Another legacy left by a talent we all miss ... A simple mod that every time has me brushing my face as I go dungeon spelunking for the umpteenth time. Well done.
I'm using ELFX with the Enhancer and the Re-engaged ENB. The webs are way too bright outside (e.g. at Riverwood just outside the entrance gate), and also inside caves/dungeons. Under a torch or the candlelight spell they are way too bright and come/go depending on angle and nearness of my character. I may try tweaking with the mesh files using Nifskope, but unless I can find an easy change that I can make to all of them (there are MANY .nif files) I won't be able to use this mod.
Here is a video showing the problem. This is in Helgen cave:
https://i.imgur.com/VYoYvkV.mp4 (apologies for the quality and glare, this was taken on my phone)
Thanks Glanzer, before I used an ENB I thought Webbs was a great mod! But since installing Rudy ENB, the webbs are just white and lost their 'shimmer?' effect. Will try the suggested mod instead.
But for anyone not using an ENB- Webbs is really good.
Hmmm... I loove the glistening effect on the webs! For some reason though, a few of the web meshes is completely black. The most web textures seems to work just fine, except for those few. Anyone who has experienced the same?
Place this mod lower in your load order so it overrides any other textures that may touch webs.
Black (or really dark) usually means too much lighting. Like when you are in a cave with 4-5 light sources and also happen to have a torch or candle light spell while your follower also has one. Check the problem areas for more than 4 or 5 light sources.
For those who use ENB and need brightness control, and since Luxor removed his mod, I still recommend the use of the Particle Patch to go along with this mod.
Love this mod, not sure if it is showing up completely on my heavily modded ELFX build.
"Patch for lighting mods which make the webs almost invisible. e.g. ELFX. Install lighting mod and then a main file and overwrite with this." Does this mean in MO2 to click "replace" or "merge"?
Patches should almost always be installed as a separate mod and allowed to overwrite. At most they should be used as merge if you really want to save space and go for a neater looking modlist.
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It's December of 2023, I'm re-working my 2,000 mod load order.
Your mods remain and there are no issues to report.
Thank you for keeping the Skyrim world I know a beautiful place
A simple mod that every time has me brushing my face as I go dungeon spelunking for the umpteenth time.
Well done.
Endorsed. Kudos. Gratitude.
You would make The Spider Man Proud!
VERY WELL DONE!
Here is a video showing the problem. This is in Helgen cave:
https://i.imgur.com/VYoYvkV.mp4
(apologies for the quality and glare, this was taken on my phone)
Will try the suggested mod instead.
But for anyone not using an ENB- Webbs is really good.
https://www.nexusmods.com/skyrim/mods/97510?tab=description
Black (or really dark) usually means too much lighting. Like when you are in a cave with 4-5 light sources and also happen to have a torch or candle light spell while your follower also has one. Check the problem areas for more than 4 or 5 light sources.
http://enbseries.enbdev.com/forum/viewtopic.php?f=6&t=1499
"Patch for lighting mods which make the webs almost invisible. e.g. ELFX. Install lighting mod and then a main file and overwrite with this."
Does this mean in MO2 to click "replace" or "merge"?
Complete instructions are golden!
R.I.P.!!!