JawZ Posted October 29, 2016 Share Posted October 29, 2016 Discussion topic: Enhanced Lighting for ENB (ELE) - Special Edition by JawZ Wiki Link Dropped for v0.3.0b in favor or Luminosity. 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. Link to comment Share on other sites More sharing options...
TechAngel85 Posted October 29, 2016 Share Posted October 29, 2016 So this is already up to speed with all the SSE lighting changes or is it just a quick port for now? Link to comment Share on other sites More sharing options...
JawZ Posted October 29, 2016 Author Share Posted October 29, 2016 (edited) 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 October 29, 2016 by JawZ Link to comment Share on other sites More sharing options...
TechAngel85 Posted October 29, 2016 Share Posted October 29, 2016 Sounds good. I was curious because it seems the new lighting is throwing off a lot of mods. Link to comment Share on other sites More sharing options...
JawZ Posted October 29, 2016 Author Share Posted October 29, 2016 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.com/photos/142441312@N02/albums/72157674694033260 Link to comment Share on other sites More sharing options...
TechAngel85 Posted October 29, 2016 Share Posted October 29, 2016 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. Link to comment Share on other sites More sharing options...
JawZ Posted October 29, 2016 Author Share Posted October 29, 2016 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; https://forum.step-project.com/topic/9603-weather-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. Link to comment Share on other sites More sharing options...
evmiller Posted October 31, 2016 Share Posted October 31, 2016 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. Link to comment Share on other sites More sharing options...
JawZ Posted October 31, 2016 Author Share Posted October 31, 2016 The default one. Link to comment Share on other sites More sharing options...
zilav Posted November 12, 2016 Share Posted November 12, 2016 Found a pair of functions in my old xEdit scripts to convert colors r,g,b h,s,lI 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; 1 Link to comment Share on other sites More sharing options...
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