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Tewix

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Tewix

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  1. Tewix
    Tewix
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    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
  2. death0serpent
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    So, there are Engine.ini parameters that other mods might also change that we find in "main.lua".
    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 ^^
  3. Tyrajar
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    Utterly gorgeous, it makes nights look like nights and makes things like trees look more realistic. 10/10, Thanks. 
  4. tinnyfarts
    tinnyfarts
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    Is this mod compatible with Shaders Revised by doodlum? I'm just getting into this game.
    1. TabooV
      TabooV
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      Should work fine! I was running Shaders Revised before and had no problems.
  5. ansellx
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    For some reason the mod is not working for me, my oblivion 1.1 and have UE4SS installed (logs are working)

    (I found the problem, it do not work if installing with mod manager, the mod must be installed manually)
  6. theykh1992
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    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.


    Hope this helps.
    1. Zanderat
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      Thanks for this tip. 
    2. ignicao
      ignicao
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      thanks!
    3. Likara7
      Likara7
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      Thanks so much! <3
    4. Tewix
      Tewix
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      Thank you very much. Updated the mod
  7. TrevorHP
    TrevorHP
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    Question, is this safe to uninstall if I decide not to use it in the future? Nothing left behind in the save?
    1. Tewix
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      Yea, completely safe to install/uninstall at any point
  8. onthelevelnexus
    onthelevelnexus
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    are you able to turn eye adaption off on the latest update? thanks a lot this looks amazing with lumen remastered!
  9. Paleblood45
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    would love to know if this works side by side with the ultra+ mod
    1. mark12000
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      Give it a try and see how it goes.
    2. Paleblood45
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      Makes everything a little too dark imo
  10. vampiyr
    vampiyr
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    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. 
    1. keykey191
      keykey191
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      Nothing conflicts
    2. vampiyr
      vampiyr
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      thank you!
  11. keykey191
    keykey191
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    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
    1. keykey191
      keykey191
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      Update back to Lumen remastered so nights can be darker. im running both lumen and Shadows reworked



    2. nymphatica
      nymphatica
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      Does using both lumen re and this mod affect the fps or stuttering? Can you post more screenshots of both?
    3. keykey191
      keykey191
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      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
    4. keykey191
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    5. VonLoewe
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      You just use both without any tweaking and they work well together? Is the result just slightly darker everything?
    6. keykey191
      keykey191
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      I didn’t tweak anything between them since they both change different settings I think the only setting they share is the sky intensity