Its safe but I would check in compare in nifskope with other mods. In my LO I had Ruins Clutter Improved always placed after Particle Patch. But lately I started comparing stuff from both and IMO spidersack NIFs from RCI does not include particle patch fix and looks worse than the ones from Particle Patch.
Whats does the "remove white glow" setting do specifically? There's like 0 context provided as to what that means. Also should I select "No" for light shafts if I'm using Lux?
Sorry, the description for that option is indeed sadly lacking.
The "while glow" is an odd sort of white light glow that appears in certain locations and can look bad especially with ENBSeries. There are some examples of such things in the most recently updated bug report (titled "Weird white glow") to give you some idea but they can appear in many places like on top of braziers, in front of windows and so on. If you want to keep them, rendering them as particle light should make them blend in better.
Can these assets be run through Cathedral Assets Optimizer or NifOptimizer to be converted to LE and work as intended? I can't imagine why not, but just thought I'd ask.
Considering it works for community shader and ENB it shouldn't be named ENB patch but Shader Patch also "Core assets are provided as a BSA. The advantage is that loose files from other mods will always take priority, making sure that those mods can function correctly without managing load order manually." it very confusing, so does that mean BSA is better or worse, do particle patch NEED priority? Very vague, it just explains that loose files override each other but doesn't tell me which is best for this mod/patch could be nice to know if the mod has to override other mods for them to work properly
I have been considering dropping "for ENB" from the name but I first want to check how everything looks with Community Shaders.
In regards to installing as BSA or loose files, there really is no better or worse. Like mentioned, the advantage of BSA (apart from not cluttering your data folder) is that other mods will have priority ensuring that they will look as intended, but as downside you will probably loose some fixes and/or improvements from the particle patch because it's unlike that every other mod touching the same assets out there will forward them. The advantage of loose files is the reverse of BSA if you give the particle patch a priority.
Ideally, you would install the patch as loose files and then judge any conflicts case by case but that of course takes time and effort.
Hi mindflux, you said that this mod should be overwritten by all other mods, so what am I getting out of this mod since almost all different graphic mods overwrite the content of this mod? If this mode corrects bright objects and adds light to objects that should emit light, this mode alone will be enough for me.
I gave that as a general rule of thumb to minimize the chance of other mods to break but you're right, ideally you should sort of conflict on a case by case basis. There are likely plenty of mods that do not contain the fixes from Particle Patch or if they do they are from an older version, making it possible that you will lose some of the improvements if you let those mods to overwrite.
Besides, I don't think anything can severely break if you let my patch to overwrite.
Hey, I might have a problem with Dwemer Glowmapped V3 - in my game the supposed ENB Light glow shows just as an orange aura around the glowing parts. Now, I looked into the corresponding nif to see which texture is used for the glow and the one used is "fxglowspotlinearalpha.dds". In my loading order the only mod that modifies this texture is this particle patch.
Could it be that there is a problem with that specific texture? Or do you know how I can somehow make it into a real ENB light glow?
Edit: I tried it again without the custom textures option but that seemingly doesn't solve the problem - the options I chose are BSA, Light Shafts, no to remove white glow and no to custom textures.
Is that mod supposed to add particle lights as well? I don't think the texture you mentioned is related since it's most commonly used (by the base game) to add a fake glow which doesn't by itself cast particle light.
The easiest way to add a particle light to any object by yourself is to grab the particle light node (it's named "ppLight") from one of the objects in the Particle Patch, for example the glowing mushroom contains one, and add it into your object, then simply change its Emissive Color to match.
Hm it certainly looks different in the pictures posted on the modpage and in the comments nobody mentioned something about a particularly fake looking glow like the one I see... so that makes me think it's something on my end that went wrong.
But I'll look into the light from the mushrooms - what you describe sounds easy enough and I don't mind tweaking it a bit for my load order. Thanks for the suggestion!
But I quickly looked at the mod page and to me it looks like perhaps you need to use another mod to add actual particle lights, that mod (like the name implies) only adds glowmaps or at least that's the impression I got from the description. Also there seems to be a patch to another mod that does add particle lights to dwarven spiders.
As for why the glow is not too visible in pictures, maybe it's because some people are using a mods to remove the fake glow completely. Alternative, you can also dial them down in ENB (reduce [LIGHTSPRITE] intensity) but that will affect certain other things as well which use the same shaders.
If you can't find a solution I can also try out that mod.
If you haven't noticed anything bothersome then it's probably not a problem, especially if you're not troubled by the thought of having an odd sort of light for apparently no reason or an additional light glow although there's aready light coming from something else. There are some examples of such things in the most recently updated bug report (titled "Weird white glow") to give you some idea.
There seems to be no change in the installation of removing white light and not removing white light (changing to granular light). I guess the installation failed.
BSA installation.I'm just a bit confused because version 1.28 installed a patch to remove white light, with an additional 10 files. After reinstalling version 1.29, it was found that it was missing.But BSA seems to have not changed, and these 10 files cannot be found, which is why this question arises.
BSA installation, when removing white light: NO and YES, I feel like there are no files added or removed.Then compared with BSA, it was found that there seemed to be no change in the size of the dates.That's why there are doubts.Perhaps it's my personal feeling that's wrong. If that's the case, I'm truly humble and wasting your time.
826 comments
The "while glow" is an odd sort of white light glow that appears in certain locations and can look bad especially with ENBSeries. There are some examples of such things in the most recently updated bug report (titled "Weird white glow") to give you some idea but they can appear in many places like on top of braziers, in front of windows and so on. If you want to keep them, rendering them as particle light should make them blend in better.
Example.
As for the shafts, it's really up to a personal preference. I have a feeling the light shafts from the Particle Patch are more subtle.
But it's a good point, I will add those too while at it.
also "Core assets are provided as a BSA. The advantage is that loose files from other mods will always take priority, making sure that those mods can function correctly without managing load order manually." it very confusing, so does that mean BSA is better or worse, do particle patch NEED priority? Very vague, it just explains that loose files override each other but doesn't tell me which is best for this mod/patch could be nice to know if the mod has to override other mods for them to work properly
In regards to installing as BSA or loose files, there really is no better or worse. Like mentioned, the advantage of BSA (apart from not cluttering your data folder) is that other mods will have priority ensuring that they will look as intended, but as downside you will probably loose some fixes and/or improvements from the particle patch because it's unlike that every other mod touching the same assets out there will forward them. The advantage of loose files is the reverse of BSA if you give the particle patch a priority.
Ideally, you would install the patch as loose files and then judge any conflicts case by case but that of course takes time and effort.
If this mode corrects bright objects and adds light to objects that should emit light, this mode alone will be enough for me.
Besides, I don't think anything can severely break if you let my patch to overwrite.
Now, I looked into the corresponding nif to see which texture is used for the glow and the one used is "fxglowspotlinearalpha.dds". In my loading order the only mod that modifies this texture is this particle patch.
Could it be that there is a problem with that specific texture? Or do you know how I can somehow make it into a real ENB light glow?
Edit: I tried it again without the custom textures option but that seemingly doesn't solve the problem - the options I chose are BSA, Light Shafts, no to remove white glow and no to custom textures.
The easiest way to add a particle light to any object by yourself is to grab the particle light node (it's named "ppLight") from one of the objects in the Particle Patch, for example the glowing mushroom contains one, and add it into your object, then simply change its Emissive Color to match.
But I'll look into the light from the mushrooms - what you describe sounds easy enough and I don't mind tweaking it a bit for my load order. Thanks for the suggestion!
But I quickly looked at the mod page and to me it looks like perhaps you need to use another mod to add actual particle lights, that mod (like the name implies) only adds glowmaps or at least that's the impression I got from the description. Also there seems to be a patch to another mod that does add particle lights to dwarven spiders.
As for why the glow is not too visible in pictures, maybe it's because some people are using a mods to remove the fake glow completely. Alternative, you can also dial them down in ENB (reduce [LIGHTSPRITE] intensity) but that will affect certain other things as well which use the same shaders.
If you can't find a solution I can also try out that mod.
If you haven't noticed anything bothersome then it's probably not a problem, especially if you're not troubled by the thought of having an odd sort of light for apparently no reason or an additional light glow although there's aready light coming from something else. There are some examples of such things in the most recently updated bug report (titled "Weird white glow") to give you some idea.
I will check that it does indeed contain correct files.
Which installation options you chose specifically?