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Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)

skyrim mod lighting

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#31 hellanios

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Posted 11 June 2015 - 06:17 AM

The new file doesn't show the correct new version. Still 0.95a.


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#32 JawZ

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Posted 11 June 2015 - 07:19 AM

yeah in the nmm, big whoop. It's a tedious process to make ele upload ready and boooring. Easy to forget to re-write the info.xml.


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#33 alt3rn1ty

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Posted 11 June 2015 - 07:41 AM

:;): I have done the same myself before ..

 

Right files updated - Check

moduleconfig re-written with new installer options - check

wrye bash wizard also amended for new options - check

images updated - check

readme and descriptions in everything and all sites updated - check

update included documentation - check

check for dirty edits with TES5Edit - check

pack the zip compatible for all mod managers - check

upload went fine, test download is good - check

update sticky posts and changes for this version - check

 

... Aaaagh ! that damned info.xml version number - Why does NMM not have the version in moduleconfig.xml  ::D:

 

I completely understand

 

Thank you for the update JawZ.

 

------------

 

I have a quick question reference the optimisations you will be doing

I think I understand that you will be strategically placing objects in the game, which would enable you to also add more room bounds and or occlusion planes ..

.. My thoughts are I hope they do not impair any navmeshing and NPC pathing in any way.

 

I think you will have already thought about this, but thought I would mention it just in case


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#34 JawZ

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Posted 11 June 2015 - 08:00 AM

Or ignore it and take it from the site directly  :rolleyes:

 

Only roommarkers will be added in that regards, Occlusion planes is already covered by Skyrim Optimization. No navmesh or other NPC related issues what so ever. But roomarkers will be added in ELE and not RS.

There have been a couple of interiors in Relighting Skyrim since a year or more back with roomarker optimizations, and I haven't received, heard or seen anyone commenting about issues caused by those additions.


Edited by JawZ, 11 June 2015 - 08:02 AM.

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#35 EssArrBee

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Posted 19 July 2015 - 02:02 PM

Jawz, do you have any recommendation for eliminating or reducing the interior fog? A few places it's just completely over top for me.

 

Also, would this mod make it so that you can't see underwater? I seem to be having that issue, but I have a feeling it's from ENB.



#36 TechAngel85

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Posted 19 July 2015 - 02:07 PM

Jawz, do you have any recommendation for eliminating or reducing the interior fog? A few places it's just completely over top for me.

 

Also, would this mod make it so that you can't see underwater? I seem to be having that issue, but I have a feeling it's from ENB.

I don't think you forwarded the fog distances in the patches. I noticed this a while ago.



#37 EssArrBee

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Posted 19 July 2015 - 02:14 PM

Then I'll look into that so it can be updated right when the next UPs launch.


Wait, fog distances? ELE loads last so it doesn't matter what I forward. The only stuff ELE has in the STEP Patches is a few records that need to be combined for AOS, I think.



#38 TechAngel85

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Posted 19 July 2015 - 02:15 PM

I'm also getting some different lighting in current STEP for certain interiors vs when I tested it overwriting all mods in STEP, so you might want to give it a good look over to make sure all lighting changes are being forwarded. I know some of this might be because of Cutting Room Floor because you said you left those changes from that mod in place.



#39 EssArrBee

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Posted 19 July 2015 - 02:19 PM

I think it was CRF and RS that had a few conflicts. RS disables a few lights that CRF edits and couple other things. I tried to keep the edits to the lights from RS and positions of the lights from CRF since it probably moved them to add back in something else.



#40 JawZ

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Posted 21 July 2015 - 11:43 PM

I noticed in the patch that it had "error finding" ELE Imagespaces and Lighting Templates. Fog values can be applied both through Lighting Templates and Cell menu's. Recently I've been moving the fog values to cell menu's to have a per-cell basis correct look, instead of one generic value for all cells.

 

I would recommend that you look in the game or in the CK after you have applied new locations for the light bulbs, highly possible a or several light bulbs could have been placed at the wrong light source.

Just to make sure nothing gets messed up visually.


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#41 JawZ

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Posted 21 July 2015 - 11:59 PM

Uploaded a test version of the latest ELE - Weathers module.


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#42 TechAngel85

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Posted 22 July 2015 - 12:17 AM

Uploaded a test version of the latest ELE - Weathers module.

Nice! I want to test this for a possible light solution for STEP or a STEP Pack.



#43 JawZ

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Posted 22 July 2015 - 12:23 AM

The only weathers that have been fully covered are Clear, Cloudy, Fog and World Map. Keep that in mind when testing. The rest is in vanilla state visuals, apart from the Imagespaces.

And it contains Water edits so you will either have to remove those or forward Realistic Water Two necessary values into ELEWL.

 
Weather_Clear
WeatherIDs = 81a, 10e1f2, 10a234, 10e1e8, 10a23b, 10e1ec, 10a230, 10e1e6, 10a237, 10e1ea, 10a244, 10e1f0, 10a240, 10e1ee, 10a7a5, 10e1e4, 02010e0f, 02010e10, 0200f89c
 
Weather_Cloudy
WeatherIDs = 12f89, 10e1f1, 10a236, 10e1e7, 10a23f, 10e1eb, 10a233, 10e1e5, 10a23a, 10e1e9, 10a245, 10e1ef, 10a243, 10e1ed, 10a7a8, 10e1e3, 02010e0e, 02010e0b, 02019599, 0200f89d
 
Weather_Fog
WeatherIDs = 106635, 10fe7e, c821e, 10a235, 10a23e, 10a232, 10a239, 10a7a7

Edited by JawZ, 22 July 2015 - 12:26 AM.

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#44 TechAngel85

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Posted 22 July 2015 - 12:31 AM

 

The only weathers that have been fully covered are Clear, Cloudy, Fog and World Map. Keep that in mind when testing. The rest is in vanilla state visuals, apart from the Imagespaces.

And it contains Water edits so you will either have to remove those or forward Realistic Water Two necessary values into ELEWL.

 
Weather_Clear
WeatherIDs = 81a, 10e1f2, 10a234, 10e1e8, 10a23b, 10e1ec, 10a230, 10e1e6, 10a237, 10e1ea, 10a244, 10e1f0, 10a240, 10e1ee, 10a7a5, 10e1e4, 02010e0f, 02010e10, 0200f89c
 
Weather_Cloudy
WeatherIDs = 12f89, 10e1f1, 10a236, 10e1e7, 10a23f, 10e1eb, 10a233, 10e1e5, 10a23a, 10e1e9, 10a245, 10e1ef, 10a243, 10e1ed, 10a7a8, 10e1e3, 02010e0e, 02010e0b, 02019599, 0200f89d
 
Weather_Fog
WeatherIDs = 106635, 10fe7e, c821e, 10a235, 10a23e, 10a232, 10a239, 10a7a7

 

This is helpful! Thank you! Most likely RS and ELE - Interiors will be placed in an official STEP lighting pack sometime in the future and this would be a nice candidate for such a pack.



#45 darkside

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Posted 12 August 2015 - 11:34 AM

Hi JawZ,

 

Thanks for a great mod. I have a question about the esp(s). I have patch file that require ELE_Legendary_Lite.esp as a master, but I follow SR:LE that use ELE_Legendary_Fs_Wt_Lite.esp. Can I just change the master name in TES5Edit from ELE_Legendary_Lite.esp to ELE_Legendary_Fs_Wt_Lite.esp?

 

I checked the records in TES5Edit which seem fine to me. I just want to confirm with you. Thanks again.


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