posting just to mark importance of calibrating values in ENB as suggested in Frequently Asked Questions in the end of this page description. I was thinking to remove embers because of some issues... turn out I solved all changing the intensity of varios enb values! Now in this image you cant see much of what was the problem, it was more noticable when moving camera so it was not easy to screenshot it https://ibb.co/jvhqckn lowering windowlight intensity solved and embers is back in my load order (for fire there are some good alternative but damn, embers really terrible without it!)
Thanks for the feedback, you're definitely not wrong.
As a quick recap, here are the various settings categories of ENBSeries which affect Embers XD:
[FIRE] Intensity and color of the flames themselves.
[LIGHTSPRITE] Intensity and color of the fake fire glow (the yellowish one).
[WINDOWLIGHT] Intensity and color of the embers and logs.
COMPLEXPARTICLELIGHTS] Intensity and color of the particle light cast by fire.
[BLOOM] Intensity and color of (often reddish) glow from fire. All the of the above settings will affect the intensity of bloom so for example too high fire intensity coupled with high amount of bloom (or low threshold) may result in an overly bright bloom depending on your ENB preset.
Also worth noting is that if you have adaptation enabled (like you most often will have) the brighter the pixels on the screen are the more possible it is that adaptation will kick in, making the image appear darker. Therefore, it's important to set the intensity of the aforementioned parameters in tandem with adaptation settings.
I would point out that this problem has been totally (for me at least) solved with the new options in the FOMOD where now you can disable and lower the glows
Hi, thank's for u great mod, they are never missing from my list of mods, but I have a problem with Mihail's Goblins and Riekrs mod and that is that their campfires vote double smoke.
In short, Embers XD is more detailed with realistic, scanned assets like embers plus better support for particle lights. It also comes with Torches and Magick add-ons that overhaul the corresponding effects to match the Embers XD plus attempts to improve them. As a trade-off Embers XD requires many more patches to work correctly and at the end it's of course all down to a personal preference.
Is there a way to kind of fix the huge FPS hit when using this in conjunction with community shaders' Light Limit fix? I drop almost 30 fps looking at one campfire near a hunter's cabin in Falkreath (notable for the fps hit when using dyndolod ultra trees). I do like how this mod lights the areas around the campfires so instead of removing it I just spend less time around certain campfires. I've chosen optimized for particle light quality and normal particle light intensity, less flying embers, minimize light leaks, anything to try to improve the stuttering I encounter, but it's still pretty heavy.
A lot better! I downloaded the 1k Embers 2.9.8 and chose optimized and I lose only about 10-14 fps in falkreath's Hunter's Rest campfire compared to before, and the fire effects still look similar if not the same. I'll do some more testing since I tested this mod without updating dyndolod and texgen.
Thanks for the fix; I'll test the lanterns next and see how much they affect the fps as well.
Update: The area especially around Trevor's watch where there are multiple torches and campfires in such close vicinity of each other is definitely one of the worst areas; the 2.9.8 update does help alot, and it cuts fps by about 50% less than 2.9.6 (~20 fps loss), so still a big improvement. It's still a bit choppy, and I don't know if optimizing the lights even more would be possible?
Thanks for checking and reporting back, great to hear there's an improvement.
I doubt the effects that I optimized for 2.9.8 can be optimized any further but I didn't touch torches yet so optimizing those as well should help in locations with many torches. While I did my best there's some slight difference between the optimized and not optimized effects but it shouldn't be very noticeable during normal gameplay.
By the way, I realized that currently the "Minimize Light Leaks" option will not work properly with the optimized effects (it will revert some of the optiomizations) so please do not use that before the next release.
I'm sorry to be a bother but I wanted to ask if you could make version 2.8.9 available for download again? I'm playing Enderal and the newer versions of Embers XD don't seem to work with it.
It's only a problem in Enderal (the total conversion mod) as it breaks the prologue area bringing the Skyrim land area to it and makes the music stop and just constantly getting a notification that "this version of Embers XD is incompatible with Enderal"
for some reason whenever im father away from a fire it looks normal but then when i get closer the brightness snaps higher and the whole room becomes really bright, gonna see if i can try to find a fix for it
***EDIT*** nevermind i believe it to be the lux - orbis mod thats causing the issue
Can anyone point out a video on the page here that shows a decent version of what our current torch flame animation should look like? In my game the flames sort of lift up off the torch in chunks with a few inches of space in between as they move up and dissipate. I have Lux/via/orbis below Embers with needed patches for Embers below that but I am not entirely sure that my torches look the way they are supposed to.
Many thanks! That is definitely not what I am seeing in game so probably a conflict or overwritten record in my LO somewhere. Time to start hunting. Appreciate all your work a ton mindflux!
Update: Checked a few torches in game and they have 3 textures in common; torch_d.dds torch_n.dds vaportilenormal_n.dds
Embers meshes have no conflicts per MO2 so for the life of me I cannot figure out why they are not carrying through in game yet. Was hoping to track down something else using that vaportile texture under embers and will keep looking.
6374 comments
My eternal gratitude to those who have taken the time to help with the compatibility patches:
agentw
amastermiind
Czasior
enthe
Iqbalev
Janquel
LORDSAVEX
Masterofchim
NeduZ
ReTr0TeK
SMB92
Wolfpack49
Special thanks to robertkorkor and Skyrimer3232 for help with testing.
I was thinking to remove embers because of some issues... turn out I solved all changing the intensity of varios enb values!
Now in this image you cant see much of what was the problem, it was more noticable when moving camera so it was not easy to screenshot it
https://ibb.co/jvhqckn
lowering windowlight intensity solved and embers is back in my load order (for fire there are some good alternative but damn, embers really terrible without it!)
As a quick recap, here are the various settings categories of ENBSeries which affect Embers XD:
[FIRE]
Intensity and color of the flames themselves.
[LIGHTSPRITE]
Intensity and color of the fake fire glow (the yellowish one).
[WINDOWLIGHT]
Intensity and color of the embers and logs.
COMPLEXPARTICLELIGHTS]
Intensity and color of the particle light cast by fire.
[BLOOM]
Intensity and color of (often reddish) glow from fire. All the of the above settings will affect the intensity of bloom so for example too high fire intensity coupled with high amount of bloom (or low threshold) may result in an overly bright bloom depending on your ENB preset.
Also worth noting is that if you have adaptation enabled (like you most often will have) the brighter the pixels on the screen are the more possible it is that adaptation will kick in, making the image appear darker. Therefore, it's important to set the intensity of the aforementioned parameters in tandem with adaptation settings.
In short, Embers XD is more detailed with realistic, scanned assets like embers plus better support for particle lights. It also comes with Torches and Magick add-ons that overhaul the corresponding effects to match the Embers XD plus attempts to improve them. As a trade-off Embers XD requires many more patches to work correctly and at the end it's of course all down to a personal preference.
Thanks for the fix; I'll test the lanterns next and see how much they affect the fps as well.
Update: The area especially around Trevor's watch where there are multiple torches and campfires in such close vicinity of each other is definitely one of the worst areas; the 2.9.8 update does help alot, and it cuts fps by about 50% less than 2.9.6 (~20 fps loss), so still a big improvement. It's still a bit choppy, and I don't know if optimizing the lights even more would be possible?
I doubt the effects that I optimized for 2.9.8 can be optimized any further but I didn't touch torches yet so optimizing those as well should help in locations with many torches. While I did my best there's some slight difference between the optimized and not optimized effects but it shouldn't be very noticeable during normal gameplay.
By the way, I realized that currently the "Minimize Light Leaks" option will not work properly with the optimized effects (it will revert some of the optiomizations) so please do not use that before the next release.
And thank you for the heads up on the minimize light leaks.
I was checking too and something like Dragonsreach does look pretty iffy with all lights popping into view and going out going on.
I think I will make the brazier lights static.
Thanks to you for the explanation.
Thanks for the latest update working on the sounds. Unfortunately the fires still sound the same, and still quite loud, in the interiors and outside.
The 50% does nothing, if it is a reduction, I don't notice it. Maybe too you can please make 75%.
THANKS
Keep up the great work, it's truly appreciated!
Are you using the Lux Orbis option?
Hmm, latest FOMOD doesn't install the Lux Orbis compatible esp correctly. (Note I downloaded the 2K file)
Nevermind, just had to redownload the file.***EDIT*** nevermind i believe it to be the lux - orbis mod thats causing the issue
Initially I thought it could be a particle light kicking in when you get closer to a fire but it's very limited in range.
Thanks in advance!
https://youtu.be/qg-DnxO8UDo
Update:
Checked a few torches in game and they have 3 textures in common;
torch_d.dds
torch_n.dds
vaportilenormal_n.dds
Embers meshes have no conflicts per MO2 so for the life of me I cannot figure out why they are not carrying through in game yet. Was hoping to track down something else using that vaportile texture under embers and will keep looking.
Are you installing the torch with default options, no customization options or patches?
Installation Notes
This mod uses particles for the flame effects as well as ENB particle lights so please ensure the following parameter is set in SkyrimPrefs.ini:
[Particles]
iMaxDesired=6000