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Showing results for tags 'light'.
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troubleshoot bug with the Illumination...?
OmegaSC posted a topic in Fallout 3's Mod Troubleshooting
ok, i'm very new in this forum. I have a problem where the lighting changes constantly when I move the camera or the character, but not when I look down. This happens even without looking down, which is annoying. This happens to me not only with Fellout, but also with other mods. Link -
Hiya. I've been trying to get invisible activators to work through hitting E on a trigger box, but it's not working. I followed this guide and never got it to work. I'm mostly doing this because the GECK doesn't show certain meshes in the browser when trying to give an activator one, but also because it would be much easier to do this when models are being switched around (rather than 2 activators). Is there a way to do this that I've missed? Did I just not read it right? My googling returned almost nothing, other than a mod that gives you custom meshes for this purpose, but I want to avoid using that, since I feel like it should be possible in base game. If you want to see what I've done for yourself, you can open my Goodsprings Shack - Redux mod in the GECK and the activators and other things are still there, specifically for the lantern on the shelf, and the nuka lamp in the basement. Most every new script or asset is prefixed with "GSShack". Appreciate any and all help!
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Ive been wanting someone to make this real Italian weapon/armor piece since 2015, an no one has yet to make one so here im requesting it. a lantern shield is a real historical Italian peace of armor that was a gauntlet, shield, lantern and sword all in one. they typically had a short sword or short pike protruding from the shield below the gauntlet, with or without 2-4 daggers or dirks also protruding from the gauntlet knuckles, the shield would have a lantern inset and a hole exposing the lanterns light in-front of the shields user with a close off opening so it could easily be extinguished. mine doesn't need to be this fancy, id like just a usable shield with similar lantern light, doesn't need to have gauntlet or weapons built in + i dont think making a completely historically accurate lantern shield would be possible in skyrim, so just a shield with inset lantern would be nice. below Ive attached an article to lantern shields in Wikipedia as well a an existing lantern shield image in a museum. as for age well the one in the museum is from 1540 so lantern shields are real and really old. although they were made for night time sparing not for battle, so defensively in comparison to skyrims other shields it would probably be in weight comparable to daedric (15) but have a defense value more comparable to hide shield (15) although i think fifteen is generous and it would probably be closer to eight or nine but that's weaker than any shield currently in skyrim. https://en.wikipedia.org/wiki/Lantern_shield
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I use a mod called Lights remover which basically removes all sources of lights in the game, greatly increasing fps. Coupled with Light Sources Do Not Cast Dynamic Shadows, it gives the game a great dark vibe with occasional light places. What's my idea: be able to use the Flare Gun as a light source, shooting a dark place and illuminating it, just like a burning corpse does. Bonus point: the light attracts ghouls, scares animals and place all the other enemies on alert. Restrictions: can only be used inside buildings, outside it will work as normal. How it works? I'm not familiar with the modding code, but it could produce an invisible corpse burning on the point it lands, correcting the color from the white-red to bright red of the glare.
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It appears there is a zone of light around the player character or that a darker ambient fog is dispelled as the player advances. It is difficult to describe unless you already know what I am talking about, so here is a video. Notice a distinction between lightness and darkness in the mid-ground of the image that changes with player movement. My basic visual setup is Zangdar's Lux ENB for Cathedral Weathers. I have turned off the ENB effect and still noticed the undesirable effect. I can provide more information on my setup, but I am not sure if you want a list of 768 mods. I am hoping that someone has experienced this and has fixed it for themselves. Here is someone else's video of it from 2011:
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It would be delightful to have a large bonfire craftable at a settlement. Even just a pile of burning stuff, like at the Forged encounter area. The small campfires are nice, but a big bonfire would be stellar.
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Hi I wonder if there's a mod who make lights destroyable, so when you shoot on lamps they break and the room went dark I found nothing like that, and it would be really more immersive than vanilla lights who never break thanks
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Hi all This issue persists within vanilla FNV as does it with any other mod (TTW in my case, you can even check yourself). Simply put, when I look up, the sky looks normal. However, when I look down, the sky turns almost completely white and extremely bright. No mods fix this issue and nobody else seems to have talked about it. The only solution from my testing is using some sort of weather mod (DNW, for example). Thing is, I don't care about weather mods. The vanilla weathers don't bug me and I don't think that installing an entire weather mod is a solution to fixing this problem. I am wondering if there is some obscure mod or tweak that can fix it. Maybe an idea of how to fix it myself (as in, making a mod?) Any leads would be very much appreciated. Comparison: https://imgur.com/a/go0ed5c Thank you.
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I am looking for such a MOD, In the MCM menu you can set up color temperature, light intensity, shortcut keys, etc You can use shortcut keys to generate a light source and use shortcut keys to move position, height, and brightness.It's great for taking pictures, but I can't remember the name, because my hard drive blew up, so all the mods are gone
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Could some one please replace the traditional orange flame in the wearable lantern with St Trina's torch purple flame? I feel like the purple-ish color is easier on my eyes. I have no idea where to even begin to do it myself. & maybe another version with the ghostflame torch flame color as well if it is not too difficult. I think a lot of people would enjoy this mod if it was made.
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Hi there, I recently started research on raytracing in skyrim. The only thing out there (as it seems) is Marty McFly'S Raytracing Global Illumination (RTGI). Several months/years ago I already heard about it, but I hadn't the time to further research, but i catched up now. So in my understanding it is unfortunately just able to use screen space information (as it relies on Reshade, which is a only-post-processing(!) framework, with a strong focus on wide compatibility). (This results in light flashing&disappearing when a light source is not visible on the screen (e.g. behind the back or sidewise of the player -> turning the cam/view a bit leads to illumination of the previously dark(er) space) Thinking (or dreaming^^) about a new implementation/framework of raytracing for SkyrimSE/AE, there would be 2 options as a basis: ReShade or ENB. Comparing to ReShade, ENB has a more specific/optimized approach (regarding Skyrim(SE) - there are also the 'general' versions for not explicitly adjusted games). Furthermore there may be already some points to tie in with for catching geometry information from the game ('preprocessing')(?) (From my understanding ENB delivers much more options/features - and also not only post-processing options when it comes to Skyrim) see https://www.youtube.com/watch?v=ZOPgXRZSvzQ (RTGI) see https://www.youtube.com/watch?v=93_2NekAgPA (differences how ENB and Reshade work) So concerning SkyrimSE&Raytracing, wouldn't it be a better approach to create something that uses ENB? Creating a framework that provides access to the engine/game geometry (or using/modifing an alredy existing one)? And then raytracing shaders, that make use of those informations, which would eliminate/bypass the problems of the Reshade version? (I'm not talking about RTGI here, as I know, that this one has a different aim -> wide compatibility & ReShade... I'm aiming at the (current fictional) new implementation/framework for raytracing specifically for SkyrimSE/AE) Let me hear what you know or think about it. Regards
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- skyrim special edition
- raytracing
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Hello all, since this community here is far more capable than the EA forum, I ask here once :) I have strange light calculation errors and strange "windows" appear next to the lighting elements (See pictures here). Either "windows" are formed next to the lighting element or the lighting element is strongly shifted (e.g. EDI lighting almost on the nose). I have tried everything: reinstalled the game, repaired Steam, different graphics settings, new and different video card drivers and even reinstalled Windows 10! I learned in an EA forum that many have the same problem and have managed to remove the windows by disabling the "Depth of Fields". Unfortunately this removes the windows as well as the depth of field and some other elements. After that the whole game doesn't look so nice, so no solution .... Maybe someone here knows further with a mod or similar, because this really annoys me insanely. Thank you.
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I'm making a ghetto on-touch "shove" spell, and I can't figure out how to turn off the light fx that happen when you cast. Can anyone enlighten me?
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SOLVE IT! Solution below, in case anyone needs/wants it. Hello, everyone. Hopefully I'm not just sending this request into an empty void. >< This is a bit of an odd request, I'm sure, but it's something that I'd really appreciate some help with. I've been playing around with explosive builds for the first time, and I'm really enjoying them! The problem I'm having, though, is the light that pops in when the explosion is too close to you. I've taken to using Mercy in my playthrough, but it's only viable at a certain distance -- if I fire too close, then the explosions it makes fills my screen with this ungodly bright whiteness that only gets worse the more I fire, which means I either stop shooting and wait to see again while the NPCs just whittle away at my health, or I keep firing to kill the NPCs and burn out my retinas IRL from the sheer white that's radiating from my screen! Add to that the colors are horrible brightened, blurred, and distorted for a little bit as my character regains their sight, and I have an ungodly miserable experience that's really putting a damper on my playthrough. I've tried editing the explosion data for the projectiles, edited the light itself to see if I could just remove it (I couldn't), and probably messed around with some other things I can't remember now. No matter what I've done, though, every time I boot up the game I launch a few test-solvos at my feet and lo and behold I'm friggen blinded again. Can someone, please, tell me what I need to be looking for to get rid of this? Whether in Geck or in xEdit I don't care -- I just want the light from the explosions gone, or replaced with something that's not gonna give me a migraine. =/
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- explosion
- explosions
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I want to have creatures behave differently when the player has their light on, but I haven't found a good way to detect the PIP-Boy light state, and my searches in the past have been discouraging. Has this changed since I last looked?
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- flashlight
- pip-boy light
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I Don't know who you are - but please you Modding Legend bring this to the game
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- gun
- attachment
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Vehicle Headlights after the 1.5 update no longer have the option to be switched between Normal, High-Beam(or Auxilliary) or OFF. Now it's just ON/OFF. It would be so cool if there's a way to retun that removed functionality, as I've seen quite a bit of posts both on Nexus and Reddit addressing that issue, breaking immersion for some, me included. Thank you in advance if someone is willing to do it!
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So I'm having this problem in my modded game, as you can see in the video linked, the light sources in the dark have a weird effect around them, for example the laser attachment or glowing iron sights. It gets much much worse in night vision. I've tried a fix that I found that disables bloom via a bat file (bat bloom part of the video) it fixes the issue outside of night vision only BUT it messes up the darker nights mod as you can see how everything became brighter once I put in the command. I have a very long mod list, I tried disabling the light mod that I have, did not fix it. I tried multiple bloom disabling mods and eye adaptation fix etc., also did not solve it. If you really need my full mod list ill post it for sure. Any help to fix this would be greatly appreciated. Thank you. Video link for demonstration:
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This little guy appears in the wild, when you're looking directly to the sun. First time is fun, but it's always there. I can't find mod it came from. I have a bunch of lighting mods installed. Via Lux Lux Nature of the wildlands 2.0 ENB light Enhanced light and FX If someone knows how to take it out that will help me a lot. Thanks you so much, Varghar
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Hi, as the title states, I'm trying to develop a little mod which is supposed to turn on every (fire) light source in the game in a certain radius around the player automatically. I'm talking about light sources which can be ignited by the player, by either interacting with them or using the Igni sign. I've found the methods for lightsource activation here: "...\content\content0\scripts\game\gameplay\items\interactive_objects\lightEntity.ws" A modified version of the "TurnLightOn()" method should do the trick. The problem is, I need to find a possibility to continuously check for fire light sources (torches, braziers etc.) around the player and don't know where to start for this. I realize this is probably going to have an impact on game performance, but I'd like to test it. Any help is highly appreciated! Thanks!
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So basically my game is to bright, way to bright, so bright in fact that sometime it will be to much for me to see and I cannot see more then a few feet around me. I have heard it may have to do with vampire mods. I am not yet a vampire so I have no idea what is going on please help. screenshots for proof https://drive.google.com/drive/folders/1cDK1i4JNJTnPaWh5wt4f8sKB6XPlN5s1?usp=sharing
