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Skyrim SE

Enhanced Lighting for ENB (ELE) - Special Edition



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#1 JawZ

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Posted 29 October 2016 - 11:06 AM

FEATURES

This mod intends to adjust every type of lighting inside the Skyrim game.
So it will both look better with ENB and make it a lot easier to customize
the visuals, without ruining some parts of the games look.
Which is the case with the vanilla Skyrim lighting in some parts, depending
on the 3rd party post-processing tools used.


DOWNLOAD


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#2 TechAngel85

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Posted 29 October 2016 - 04:06 PM

So this is already up to speed with all the SSE lighting changes or is it just a quick port for now?



#3 JawZ

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Posted 29 October 2016 - 04:50 PM

Imagespaces and lighting templates haven't changed between versions, so I just finished up the necessary edits that I had planned for ELE-Skyrim v0.9.6 and uploaded it to SSE Nexus, basically.
How well this works is yet to be seen as I haven't really had the time to do extensive tesing of any kind with this "new game".

At least I haven't seen any new records embedded in the lighting templates and imagespaces in the original SSE .esm files, while viewing the records in SSEedit.
Weathers though have the new VolumetricLighting records added, but other than that they are the same. As far as I've been able to tell.
And I've tested my STEPWthrFixes in SSE without issues, so far.

Edited by JawZ, 29 October 2016 - 04:52 PM.

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#4 TechAngel85

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Posted 29 October 2016 - 04:52 PM

Sounds good. I was curious because it seems the new lighting is throwing off a lot of mods.



#5 JawZ

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Posted 29 October 2016 - 04:55 PM

Here are some comaprison pics, most noticeable change from Skyrim Vanilla and SSE vanilla is in exteriors as that is the only place that has received any new lighting effects, as far as I've been able to tell.
Vol. Lighting is only sun rays mixed with a low quality ENB Vol. Lighting, can't find any better description for the visuals than that.

Anyway the comparison pics, mostly just ported Skyrim values over to SSE.
https://www.flickr.c...157674694033260
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#6 TechAngel85

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Posted 29 October 2016 - 05:32 PM

The interiors look a whole lot better. I didn't run around in them during my hour adventure. Your image with the sun changes the color palette, but looks more natural, imo. You normally would get the pink hues until the sun is closer to the horizon.



#7 JawZ

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Posted 29 October 2016 - 06:09 PM

Thanks Tech. Glad you like the change. Fog colors are still an "issue" though, they brighten up the distance a bit too much
now that I have lowered the ambient lighting by up to ~60%. The Directional lighting also needs to come down a little in ice and snow interiors.

The exteriors are still just the same as this mod, with the added SSE Vol. Lighting;
http://forum.step-pr...-fixes-by-jawz/

Tweaks are needed, the fog for instance is of dire need of an overhaul, at least in non fog and rain weathers.
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#8 evmiller

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Posted 30 October 2016 - 09:35 PM

Is this the STEP compatible version? Or just the regular one. I've made a copy of my modlist.txt and I've been highlighting the STEP mods that have been ported over to SE. So far only about 16 have made the crossover.


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#9 JawZ

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Posted 31 October 2016 - 10:58 AM

The default one.
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#10 zilav

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Posted 12 November 2016 - 01:43 PM

Found a pair of functions in my old xEdit scripts to convert colors r,g,b <-> h,s,l

I used them to tweak luminance while preserving colors and changing saturation preserving luminace of imagespaces, weather colors, tints, etc in my personal lighting mods, maybe you'll find them useful too.

//============================================================================
procedure rgb2hsl(red, green, blue: Byte; var h, s, l: Double);
var
  r, g, b, cmax, cmin, d, dd: double;
begin
  cmin := Min(red, Min(green, blue)) / 255;
  cmax := Max(red, Max(green, blue)) / 255;
  r := red / 255;
  g := green / 255;
  b := blue / 255;
  h := (cmax + cmin) / 2;
  s := (cmax + cmin) / 2;
  l := (cmax + cmin) / 2;
  if cmax = cmin then begin
    h := 0;
    s := 0;
  end
  else begin
    d := cmax - cmin;
    if l > 0.5 then s := d / (2 - cmax - cmin) else s := d / (cmax + cmin);
    if g < b then dd := 6 else dd := 0;
    if cmax = r then
      h := (g - b) / d + dd
    else if cmax = g then
      h := (b - r) / d + 2
    else if cmax = b then
      h := (r - g) / d + 4;
    h := h / 6;
  end;
end;

//============================================================================
function hue2rgb(p, q, t: Double): Double;
begin
  if t < 0 then t := t + 1;
  if t > 1 then t := t - 1;
  if t < 1 / 6 then
    Result := p + (q - p) * 6 * t
  else if t < 1 / 2 then
    Result := q
  else if t < 2 / 3 then
    Result := p + (q - p) * (2/3 - t) * 6
  else
    Result := p;
end;

//============================================================================
procedure hsl2rgb(h, s, l: Double; var red, green, blue: Byte);
var
  r, g, b, p, q: double;
begin
  if s = 0 then begin
    r := l;
    g := l;
    b := l;
  end
  else begin
    if l < 0.5 then q := l * (1 + s) else q := l + s - l * s;
    p := 2 * l - q;
    r := hue2rgb(p, q, h + 1/3);
    g := hue2rgb(p, q, h);
    b := hue2rgb(p, q, h - 1/3);
  end;
  red := Round(r * 255);
  green := Round(g * 255);
  blue := Round(b * 255);
end;



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