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Enhanced Lights and FX (by anamorfus)


najt

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  • 1 month later...

Bug: Severe performance drop in 'CELL - WhiterunJorrvaskrBasement' when looking in the direction of Kodlak's quarters while the player stands at the far opposite end of the hallway. (search tags: ELFX Jorrvaskr ENB shadow SMIM FPS)

 

Cause: Enhanced Lights and FX when combined with the improved chandelier mesh from Static Mesh Improvement Mod or Ruins Clutter Improved produces slowdown due to the complex and unoptimized shadow math involved. Additionally, if using ENB, the performance drop will affect fps to a critical degree (self-anecdotal evidence reports a 89% drop in framerate) and rendering the hallway largely unplayable.

 

Recommended Solution: Rename the single offending mesh, allowing use of the remaining improved chandelier.  Do this for both Ruins Clutter Improved and Static Mesh Improvement Mod. Self-anecdotal evidence resulted in an immediate performance increase.

 

meshes/clutter/imperial/impchandelliercandle01.nif

 

to

 

meshes/clutter/imperial/impchandelliercandle01.nif.mohidden

 

Secondary Solution:  Reduce accidental Ultra-quality shadows within 'SkyrimPrefs.ini'. This is based off of the recommended advice found within the Enhanced Lights and FX thread. Anecdotal evidence from multiple users within said thread reported conflicting success.

 

iShadowMapResolution=4096

 

to

 

iShadowMapResolution=2048

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I read about this 30 minutes ago. In my case ELFX was hitting performance really hard but the Jorrvaskr basement one was a famous one (and you really have a 90% fps drop if using ELFX+enb).

 

Stuttering in places like White River Watch is particularly noticeable too. 

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Bug: Severe performance drop in 'CELL - WhiterunJorrvaskrBasement' when looking in the direction of Kodlak's quarters while the player stands at the far opposite end of the hallway. (search tags: ELFX Jorrvaskr ENB shadow SMIM FPS)

 

Cause: Enhanced Lights and FX when combined with the improved chandelier mesh from Static Mesh Improvement Mod or Ruins Clutter Improved produces slowdown due to the complex and unoptimized shadow math involved. Additionally, if using ENB, the performance drop will affect fps to a critical degree (self-anecdotal evidence reports a 89% drop in framerate) and rendering the hallway largely unplayable.

 

Recommended Solution: Rename the single offending mesh, allowing use of the remaining improved chandelier.  Do this for both Ruins Clutter Improved and Static Mesh Improvement Mod. Self-anecdotal evidence resulted in an immediate performance increase.

 

meshes/clutter/imperial/impchandelliercandle01.nif

 

to

 

meshes/clutter/imperial/impchandelliercandle01.nif.mohidden

 

Secondary Solution:  Reduce accidental Ultra-quality shadows within 'Skyrim.ini'. This is based off of the recommended advice found within the Enhanced Lights and FX thread. Anecdotal evidence from multiple users within said thread reported conflicting success.

 

iShadowMapResolution=4096

 

to

 

iShadowMapResolution=2048

The iShadowMapResolution line is in skyrimprefs.ini
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  • 5 months later...

 

Version 2.0

Enhanced Lights and FX:- All the places are modded.- Many modifications to existing lightings.- Optimization of the mod, you should make sure you completly uninstall it, if you use a mod manager you are ok with this.- SMIM Meshes updated.- Added USKP changes.ELFX Enhancer:- Minor tweaks, added USKP changes and a small cleaning of this module.ELFX - Exteriors:- Added a fake shadow under the bridges that are over the waters.- Added more lights around some towns and villages- Extended the lantern bugs to Rorikstead.- Added USKP changes.ELFX - Dawnguard:- Optimized the module (test the Volkihar Castle and the Dawnguard Fort).- Some changes to existing lights for more effective lighting of some areas.- Added USKP changes.ELFX - Dragonborn:- Added USKP changes.

 

 

Finally complete, all locations edited (supposedly). Installing the new version immediately, can't wait to check it out.

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Would this new version affect other mods that have "elfx patches"? Would those mod authors need to update their ELFX Patches? I.e., better town textures, better mill textures, ETaC, etc.

Possibly, but not necessarily... depends on if he made further changes in said areas or not.

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