Hi, I'm using Rudy's ENB for the Cathedral and I want to extend the daylight hours in Skyrim. I modified the ENBSeries file with these parameters.[TIMEOFDAY] EnableTimeOfDay=true DawnDuration=2.5 SunriseTime=8.0 DayTime=13.0 SunsetTime=19.5 DuskDuration=4.0 NightTime=0.5 But it doesn't seem to work at all. At 6 p.m., I get a dark night. I've removed the EFLX mods, so I just need to know if your mod is overriding the ENB values. If so, how can I extend the days in the Cathedral?
These patches have nothing to do with ENB, but with ELFX and ELE (the latter stands for Enhanced Lighting for ENB, which doesn't require ENB, btw).
Time of day is a set of parameters defined in the Climate (CLMT signature) records, usually edited by the weather mod, not interior lighting mods. Check your Cathedral Weathers plugin and if you need help tweaking it from there, you'll have to ask in their mod page. Can't help you with ENB tweaking either, haven't used ENB in over a year.
hello godescalcus if your still around I'm about to jump into the water with both feet on this but my question is this will it work with with elfx shadows?
It's been a while since I used ELFX Shadows. I remember having issues with it, not because of this patch. Currently using the original ELFX, along with parallax meshes. The community updated ELE still works with these patches, the darkness/light contrast is not as radical but still stark, some people will surely prefer it this way. If you use Community Shaders with ReShade, or ENB, with decent light adaptation, it's now possible to see in pitch darkness because of the very low ambient light added to ELE allowing for light adaptation adjustments (helps gameplay but may break immersion for those who enjoy playing in the shadows).
While this patch was made for the original ELFX and ELE, it works with ELFX Shadows as well, although it wasn't tweaked for the best result. I tried it and it was fine. However, bear in mind that the current community updated ELE has much brighter ambient light than the original, so you won't get the stark contrast and pitch black shadows shown in the screenshots unless you held on to a copy of the old ELE.
This patch is an alternative to ELFX Hardcore and ELFX Shadows Hardcore, but you can even combine them. The advantage of using Shadows Hardcore is that it tweaks vanilla imagespaces and lighting templates, so that you get a closer to consistent effect even on mod added cells that use vanilla templates, whereas ELE (as also Lux) uses its own templates and needs a bit of tweaking to achieve consistency over the entire board. So you can let this patch win over Shadows Hardcore, see if you like the atmosphere better and keep it that way with no disadvantage - hardcore templates are similar to ELE, though using a different take on things like fog. For example, with ELE templates combined with ELFX (which disables fake lights) you're in absolute darkness in big caves like Arkngthamz, Blackreach, Darkfall Passage, etc... With Shadows Hardcore, they're dark but the fog settings make it so that you can see the contours in the distance, preserving a sense of the cave's dimension. To me it feels like two radically different experiences, one that's very immersive and arguably realistic where you don't see anything that isn't cast a light on, another that's a bit more fantasy where you get a general sense of the size of the cave, while remainng in almost complete shadow. Both have pros and cons.
hey I just giving a heads up with this link the ele, is there away to change the link to the new ele since the old one has been removed from the nexus.
Interiors are good but when I enter in Embershad mine it's very bright in the bridge of the cave. :( Sleeping giant inn perfect and riverwood trader too but mines are very bad.
You should check if you have any other plugin overriding ELE's cell records.
Also, ELE has been taken down by its author, and the refurbished version that's been uploaded is different. Don't expect the pitch black darkness you see in the screenshots here with the new version - JawZ's original ELE had very, very little ambient light, so pairing it with any lighting mod that removed vanilla fake lights resulted in areas of absolute darkness, very good for those who enjoy stealthy gameplay, but requiring you to have a portable light source of some kind.
Which mod manager are you using? This mod installs automatically if you use a mod manager capable of handling FOMODs, otherwise, you have to unpack it and install manually.
That's the one. But I realised over time hat RS had very little left to do, Hearthfires homes mostly, and there are multiple mods dedicated to Hearthfires ligting that do the job better.
Also note that Relighting Skyrim has seen recent development, and that plugin you can download from the old guide page will not have recent tweaks or additions. And, finally, if using the stripped down plugin for ELFX, don't install any RS patches whatsoever.
It's normal that they become dark where there is no light source. Dungeon imagespaces with ELE have next to zero ambient light. Check the lighted areas - if those are still dark, than likely you should check monitor calibration and/or ENB. Otherwise, enjoy and... shadow guide you ;)
You should probably have a SoS + ELE patch. The AIO and the cavern worldspace plugin in this set will conflict and you should forward it, with SoS sounds to a conflict resolution patch that would sit below both mods.
I couldn't get satisfactory results with the exclusion patch. Cells where ELFX gets removed look strange (straight examples: Dragonsreach, Bannered Mare) because Window Shadows is based on vanilla lighting, which looks much different than ELFX. That said, I can't say I don't recommend it, just that I don't find it as interesting. Which is a shame - Window Shadows is a great idea and a great enhancement if you're playing with vanilla lighting or Luminosity. Ambient Lighting Combined was the most interesting take on blending the two, precisely because it attempts to blend them, not simply move ELFX out of the way, but that hasn't been updated since October and Window Shadows has come a long way since that. I just hope the MA or someone else takes up the challenge of maintaining such a blended patch - but I understand it takes an insane amount of time. Literally rebuilding the lighting in the entire game. More or less the same work involved in making either of the original mods.
128 comments
EnableTimeOfDay=true
DawnDuration=2.5
SunriseTime=8.0
DayTime=13.0
SunsetTime=19.5
DuskDuration=4.0
NightTime=0.5
But it doesn't seem to work at all. At 6 p.m., I get a dark night.
I've removed the EFLX mods, so I just need to know if your mod is overriding the ENB values. If so, how can I extend the days in the Cathedral?
Time of day is a set of parameters defined in the Climate (CLMT signature) records, usually edited by the weather mod, not interior lighting mods. Check your Cathedral Weathers plugin and if you need help tweaking it from there, you'll have to ask in their mod page. Can't help you with ENB tweaking either, haven't used ENB in over a year.
Cheers
This patch is an alternative to ELFX Hardcore and ELFX Shadows Hardcore, but you can even combine them. The advantage of using Shadows Hardcore is that it tweaks vanilla imagespaces and lighting templates, so that you get a closer to consistent effect even on mod added cells that use vanilla templates, whereas ELE (as also Lux) uses its own templates and needs a bit of tweaking to achieve consistency over the entire board. So you can let this patch win over Shadows Hardcore, see if you like the atmosphere better and keep it that way with no disadvantage - hardcore templates are similar to ELE, though using a different take on things like fog. For example, with ELE templates combined with ELFX (which disables fake lights) you're in absolute darkness in big caves like Arkngthamz, Blackreach, Darkfall Passage, etc... With Shadows Hardcore, they're dark but the fog settings make it so that you can see the contours in the distance, preserving a sense of the cave's dimension. To me it feels like two radically different experiences, one that's very immersive and arguably realistic where you don't see anything that isn't cast a light on, another that's a bit more fantasy where you get a general sense of the size of the cave, while remainng in almost complete shadow. Both have pros and cons.
:(
Sleeping giant inn perfect and riverwood trader too but mines are very bad.
Also, ELE has been taken down by its author, and the refurbished version that's been uploaded is different. Don't expect the pitch black darkness you see in the screenshots here with the new version - JawZ's original ELE had very, very little ambient light, so pairing it with any lighting mod that removed vanilla fake lights resulted in areas of absolute darkness, very good for those who enjoy stealthy gameplay, but requiring you to have a portable light source of some kind.
is it this one here? https://www.nexusmods.com/skyrim/mods/77331/?
Also note that Relighting Skyrim has seen recent development, and that plugin you can download from the old guide page will not have recent tweaks or additions. And, finally, if using the stripped down plugin for ELFX, don't install any RS patches whatsoever.
Safe to assume no issues?
anyway thx for the answer its very helpful, very appreciated
I am also using this with Window shadows and its patch for ELXF and the results are just superb. I would also recommend ELFX fixes and ELFX door light remover.