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Enhanced Lights and FX (by anamorfus)

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#76 Neovalen

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Posted 15 December 2013 - 11:42 PM

Update out today.

(0.4.2 - Small update with some fixes and added some USKP edits to the modules, SMIM Meshes updated as well.)


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#77 NodusCursorius

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Posted 15 February 2014 - 09:29 AM

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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#78 Allsunday

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Posted 15 February 2014 - 10:12 AM

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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#79 Allsunday

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Posted 15 February 2014 - 10:35 AM

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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#80 justfun

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Posted 15 February 2014 - 08:11 PM

Thanks for the solution, the second one did a great job in pushing up FPS.
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#81 Allsunday

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Posted 15 February 2014 - 08:16 PM

Did you try going to Jorrvaskr Basement justfun? You're still going to have a HUGE fps drop if you don't hide that mesh (implying you have SMIM or Ruin Clutter Improved installed).
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#82 justfun

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Posted 16 February 2014 - 05:19 AM

I applied both solutions. And while I am finally able to move in Jorrvaskr without problems, reducing the shadow resolution gave me a big FPS boost in general.
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#83 Allsunday

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Posted 16 February 2014 - 05:39 AM

Indeed, there really is a difference.
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#84 Neovalen

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Posted 27 July 2014 - 12:08 AM

 
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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#85 Nearox

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Posted 27 July 2014 - 07:13 AM

Especially loving the bridge shadows!

 

Some people are reporting floating lanterns in Rorikstead though. 


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#86 Halde

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Posted 27 July 2014 - 12:39 PM

This video might interest regarding the subject. It's a comparison video made by Gopher about ELFX and RLO and Vanilla(and CoT to some extent).


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#87 Nearox

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Posted 27 July 2014 - 06:02 PM

Mind you, ELFX just got updated with fixes for 2.0, but the author did not change the version number.


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#88 Roberbond

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Posted 27 July 2014 - 08:00 PM

This is a must have mod. If v.0.4 was awesome i can´t imagine 2.0!


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#89 DoYouEvenModBro

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Posted 27 July 2014 - 08:17 PM

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.


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#90 Neovalen

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Posted 27 July 2014 - 08:38 PM

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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