I'm using Silent Horizons ENB and it makes the light you added "dark" instead, or rather it seems to be transparent. The only way I found to make it work is to select "enableoriginalobjectprocessing", but that will ruin the rest of the aesthetic. I wonder what settings in ENB specifically I can adjust to tweak that...
There are many ENB presets that make things look weird, that's why I'm using my own preset. (I can't release it, because it's not ready and never will be - I'm constantly changing it.)
To answer your question, the [BLOOM] settings have influence over the elevator light, and also under the [ENVIRONMENT] category, DirectLightingIntensity and DirectLightingCurve.
But if the light is reversed in the preset you're using, it can mean that this preset uses some custom .fx files and that can be problem. If changing aforementioned settings won't help, try changing settings for the enbeffect.fx (under shaders windows). If still no luck, I suggest switching to some other preset.
If the conflict is between Dwemer Elevator Light and Frankly HD Pipework Parallax, then Dwemer Elevator Light should overwrite the Frankly HD Pipework Parallax, or there will be no light. (You'll lose the parallax of the elevator tower, but I'm sure that there will be a patch some day)
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Compared the files with SMIM, did not see any difference. Also, I made my own optimizations.
So - it's ok to overwrite SMIM.
Anyway thank you for the great mod regardless!
To answer your question, the [BLOOM] settings have influence over the elevator light, and also under the [ENVIRONMENT] category, DirectLightingIntensity and DirectLightingCurve.
But if the light is reversed in the preset you're using, it can mean that this preset uses some custom .fx files and that can be problem. If changing aforementioned settings won't help, try changing settings for the enbeffect.fx (under shaders windows). If still no luck, I suggest switching to some other preset.
should it be pretty safe to just overwrite w/o any actual patch? Thnx!