So there's this itty bitty thingy bothering me regarding my own setup - currently using Rudy ENB with a few minor tweaks, and the eggs and egg sacs simply don't appear as to be glowing, to be as bright where they should be the brightest. They, unlike in the screenshots on this upload, look like a matte emitter without an object glow. Tried tweaking several settings but due to a lack of changes, decided to toss a question here - Which setting or combination of settings would be the controller of this effect?
Example 1 - screenshots with the "Use Effect" option ticked off and then on
Spoiler:
Show
Example 2 - egg sacs prior and after being harvested (enb on)
Spoiler:
Show
Edit: Sadly, I do not return with an answer simpler than "i've overwritten the enb preset files with the original ones once more". A tweak to them was what caused this issue, but the exact culprit has not been found.
Dwemer Ruins have it's own ini in my presets and, if I remember correctly, everything should be fine there. Anyway, glowing shader is controled by ENB [WINDOWLIGHT] values (I know it's weird) and Particle lights by settings in [COMPLEXPARTICLELIGHTS] section, so you need to tweak them.
This is just awesome. I use ELFX and Antique Dragon ENB and I did a test and made a video. It looks like with Antique Dragon, the look is better without using "Enable Big Range."
This video was taken in a custom cell of one of my mods so the lighting is not typical Vanilla, but I did experience extremely bright bloom in the interior cells of Whiterun with "Big Range" enabled. Everything looked fine without "Enable Big Range" though. I chose to use this spot for the test because of it not being Vanilla and it has some good and dark areas to show the light emitting better.
EDIT: I've played around with the settings in the "Big Range" and I can't seem to get it any better than just not enabling it. Any suggestions are welcome.
Lower the intensity just to 0.3 or just copy those settings [COMPLEXPARTICLELIGHTS] from my enb.
If you want to edit it, open the eggs.nif in NifSkope, in the BSFadeNode you will see a two NiBilboardNodes with a name EnbParticleLight. In the NiTriShapeData expand Vertex Colors, there is only one, center vertex, which have a blue color and alpha set to 1.0, change the color of that vertex (but not the alpha), it will affect the color of the emmited light. In the BSEffectShaderProperty change Emissive Multiple, this is the power of the light. There are a two sources of the enb light, because with the only one, the shadow casted by that mesh looks like a black contour (as in my video).
You can copy that bilboard mesh to the other nif (works only for the static objects), just open it in a new window, select the NiBilboardNode in my nif, right mouse button, Block, Copy Branch and just Paste Branch into your nif
Final adjustments that work well for me: - Your ENB settings for [COMPLEXPARTICLELIGHTS] with 2 adjustments. 1. All intensity settings at 1.00 2. Enable Big Range turned off.
I love the look and I am posting this up hopefully to help others using different ENB's and maybe keep you from too many of the same questions again and again.
If you turn off "enable big range", the shadow casting effect (from a candles for example) has a really short range, but the performance is much better. The default enb Intensity value - 1.0 is way to high for all the particles in the game.
I'll turn the intensity down some. It just seemed to help offset having the big range turned off. The eggs still emit a good bit of light and getting close to a candle is notable as well.
Of course the best way to use any of your mods will be with your ENB for best results.
BEEN USING THIS AND IT'S GREAT EXCEPT MY FIRE SOURCES ARE CRAZY BRIGHT. LIKE WHITE BRIGHT. EVEN JUST THE GLOWING EMBERS IN BRAZIERS. ANY SETTINGS I CAN TWEAK? THANKS
Hey Rudy, is there a guide somewhere on how to add this effect to meshes? I tried copying your effect into a certain piece of equipment and while it works, the light persists even after I unequip said item. Do you have any idea how to make the light disappear when I unequip the item?
Alright I'm at wits end. I have complex particle lights enabled as well as big range. I wanted to keep my current enb so I just copied the d3d9.dll from the 0.366 binary. Got the latest enb particle patch for enb and my enb's custom particle patch. Everything is properly installed And yeah that's where I'm at. What am I missing exactly? I already spent too much time trying to get this working. Could my enb be the problem or do I need more than just the d3d9.dll from the enbseries? I admit my enb is old https://www.nexusmods.com/skyrim/mods/54362? but if that enb is the problem, is there any way I could make it compatible with this mod while keeping my current enb? Help >..>
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Could you consider making a variant for the Chaurus Swamp Eggs made from Skyrim Immersive Creatures?
Tried tweaking several settings but due to a lack of changes, decided to toss a question here - Which setting or combination of settings would be the controller of this effect?
Example 1 - screenshots with the "Use Effect" option ticked off and then on
Example 2 - egg sacs prior and after being harvested (enb on)
Edit: Sadly, I do not return with an answer simpler than "i've overwritten the enb preset files with the original ones once more". A tweak to them was what caused this issue, but the exact culprit has not been found.
This video was taken in a custom cell of one of my mods so the lighting is not typical Vanilla, but I did experience extremely bright bloom in the interior cells of Whiterun with "Big Range" enabled. Everything looked fine without "Enable Big Range" though. I chose to use this spot for the test because of it not being Vanilla and it has some good and dark areas to show the light emitting better.
EDIT: I've played around with the settings in the "Big Range" and I can't seem to get it any better than just not enabling it. Any suggestions are welcome.
If you want to edit it, open the eggs.nif in NifSkope, in the BSFadeNode you will see a two NiBilboardNodes with a name EnbParticleLight. In the NiTriShapeData expand Vertex Colors, there is only one, center vertex, which have a blue color and alpha set to 1.0, change the color of that vertex (but not the alpha), it will affect the color of the emmited light. In the BSEffectShaderProperty change Emissive Multiple, this is the power of the light. There are a two sources of the enb light, because with the only one, the shadow casted by that mesh looks like a black contour (as in my video).
You can copy that bilboard mesh to the other nif (works only for the static objects), just open it in a new window, select the NiBilboardNode in my nif, right mouse button, Block, Copy Branch and just Paste Branch into your nif
- Your ENB settings for [COMPLEXPARTICLELIGHTS] with 2 adjustments.
1. All intensity settings at 1.00
2. Enable Big Range turned off.
I love the look and I am posting this up hopefully to help others using different ENB's and maybe keep you from too many of the same questions again and again.
The settings in full:
IgnoreWeatherSystem=true
EnableBigRange=false
EnableShadow=true
ShadowQuality=1
IntensityDawn=1.0
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityDusk=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveDawn=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveDusk=1.0
CurveNight=1.5
CurveInteriorDay=1.5
CurveInteriorNight=1.5
SpecularAmountDawn=1.0
SpecularAmountSunrise=1.0
SpecularAmountDay=1.0
SpecularAmountSunset=1.0
SpecularAmountDusk=1.0
SpecularAmountNight=1.0
SpecularAmountInteriorDay=1.2
SpecularAmountInteriorNight=1.2
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.5
DistanceFadeInteriorDay=0.75
DistanceFadeInteriorNight=0.75
Of course the best way to use any of your mods will be with your ENB for best results.
edit; omg so sorry for caps
I tried copying your effect into a certain piece of equipment and while it works, the light persists even after I unequip said item.
Do you have any idea how to make the light disappear when I unequip the item?
https://yadi.sk/d/ECi5a9Qe0XyNOA
And yeah that's where I'm at. What am I missing exactly? I already spent too much time trying to get this working. Could my enb be the problem or do I need more than just the d3d9.dll from the enbseries?
I admit my enb is old https://www.nexusmods.com/skyrim/mods/54362? but if that enb is the problem, is there any way I could make it compatible with this mod while keeping my current enb?
Help >..>
Yeah guys make sure you have "UseOriginalObjectsProcessing" turned off hehe...
with the latest ENB .370
might go well w that mod. bioluminescence