Skyrim Special Edition
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ThirdEyeSqueegee

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ThirdEye3301

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68 comments

  1. neddardz
    neddardz
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    Edit: works perfectly for ELFX Shadows especially Enhancer option. What a great mod, thank you.
    I recommend 1.5 value for interiors, precisely 6 am to 5 pm. 
  2. TsMaxime
    TsMaxime
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    Great idea i love it ! 
    Like many said, a Cave settings would be really amazing please we need it ! 
  3. MehrunesDagon47
    MehrunesDagon47
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    Doesn't ENB already allow you to change brightness at different times of day?
    1. gurleygirl
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      Yes, I have done it often through PI-CHO ENB and Silent Horizons ENB.
    2. Acherones
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      Yes, but community shaders are making ENB obsolete, so we get this.
    3. Zanderat
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      Lol!  Obsolete?  Not even close.   Picta, SH2, Pi Cho all beg to disagree.  I like CS.  It serves a niche.  But get real. 
    4. MehrunesDagon47
      MehrunesDagon47
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      LOL. No offense but CS has a long way to go before it can be compared to ENB. It's not even close.
    5. nova3692000
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      CS is better in certain aspects, missing some ENB features as of now, but it will be better sooner or later
    6. dizzyb2u
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      ENB for visual. CS for performance. I have a high refresh rate monitor and I prefer playing in 144 fps perma
  4. nova3692000
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    Excellent idea, thanks, would be awesome if you could/would also include a different control for interior vs caves, and the mother of all would be an MCM menu to edit it on the fly inside the game would make it a must download mod for most.
    Good job, will make my life inside Skyrim a lot better :)
    1. xXGravyButtXx
      xXGravyButtXx
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      +1 Would a separate dungeon section be possible to implement?
  5. raging987inferno
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    the sky is constantly bright
    1. chypres89
      chypres89
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      Yeah :(
  6. raging987inferno
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    Is lux and lux orbis compatible with this? Like elfx shadows is.
    1. chypres89
      chypres89
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      Yes.
  7. BaobobMiller
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    Any chance of getting it to either leave dungeons alone or add a third section for them? I love what it does for normal interiors, but my dungeons need to remain pitch black except for dynamic/active light sources such as candles, torches, spell effects, and the like. Your mod set to make inns bright enough to not look out of place, makes in dungeons completely pointless...

    perhaps a [section] for a list of locations to exclude from processing after setting a base gamma level for that location.

    Another great feature possibility would be the ability to create a [section] with the editor id of a specific location and give it it's own settings to tame particularly problem areas and without disrupting anything else. Some interiors simply need to be tweaked differently than the general majority do... particularly when it comes to custom buildings, housing in particular.

    Alternatively it might be easier to incorporate the use of something like _FLM to or _KID to add keywords that your mod then uses to determine which [section] the cell gets processed as... some don't have windows... some interiors were lit with the original light colored walls in mind and then re-textured to dark oak by the end user and need to be toned down. Things like that...

    Hmm could would open up the ability for people to create their own category and add it to the mod using a basic keyword = 'enclosed_cave' and [enclosed_cave] pairing where simply because the section exists in the .ini file, your code looks for the section name as a keyword (or formlist).

    I know a lot of '2D people' think it's ridiculous to have dark dungeons... but in VR it's absolutely crucial, just as crucial as lightening up the interiors of most inns without turning DragonsReach into a retina-burning nightmare.

    Thanks for putting the work into this, I hope you keep it up and expand on it. As well as a HUGE THANKS  for not excluding us VR users in the community. This mod has the real potential for filling a much needed gap in not only lighting uniformity across multiple mod authors work but also fine tuning according to both personal taste AND hardware. After all a dark dungeon on a 2d panel is NOT dark in VR.


    Sorry if I was too long winded, I tend to get carried away with things.
  8. DoctorRobert01
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    Great mod! Thanks!

    A few thoughts:

    1. As reported below, the gamma value for time XX.6 displays the gamma for time XX. This seems to cause a few seconds of rather noticable gamma changes, at least using the provided RAID ini file, although of course I cant be sure that this is the cause. 

    2. It is implied in the mod description that the RAID ini file brightens interiors, but it does the exact opposite, brightening exterior nights. Perhaps a short description of the provided inis?

    3. This is very minor, and my understanding of gamma and "picture science" is very limited, but I expected higher numbers in the ini to produce darker settings. 
  9. philstrg
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    Hey, so I was looking at the debug, and i noticed something odd, the gamma value after 15.59, goes back to the gamma value of 15.0 instead of just defaulting to the 15.5 value again. Is this intended? assuming i am understanding correctly how the mod works...

    Here at the values they are supposed to be around that time (but it happens at every time for that matter).
    15.0 = 1.31
    15.5 = 1.29
    16.0 = 1.27
    [09:20:31.438] [debug] [10760] [GammaController.cpp:168] Current time: 15.59
    [09:20:31.438] [debug] [10760] [GammaController.cpp:169] Current brightness: 1.29
    [09:20:31.438] [debug] [10760] [GammaController.cpp:185] 15.59 not found in map, truncating...
    [09:20:31.438] [debug] [10760] [GammaController.cpp:187] New trunc time: 15.50
    [09:20:31.908] [debug] [10760] [GammaController.cpp:168] Current time: 15.60
    [09:20:31.908] [debug] [10760] [GammaController.cpp:169] Current brightness: 1.29
    [09:20:31.908] [debug] [10760] [GammaController.cpp:185] 15.60 not found in map, truncating...
    [09:20:31.908] [debug] [10760] [GammaController.cpp:187] New trunc time: 15.60
    [09:20:31.908] [debug] [10760] [GammaController.cpp:190] 15.60 not found in map, truncating...
    [09:20:31.908] [debug] [10760] [GammaController.cpp:192] New trunc time: 15.00
    [09:20:31.908] [debug] [10760] [GammaController.cpp:200] Set new brightness 1.31 for 15.00
    [09:20:32.362] [debug] [10760] [GammaController.cpp:168] Current time: 15.60
    [09:20:32.362] [debug] [10760] [GammaController.cpp:169] Current brightness: 1.31
    1. ThirdEye3301
      ThirdEye3301
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      It's because the logic involves truncating instead of rounding the current time haha, I can look into doing proper rounding if you're seeing weird results
    2. philstrg
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      i mean the effect is barely noticeable really, unless someone dramatically changes the gamma level... But if you decide to perfect your mod go ahead.
    3. GlazzyDeer
      GlazzyDeer
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      I don't know if this is related but for me the sky turns much brighter at around 8:50 and 6:20 it seems like but then goes back down to the gamma its supposed to be at, giving the effect of a flash of brightness for a few seconds. Checked the logs and I got something similar to this.

      [18:54:49.307 UTC-07:00] [D] [17732] Current time: 20.80
      [18:54:49.307 UTC-07:00] [D] [17732] Current gamma: 0.62
      [18:54:49.640 UTC-07:00] [D] [17732] Current time: 20.81
      [18:54:49.640 UTC-07:00] [D] [17732] Current gamma: 0.62
      [18:54:49.640 UTC-07:00] [D] [17732] 20.81 not found in map, truncating...
      [18:54:49.640 UTC-07:00] [D] [17732] New trunc time: 20.80
      [18:54:49.640 UTC-07:00] [D] [17732] 20.80 not found in map, truncating...
      [18:54:49.640 UTC-07:00] [D] [17732] New trunc time: 20.00
      [18:54:49.973 UTC-07:00] [D] [17732] Current time: 20.81
      [18:54:49.973 UTC-07:00] [D] [17732] Current gamma: 0.70
  10. boogiebot257
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    Now this is a hell of a feat of mod engineering. I really like how this works and looks, especially in tandem with weather mods. Being in complete control of the lighting of the game is really fun and satisfying to get things exactly how you like.

    It works great, although there is one issue that's been bugging me: in normal gameplay, the lighting is as expected and obeys Dynamic Gamma's settings. However, when menus are opened (basically any menu), the lighting changes, seemingly back to a default state. This happens outdoors and indoors, and I'm not sure there's a pattern. Sometimes it doesn't change, usually outside when it's rather bright at midday. I thought it might be an overzealous weather mod, but the only thing that made it go away is disabling Dynamic Gamma.

    I'm not sure what the issue is, here. The only lighting altering mods being used is ELFX Enhancer (with Shadows), as well as Azurite Weathers. ELFX is reported on the main page to be compatible, and disabling Azurite Weathers had no change.
    1. ThirdEye3301
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      Thanks! The gamma shouldn't reset when menus are open as of the latest update (v1.0.11)
    2. boogiebot257
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      Wow, thank you! Seriously, I was here thinking this was on my end. I did check in-game, and it seems to be the case! You rock, dude. Your mod rules, and so do you.