Thank you so much for this mod. After trying many other solutions my spider webs finally don't glow in the dark. Even in exterior locations like Embershard mine entrance. This is a must have mod for me.
For reference, I'm using Rudy ENB for Obsidian Weathers with Window Shadows RT patched with Relighting Skyrim.
I would also like to suggest you put "Web" in your mod title so more users can find this gem.
I can't reproduce the issue. And the workaround that I had in mind works only on 50 percent of the meshes. I'm afraid that we have to dig deeper to find the issue.
What GPU do you have? And do load any custom ini files? How does it look with a default ini?
Now I could reproduce it. It affects only 3 or 4 meshes. And I can fix it now.
Though I will add this fix to all meshes. Because it will dramatically improve light interaction of the meshes.
The issues you reported were caused by looking at the backside of the double sided mesh. Though I recommend to combine this fix with bSAOintensity=7 (or 9, and this is a much better looking AO btw).
The fix is uploaded. It took a bit longer because I played around with vertex alpha settings. I think that there is some potential to smooth web transitions.
Thank you. It's better but there are still some black veils :/ It looks like if the meshes were partially corrected. https://i.goopics.net/spb7k4.jpg https://i.goopics.net/z9s6tc.jpg
OK Looked at your ramccoid's web picture... The Web doesn't even render there. It is completely missing.
I also asked if you load custom ini files. fSAOIntensity = 7 would dramatically reduce the darkening. It is half the strength of Vanilla SAO. Therefore you must load custom ini files that already change these value. And this ini files can cause a lot of such issues.
And where is the place with the rug? I haven't found it.
These are the things that makes it hard for me (almost impossible) to give you proper support. And I want to have that issue resolved.
Cause it was even very hard for me to even reproduce that issue. And there is hardly sich an issue left. No matter where I'm going and testing.
How to know if I use a custom ini ? I use NMM to manage my mods.
It's at the beginning of potema's catacombs, just after the arrows on the ground : https://i.goopics.net/cgmxgk.jpg https://i.goopics.net/j9rmjp.jpg https://i.goopics.net/ujocac.jpg https://i.goopics.net/wfd4rp.jpg https://i.goopics.net/e7txv4.jpg
Edit : the mods that maybe can interfer with lights on my setup are lux, lux orbis, lux via, vivid weather, quick light and interior vs exterior brightness settings. Edit2 : "deativated quick light" and "interior vs exterior brightness settings" esp change nothing. Edit3 : coc command with new game, same artefacts.
Edit : I got it : https://i.goopics.net/6hyudm.jpg
Edit2 : I will try to find a vanilla SkyrimPrefs.ini :/ I deleted my SkyrimPrefs.ini and same artefacs. Could you copy/paste your [Display] ini settings ?
Edit3 : I did a checkup in my AMD adrenalin setting and deactivated all I could do for Skyrim. No change. :/
I deactivated one by one the shader in the fxspiderwebcorner04.nif and I got something good without decal & dynamic_decal ! https://i.goopics.net/0k7169.jpg https://i.goopics.net/rc7d28.jpg
But I don't know what are they for decal & dynamic_decal. My knowledge is nil with shader...
I am't sure to understand, it's for smooth transition when 2 textures overlap ? I don't understand english very well. ;)
If I deactivate decal or dynamic_decal, the bug still occure. I have to remove the both. I tested also on fxcobwebdangle02.nif & fxcobwebcorner02.nif
For information, I discovered that fxspiderwebcorner04 has one more texture pathway. I don't know if it's intentional. https://i.goopics.net/k6d8lx.jpg
I know that you are probably busy, but I just want to say that FXspiderWebKitDoorSpecial.nif is absolutely disgusting (not covered yet by your mod), and if you won't fix it, then no one will. Other mods like Particle Patch or Lux provide their own mesh, but it isn't really good anyway.
Will this mod cover the 2 web explosions particle effects fxcobwebexplosion02.nif and fxspiderwebstripexplosion.nif? Right now they have very bright effects and do not use any textures from this mod.
The BEST spider web for Skyrim ever. Thank you! You should change the name to something that contains "spider web" words though, I wouldn't have realized it existed if GGUNIT hadn't recommended it!
This is the best spider web mod on the Nexus. I never even knew this was here though. If you search "webs" this mod doesn't show up. I bet a lot more people could find this if the author added webs to the title.
161 comments
For reference, I'm using Rudy ENB for Obsidian Weathers with Window Shadows RT patched with Relighting Skyrim.
I would also like to suggest you put "Web" in your mod title so more users can find this gem.
Thanks again
I don't know if it's intended but some times there are kinds of black veils :
https://i.goopics.net/yhd35j.jpg
https://i.goopics.net/vjvlgz.jpg
(no ENB here)
Does this happen with a certain mesh?
Or a certain location?
Is it caused by shadow casters?
For comparison (same place), with ramccoid's webs (if it can help) :
https://i.goopics.net/age93w.jpg
https://i.goopics.net/5hjjy9.jpg
Edit : I use Lux mod for interior lightning.
My meshes have a completely different approach.
This is needed to work with shadow casters.
Btw.
Does it help when you disable AO?
I'm using Lux too.
What is AO ? It's a graphical setting ?
Edit : it's bSAOEnable in Skyrimprefs ?
Or does it happen to all webs?
I have different ideas.
But it is always difficult to find the root of the problem when I can't reproduce it.
Yes bSAOenable.
https://i.goopics.net/fpxsnc.jpg
https://i.goopics.net/os6owy.jpg
But I don't know what the graphics losses are with this feature disabled.
Edit : a picture with bSAOEnable=1 where it seems fine :
https://i.goopics.net/e505ro.jpg
You can try a custom ini with fSAOIntensity=7.
Maybe it helps until I can upload the fix.
I have several ideas for a fix.
And the workaround that I had in mind works only on 50 percent of the meshes.
I'm afraid that we have to dig deeper to find the issue.
What GPU do you have?
And do load any custom ini files?
How does it look with a default ini?
I juste change manually some lines in the ini : for the grass & for snow with MM ;) Nothing else
Edit : I just have to add the line "fSAOIntensity=7" under "bSAOEnable=1" ?
I will dig deeper today and visit some places with Vanilla SAO.
I hope that we can fix this issue without touching the meshes.
https://i.goopics.net/q7e8up.jpg
https://i.goopics.net/vnhfpn.jpg
https://i.goopics.net/lm7qjs.jpg
The meshe with the rug is fxspiderwebcorner04.nif and the other one fxcobwebcorner02.nif
I have to work right now. Further investigation later. ;)
Edit : where to find a default ini ?
It affects only 3 or 4 meshes. And I can fix it now.
Though I will add this fix to all meshes.
Because it will dramatically improve light interaction of the meshes.
The issues you reported were caused by looking at the backside of the double sided mesh.
Though I recommend to combine this fix with bSAOintensity=7 (or 9, and this is a much better looking AO btw).
bSAOintensity=7 or fSAOIntensity=7 ?
With fSAOIntensity=7 I saw any difference (vs default AO). :/
Edit : also, I suppose that fxcobwebs.dds would benefit from a better resolution. ;)
https://i.goopics.net/tr4yoa.jpg
Sorry for my mistake.
There is so much going on that I can hardly keep up.
I will upload the fix tomorrow.
It took a bit longer because I played around with vertex alpha settings.
I think that there is some potential to smooth web transitions.
https://i.goopics.net/spb7k4.jpg
https://i.goopics.net/z9s6tc.jpg
Edit : fSAOIntensity=7 changes nothing.
Looked at your ramccoid's web picture...
The Web doesn't even render there. It is completely missing.
I also asked if you load custom ini files.
fSAOIntensity = 7 would dramatically reduce the darkening. It is half the strength of Vanilla SAO.
Therefore you must load custom ini files that already change these value. And this ini files can cause a lot of such issues.
And where is the place with the rug?
I haven't found it.
These are the things that makes it hard for me (almost impossible) to give you proper support.
And I want to have that issue resolved.
Cause it was even very hard for me to even reproduce that issue.
And there is hardly sich an issue left. No matter where I'm going and testing.
I use NMM to manage my mods.
It's at the beginning of potema's catacombs, just after the arrows on the ground :
https://i.goopics.net/cgmxgk.jpg
https://i.goopics.net/j9rmjp.jpg
https://i.goopics.net/ujocac.jpg
https://i.goopics.net/wfd4rp.jpg
https://i.goopics.net/e7txv4.jpg
Edit : the mods that maybe can interfer with lights on my setup are lux, lux orbis, lux via, vivid weather, quick light and interior vs exterior brightness settings.
Edit2 : "deativated quick light" and "interior vs exterior brightness settings" esp change nothing.
Edit3 : coc command with new game, same artefacts.
Thanks :)
Another question.
Are you using any Reshade?
No Enb and Lux.
Either your problem is a Driver Bug, problematic Ini setting or a Reshade related problem.
Edit : it's not vivid weather. I reset shader caching in AMD Adrenalin. No more success :/
Edit : I got it :
https://i.goopics.net/6hyudm.jpg
Edit2 :
I will try to find a vanilla SkyrimPrefs.ini :/I deleted my SkyrimPrefs.ini and same artefacs. Could you copy/paste your [Display] ini settings ?Edit3 : I did a checkup in my AMD adrenalin setting and deactivated all I could do for Skyrim. No change. :/
fShadowDistance=10000.0000
iNumFocusShadow=2
fInteriorShadowDistance=3000.0000
ffocusShadowMapDoubleEveryXUnit=450.0000
iShadowMapResolution=2048
fDynamicDOFBlurMultiplier=0.6500
fProjectedUVNormalDetailTilingScale=0.8000
fProjectedUVDiffuseNormalTilingScale=0.2000
bEnableProjecteUVDiffuseNormals=1
bUseTAA=0
bIndEnable=0
bSAO_CS_Enable=0
bToggleSparkles=1
bSAOEnable=0
bScreenSpaceReflectionEnabled=1
bIBLFEnable=0
bUse64bitsHDRRenderTarget=1
iSaveGameScreenShotHeighWSt=192
iSaveGameScreenShotWidthWS=320
iSaveGameScreenShotHeight=192
iSaveGameScreenShotWidth=256
iShadowMaskQuarter=4
bVolumetricLightingEnable=1
iVolumetricLightingQuality=2
bEnableImprovedSnow=1
fLightLODStartFade=3500.0000
bFXAAEnabled=0
fLeafAnimDampenDistEnd=7600.0000
fLeafAnimDampenDistStart=6600.0000
fTreesMidLODSwitchDist=6000.0000
fMeshLODFadePercentDefault=99.0000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=999999.0000
fMeshLODLevel1FadeDist=999999.0000
fGamma=1.0000
bBorderless=1
bFull Screen=0
iSize H=1080
iSize W=1920
iScreenShotIndex=361
bTreesReceiveShadows=1
bUsePrecipitationOcclusion=1
bDrawLandShadows=0
iMaxSkinDecalsPerFrame=250
iMaxDecalsPerFrame=800
iAdapter=0
iNumSplits=2
uBookRatio=2
bForceCreateTarget=0
iReflectionResolutionDivider=2
iVSyncPresentInterval=0
My settings.
Though Boderless is for Enb DLSS.
Edit : your settings + bSAOEnable=1 and the artifacts occur.
Edit1 : your settings + bSAOEnable=1 and vanilla fxspiderwebs.dds :
https://i.goopics.net/e9p1h4.jpg
I enabled it only for testing your issue.
My screenshot was made with SAO enabled.
Edit:
Sounds like a driver issue.
I updated my 3D card driver. No change.
Your settings + bSAOEnable=1 and empty fxspiderwebs.dds :
https://i.goopics.net/7gj00b.jpg
Edit : Your settings + bSAOEnable=1 and white fxspiderwebs.dds :
https://i.goopics.net/jvmdnw.jpg
Edit2 : your settings + bSAOEnable=1 and vanilla fxspiderwebcorner04.nif :
https://i.goopics.net/gnvr1s.jpg
I have no more idea :/
The engine has issues with the webs and shadow casting lights.
Though I start to run out of ideas too. :(
I will post if I find something interesting.
I deactivated one by one the shader in the fxspiderwebcorner04.nif and I got something good without decal & dynamic_decal !
https://i.goopics.net/0k7169.jpg
https://i.goopics.net/rc7d28.jpg
But I don't know what are they for decal & dynamic_decal. My knowledge is nil with shader...
Your driver seems to have an issue with that.
I'll see how the webs will look without it.
It isn't good if the webs are alpha testing only.
If I deactivate decal or dynamic_decal, the bug still occure. I have to remove the both. I tested also on fxcobwebdangle02.nif & fxcobwebcorner02.nif
For information, I discovered that fxspiderwebcorner04 has one more texture pathway. I don't know if it's intentional.
https://i.goopics.net/k6d8lx.jpg
I test various Soft/ Rim/ Backlighting settings.
Maybe I find a way to work without decals.
Edit:
Looked at the shaders and disabling the lecal flag also disables light interaction.
Right now they have very bright effects and do not use any textures from this mod.
Also the creation club adds a pet spider that can shoot traps and they look like this: https://en.uesp.net/wiki/File:SR-creature-Arachnia_02.jpg
Will that be covered as well?
Amazing mod btw it is already a must in any load order and it is still WIP!!!
Anyone know?
i guess i was wrong :)
This mod?
It is a fun project. And I work on it when I have time.
And I didn't have the time.
I can't sit on my pc and mod while people need my help in RL.
all other retexture mods didn't work with lux exept this one so i m thankfull :)
Starting my little comeback with a misunderstanding.
Sorry. :)
You should change the name to something that contains "spider web" words though, I wouldn't have realized it existed if GGUNIT hadn't recommended it!