Because of the way in which these meshes are utilized in the game, you will be able to see the ENB Light on them only when they are “normal” sized. If they are huge like in “Nchuand-Zel” you wont be able to see the ENB Light sadly. This is because the light nodes won’t scale up with the meshes (and it would require a ton of extra ENB Light nodes to be able to see something in those cases; which is not convenient). I believe it’s a limitation of this technique :P
Hi there. Wonderful work on this. I personally patched your mod to work with Subdivide and Smooth - Falmer Drip. Would you be ok with me sharing the files with either you or the author of that mod? They have open permissions, but yours need to be asked first.
question,i have all your enb light series,kinda new to this,can i put all the meshes into the same folder,like a merge or do i keep them as separate mods,using vortex..thank you for these mods by the way,skyrim Should glow
Hi :) yeah, you can merge everything and it will be fine because of the nature of the mods. It’s like adding more and more files to create a bigger mod or an all in one ^^
I always got confused by this so i figured i would ask to settle it my doubts once and for all, but do these kind of mods affect performance i nthe long run? I do use some of them and i LOVE how this one looks but i wonder how much is too much for these type of mods if you know what i mean, thanks in advance!
Well, of course for strong PCs this kind of mods are never a problem. In that case you would need to be in a cell with an insane amount of ENB light sources to affect performance... or you would need to have pretty crazy ENB settings. That's because this technique uses only veeery simple meshes and only one texture map (which is 64x64, very low resolution). Now... there are many ENB Light mods and I keep making more XD BUT... it works in the same way as any other graphical modification. For example, it's not the same to install 8k textures for characters' skin that to install 8k textures for a statue; because the statue model is not repeated a lot through the game and characters are repeated a lot. Also, is not the same to install crazy models and textures for stuff only seen at interiors and for other stuff only seen at exteriors (things are much easier to run at interiors; at least for this game). In conclusion, if you take all these factors into consideration... you will realize that we haven't yet reached "too much" xD AAAAND... of course if your PC is weak then... idk... it could be a problem lmao (because ENB in general tends to be heavy in those cases).
Btw I don't think that we will ever get to too much... unless people start adding ENB Light to crabs and apples... hahaha
Hey, Thanks for the clear and thorough explanation! Now i now what i can and can't handle i always had my doubts with ENB light mods but i'm ok then i do have some but not to many and definetely not many in interiors so it's a good thing cause i've seen countless of them that i loved and i prevented myself from downloading for that very reason, i'm glad i can now understand these type of mods better. Yeah i guess if my PC can handle ENB and my mods fairly good i'm in good hands at least for now lol.
Considering how fast ENB related mods are expanding it wouldn't surprise me one bit hahahaha, thanks again!
Hi RemmyKun, Your response is technically correct but there is a performance related issue that comes up from behind and bites you in the ass when you aren't looking! If, like me, you use a huge number of mods (not necessarily with plugins), you are pretty much sure to use Mod Organizer 2 which uses a virtual file system for the data folder. Once you get enough small mods that have these fantastic effects with little in game performance impact, MO2 has to construct a very large number of symlinks to build this "virtual directory" and this plays havoc with your startup time, which is rather annoying. I'm going to start sifting out the older plugins that are old enough that they won't be updated and Wrye bash (older version) will merge these easily. Texture mods like yours (no plugins) can be culled and pushed into one larger mod...the idea is to keep the function of everything but cut down on the mod count so as not to overload the vfs (virtual directory system). I'm working on other things too, but it would be off topic and thus inappropriate here. BTW...Mari makes a glowing mushroom mod that adds this same glow effect ("Glowing mushrooms ...), you may like it. You can have blue, green, gold or red. I don't like the red!
Keep up the good work on the glowy stuff, it looks great on my nice new video card (3080 Ti...performance isn't really an issue).
@bbadwolf That’s really interesting o_O Actually I didn’t know MO2 worked like that but I’ll remember it now xD Anyways, I updated all my ENB Light mods to not use a separated texture which gets overwritten every time you install another similar mod… So, yeah… you can create an “all in one” mod easy peasy :)
That is quite interesting to say the least but in my case (this was a long time ago mind you i'm just getting into modding after a 1 year break lol) i don't really remember having startup time issues back then and i was playing with say around 1k mods or less, though i was using vortex so maybe it's different!
Resource requirements will multiply based primarily on the size of the textures themselves, which will be involved in lighting.
:D The simplest example is if you light a cube with the number of polygons in 100 pieces, without relief \ parallax, and at the same time, you will have something like i3 on board, and the video memory will be no more than 512mb, then your PC will simply fall asleep from the simplicity of the task.
I 'm only glad to offer an idea ...create something that will help to produce a whole colorful world underground - and all thanks to you. I would try to help you, and not sit and wait and get ready after a while, but I'm a little strong only in presets of faces and bodies))
:D Well.. I would say ...very, beautifully))
Spoiler:
Show
Every farmer dreams of inviting a beauty from the Nordic lands to a solemn ball and her infatuate under the arch of twinkling stars)
Don 't despair ! I am sure, practically, the same beauty can be realized, the simplest details are needed for this: the glow of mosquitoes thanks to you,4-8k cave textures with parallax, ENB itself (of course, you need a revision in the FX options and an add-on for colors, HDR), a lighting mod.
I 'm only glad to offer an idea ...create something that will help to produce a whole colorful world underground - and all thanks to you. I would try to help you, and not sit and wait and get ready after a while, but I'm a little strong only in presets of faces and bodies))
boris needs to exclude normal/specular from lgihting maths past a certain distance, would solve alot of performance issues not rendering 8k norm/specs from 10,000,000 CK units away..................
42 comments
xD
If they are huge like in “Nchuand-Zel” you wont be able to see the ENB Light sadly.
This is because the light nodes won’t scale up with the meshes (and it would require a ton of extra ENB Light nodes to be able to see something in those cases; which is not convenient).
I believe it’s a limitation of this technique :P
That's because this technique uses only veeery simple meshes and only one texture map (which is 64x64, very low resolution).
Now... there are many ENB Light mods and I keep making more XD
BUT... it works in the same way as any other graphical modification. For example, it's not the same to install 8k textures for characters' skin that to install 8k textures for a statue; because the statue model is not repeated a lot through the game and characters are repeated a lot.
Also, is not the same to install crazy models and textures for stuff only seen at interiors and for other stuff only seen at exteriors (things are much easier to run at interiors; at least for this game).
In conclusion, if you take all these factors into consideration... you will realize that we haven't yet reached "too much" xD
AAAAND... of course if your PC is weak then... idk... it could be a problem lmao (because ENB in general tends to be heavy in those cases).
Btw I don't think that we will ever get to too much... unless people start adding ENB Light to crabs and apples... hahaha
Considering how fast ENB related mods are expanding it wouldn't surprise me one bit hahahaha, thanks again!
Your response is technically correct but there is a performance related issue that comes up from behind and bites you in the ass when you aren't looking! If, like me, you use a huge number of mods (not necessarily with plugins), you are pretty much sure to use Mod Organizer 2 which uses a virtual file system for the data folder. Once you get enough small mods that have these fantastic effects with little in game performance impact, MO2 has to construct a very large number of symlinks to build this "virtual directory" and this plays havoc with your startup time, which is rather annoying. I'm going to start sifting out the older plugins that are old enough that they won't be updated and Wrye bash (older version) will merge these easily. Texture mods like yours (no plugins) can be culled and pushed into one larger mod...the idea is to keep the function of everything but cut down on the mod count so as not to overload the vfs (virtual directory system).
I'm working on other things too, but it would be off topic and thus inappropriate here.
BTW...Mari makes a glowing mushroom mod that adds this same glow effect ("Glowing mushrooms ...), you may like it. You can have blue, green, gold or red. I don't like the red!
Keep up the good work on the glowy stuff, it looks great on my nice new video card (3080 Ti...performance isn't really an issue).
bbadwolf
Actually I didn’t know MO2 worked like that but I’ll remember it now xD
Anyways, I updated all my ENB Light mods to not use a separated texture which gets overwritten every time you install another similar mod…
So, yeah… you can create an “all in one” mod easy peasy :)
:D
The simplest example is if you light a cube with the number of polygons in 100 pieces, without relief \ parallax, and at the same time, you will have something like i3 on board, and the video memory will be no more than 512mb, then your PC will simply fall asleep from the simplicity of the task.
:D Well.. I would say ...very, beautifully))
Every farmer dreams of inviting a beauty from the Nordic lands to a solemn ball and her infatuate under the arch of twinkling stars)
That’s beautiful :3
But yeah… “Arachnocampa luminosa” gave me some ideas from google images xD
the glow of mosquitoes thanks to you,4-8k cave textures with parallax, ENB itself (of course, you need a revision in the FX options and an add-on for colors, HDR), a lighting mod.
Maybe it looks nice indeed... I will see heheh
(it seems that the site has become ill)
I wish everyone had a monster PC but it's not the case :P
This mod is now featured on my True Graphics and Immersion List
But this mod is just another one to scratch from my list. Al little bright in my setup but well done.
But it looks fine :)