Factors mean the relative effect on the light in-game. Depending on the values of a source, a radius factor of 2 will make the radius twice as big, but the actual radius value in the patch might not be 2x the original value.
I am having some issues with this. I wanted to use it to make the interior of a home mod (Snow Elf Hut) less bright.
Yet whenever I try to decrease the values there is at least one light source that gets brighter the more I decrease them. At factors of around 0.1 its flash-bang levels of brightness (with ENB).
Could that be an issue with that home mod or am I doing something wrong?
If you are decreasing fade, that means the intensity of the light fades less over distance, so the light will be perceived as brighter. If you want to darken a light source you need to increase its fade and/or decrease its radius.
Hey im not used to tweaking mods like that but the default values on the script are making my lights way brighter than vanilla, im using like 0.1 values to try configure this patch i want to do, can someone guide me if im doing something wrong? i put the patcher on the Editscripts folder and im using it on lux.esp and all the fixes i got for lux
How do I uninstall this patch? I made a patch with this script and now I want to disable it, but as long as this esp is not loaded, the save will CTD when loaded. The amazing thing is that even if I replace it with an empty ESP, it will still play as long as the name is the same.
Community Shaders 1x massively darkened Lux interiors even with the even brighter template that worked great before. I want to keep some shadows and mood and realism but I'd like to be able to see faces and what's in the room. Does anyone have some guidance on what script options to try?
Is there documentation somewhere on what a spotlight vs non-spotlight is, light base vs reference, and fade and most importantly, should I normally be increasing light base and reference equally? Does fade need to be changed when increasing the others? Are spotlights fake light sources perhaps?
So far my guesses are either leaving it too dark or light fills the majority of the room washing it out too close to uniformly orange at night. Some tips would be much appreciated.
could you look into extending the script to convert shadow casters to non-casters? until a vanilla bug is fixed @ Light Limit Fix / Community Shaders, this could be a wonderful *in the mean-time* fix lol. unless someone knows of a method through .ini's to alleviate interior shadow casters without completely removing the light itself. beyond fully disabling shadows entirely, which likely would result in shadow casters going dark entirely.
beyond the utility for patching a nitpick i cant see any reason to bother as the fix is likely around the corner for this specific shadow casting problem
Thanks for the mod, helped me get Lux to work better with vanilla lighting. I wanted to let you know that there's a slight bug in the script for applying light base fade where it doesn't actually apply the fBaseFade value in ModifyLightBase, but fRefFade instead; specifically: if (GetElementNativeValues(e,'FNAM') < 0) then begin SetElementNativeValues(activeR, 'FNAM', (GetElementNativeValues(e, 'FNAM') / fRefFade)); end else begin SetElementNativeValues(activeR, 'FNAM', (GetElementNativeValues(e, 'FNAM') * fRefFade)); end; should both use fBaseFade instead. It was a quick fix on my end, but it might be worth reuploading this with the correct variables.
It doesn't touch intensity, but you could increase the light radius which would make them shine a bit further with this. That might have the effect you're looking for.
Otherwise I believe that the intensity is based off the light base record, not the reference. So increasing the light intensity at the base should affect all light instances referencing it. So not as many edits in xEdit required as you might think.
Light base are the templates used to define light sources, which are the references that are placed in the game world. Eg. When you see the flickering of a fire, that's a light reference/source, not a base.
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Depending on the values of a source, a radius factor of 2 will make the radius twice as big, but the actual radius value in the patch might not be 2x the original value.
I wanted to use it to make the interior of a home mod (Snow Elf Hut) less bright.
Yet whenever I try to decrease the values there is at least one light source that gets brighter the more I decrease them. At factors of around 0.1 its flash-bang levels of brightness (with ENB).
Could that be an issue with that home mod or am I doing something wrong?
I made a patch with this script and now I want to disable it, but as long as this esp is not loaded, the save will CTD when loaded.
The amazing thing is that even if I replace it with an empty ESP, it will still play as long as the name is the same.
Is there documentation somewhere on what a spotlight vs non-spotlight is, light base vs reference, and fade and most importantly, should I normally be increasing light base and reference equally? Does fade need to be changed when increasing the others? Are spotlights fake light sources perhaps?
So far my guesses are either leaving it too dark or light fills the majority of the room washing it out too close to uniformly orange at night. Some tips would be much appreciated.
Can I have a quice tutorial on how to use this script?
I want to brighten interriors in Lux, like YXXXXNN
I`m a dummy, but I can learn
thx in advance
beyond the utility for patching a nitpick i cant see any reason to bother as the fix is likely around the corner for this specific shadow casting problem
if (GetElementNativeValues(e,'FNAM') < 0) then begin
should both use fBaseFade instead. It was a quick fix on my end, but it might be worth reuploading this with the correct variables.SetElementNativeValues(activeR, 'FNAM', (GetElementNativeValues(e, 'FNAM') / fRefFade));
end
else begin
SetElementNativeValues(activeR, 'FNAM', (GetElementNativeValues(e, 'FNAM') * fRefFade));
end;
Otherwise I believe that the intensity is based off the light base record, not the reference. So increasing the light intensity at the base should affect all light instances referencing it. So not as many edits in xEdit required as you might think.
Thanks in advance.
Eg. When you see the flickering of a fire, that's a light reference/source, not a base.
Would i be able to fix that with this patcher?