.AltarCommonGameViewportClient" and executes "r.volumetricfog.emissive 0" and what's confusing me is not knowing if it messes with "/Script/Engine.ExponentialHeightFogComponent"?
FR has three more parameters it changes that are under "/Script/Engine.ExponentialHeightFogComponent":
VolumetricFogScatteringDistribution
FogDensity
FogHeightFalloff
I'm basically trying to understand what to do with the "r.volumetricfog.emissive" command in case it breaks anything from FR that's not overlapping.
Thanks for the effort you put into this very effective and immersion enriching mod! I hope I can have it playing nicely with FR without conflicts ^^
(I found the problem, it do not work if installing with mod manager, the mod must be installed manually)
Until the mod gets patched, you can fix this manually by doing the following.
Go to the directory 'Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\Mods\ShadowsReworked\scripts', and you'll find the file 'main.lua' with the following lines of code of interest:
NotifyOnNewObject("/Script/Altar.AltarCommonGameViewportClient", function(viewPort)
ksl:ExecuteConsoleCommand(engine, "r.volumetricfog.emissive 0", nil)
ksl:ExecuteConsoleCommand(engine, "r.SkylightIntensityMultiplier 0.7", nil)
ksl:ExecuteConsoleCommand(engine, "r.EyeAdaptation.LensAttenuation 0.86", nil)
ksl:ExecuteConsoleCommand(engine, "r.EyeAdaptation.ExponentialTransitionDistance 4.2", nil)
ksl:ExecuteConsoleCommand(engine, "r.NGX.DLSS.AutoExposure 1", nil)
ksl:ExecuteConsoleCommand(engine, "r.Color.Mid 0.55", nil)
ksl:ExecuteConsoleCommand(engine, "r.Color.Max 1.05", nil)
end)
You will need to add a fourth argument at the end to all 'ExecuteConsoleCommand' function calls as shown below:
NotifyOnNewObject("/Script/Altar.AltarCommonGameViewportClient", function(viewPort)
ksl:ExecuteConsoleCommand(engine, "r.volumetricfog.emissive 0", nil, true)
ksl:ExecuteConsoleCommand(engine, "r.SkylightIntensityMultiplier 0.7", nil, true)
ksl:ExecuteConsoleCommand(engine, "r.EyeAdaptation.LensAttenuation 0.86", nil, true)
ksl:ExecuteConsoleCommand(engine, "r.EyeAdaptation.ExponentialTransitionDistance 4.2", nil, true)
ksl:ExecuteConsoleCommand(engine, "r.NGX.DLSS.AutoExposure 1", nil, true)
ksl:ExecuteConsoleCommand(engine, "r.Color.Mid 0.55", nil, true)
ksl:ExecuteConsoleCommand(engine, "r.Color.Max 1.05", nil, true)
end)
This is using the base version of the mod: 'Shadows Reworked'. The 'main.lua' file could be different for the other mod versions, but the fix should follow the same process shown above. Just add 'true' as a fourth argument to any 'ExecuteConsoleCommand' function call and it'll work.
Hope this helps.
Looks great i had to adjust my reshade to it but its more balanced then lumen rn the author hasnt posted for a month after his experimental change sadly
Update back to Lumen remastered so nights can be darker. im running both lumen and Shadows reworked