For any wondering: -I was testing a setup in Solitude docks (exterior cell) -Any time I switched from moving to standing still, shadows would 'turn back on', then toggle back off when I stopped -I turned off my ENB, and this still kept occurring -Installed this mod, and it stopped being a problem!
that the too many light sources bug. which is caused by using extensive lighting mods that add to many light sources in your scenes. there are some lighting mods that trick around this by splitting object meshes and stuff so the lights only apply to certain objects and not others and trick the engine to not act up. but those are hacky workarounds that cost tons of performance even tho some of the authors of such lighting mods claim otherwise.
So you have 3 Options: - remove all interior lighting mods. (that's how I deal with that issue) - remove all interior lighting mods and only chose one new one and very closely read all of it's installation instructions and make sure that all it's files are winning file conflicts in your mod manager (all mods replacing meshes could cause issues for you). - try to debug your existing light mod setup with this knowledge about mesh requirements and try to fix it without starting over. (starting over is probably faster)
hey man this fix this error? when i look to certain direction kinda to the ground i see a line shadow in front of me on the ground when i look up it begone
You likely have an issue with too many light sources in your setup causing them to turn off and on depending on where you are looking and the light sources the game tries to render. You either need to remove or fix the lighting mods you have installed OR hope that your issues can be fixed with the light limit fix mod.
Also your name weirdly fitting for the issue. :D (Well considering that likely the light is causing issues for the darkness ;D)
hmm then it might be an ini based conflict. did you make sure to load my mod as the last one in your loadorder so it's ini settings overwrite all of your other ini altering mods ?
I'm exploring the vastness of nexus looking for someone to help me fix or just explain what direction I should dig in to fix the problem, when for example there is a lantern hanging on the wall and if I look at it at a certain angle there is light, but if I turn around a bit the light on my eyes disappears, what is this related to, is it a mesh problem?
I get this in interiors, such as the campfire light in Riften in Bee and Barb. I have ELFX installed and all the patches I can dig up for it.
This mod fixes something unrelated to that. Also the light limit fix mod only works with community shaders as a mandatory dependency at least as much as I know about it. So you need to disable and uninstall ENB for that to work. Besides that ELFX as you assumed is likely the reason you are getting issues.
Whether you read it or not, flickering associated with light is associated with limiting the number of light sources per cell, there may also be such a problem when there are several light sources nearby and they interfere with each other, if you use Lux, the cause may also be overwritten meshes from Lux. To fix this, you need to open the Creation Kit and add all the mods that change the lighting of the problem location and either remove the light sources or move them.
I'd say this really helps, but it's not 100%, I still see a lot of light flickering through out the map in various places that is really very distracting.
I'm using Azurite Weather with PI-CHO ENB, maybe the enb is not helping here and I need to adjust it a little, but not sure what effects shadow and outdoor lighting in an ENB.
I'm also using bDisableShadowJump = 1. Are there any other settings I can adjust to help improve this?
I'm not sure if it really helps to show screen shots, since I see this in so many places, and I wonder if any of the mods I have, are causing conflict here, or introducing issues.
This mod is only forceloading an ini configuration file, which is why you should put it last in the load order. 1. It won't affect and patches or mods that are actually containing record in their esp, because the esp for this mod is empty in that regard. 2. Other mods in your setup might also load a customized ini file and if they change one of the same settings as my ini config does, then my ini config will be overwritten.
But what you are describing sounds more like some TAA/FAA induced flicker in the post processing of moving objects like trees. Which is unrelated to the flicker config issue this mod fixes.
When you said; This mod is only forceloading an ini configuration file
If I already have in the Skyrim.ini [Display] bDisableShadowJumps=1
Do I need this mod still?
When you say last in the load order, you mean give it the lowest or highest priority?
I'm using SSE 1.6.353.0, I still see a lot of shimmering/flickering and shadow movements when I move the camera around, that are not natural looking. I also went through all of my mods disabling them a few at a time, then I used default Bethini High settings, nothing worked.
Does SSE tend to have flickering and odd shadow movements when moving the camera around?
This is driving me crazy... hmm
I made a post over at StepModifications, with some videos, to give you a better idea of what I am encountering.
Ah yeah that issue sadly is independent from what this mods fixes what this mod fixes is when all your shadows flicker on and off completely while moving.
The thing that's happening in your video is "just" a shadow radius moving around your character.
To add more insight into this based on other forums and my own testing and experience. As a precursor, your Skyrim.INI file can have tags that control how often shadows from the sun move/update. Depending on how you setup your game initially (e.g. with BethINI or whatever), the relevant tags may or may not be in your file already:
[Display] bDisableShadowJumps = x << determines if you can manually override the default behavior or not. 0= allow me to control the shadow update behavior. 1= do not allow me to control the behavior and 'continuously update sun shadows'.
If the above tag is set to zero (false), the next two tags are enabled and allow you to control the sunshadowupdate behavior. I wont explain how this works in detail (you can look this up by googling the tags / looking at S.T.E.P forums).
fSunShadowUpdateTime = x fSunUpdateThreshold = x
With vanilla game, I did not experience the issue of shadows popping in within my near cell area and I chose to manually control the shadow update (i.e. bDisableShadowJumps = 0). After I installed a weather mod (e.g. Cathedral Weathers), I did start to have issues with the sun shadow update feature.
Before adding this mod to your modlist, I would first try the simple solution of either adding the tag, or updating the tag, in your Skyrim.INI file under the [Display] section to 'bDisableShadowJump = 1'. I think this will solve it for most people. The need to force the INI tweak using this mod with the .esp changes must be because of some other mod that wants to update this tag (dont know why they would) or something else very specific to your own load out and setup.
I'm glad I ran into this discussion/mod here that helped me solidify my approach. I have over 300 mods, but the simple edit works for me without adding more to the list. I hope this is insightful for those wanting more detail.
69 comments
For any wondering:
-I was testing a setup in Solitude docks (exterior cell)
-Any time I switched from moving to standing still, shadows would 'turn back on', then toggle back off when I stopped
-I turned off my ENB, and this still kept occurring
-Installed this mod, and it stopped being a problem!
there are some lighting mods that trick around this by splitting object meshes and stuff so the lights only apply to certain objects and not others and trick the engine to not act up. but those are hacky workarounds that cost tons of performance even tho some of the authors of such lighting mods claim otherwise.
So you have 3 Options:
- remove all interior lighting mods. (that's how I deal with that issue)
- remove all interior lighting mods and only chose one new one and very closely read all of it's installation instructions and make sure that all it's files are winning file conflicts in your mod manager (all mods replacing meshes could cause issues for you).
- try to debug your existing light mod setup with this knowledge about mesh requirements and try to fix it without starting over. (starting over is probably faster)
maybe you know another solution?
Also your name weirdly fitting for the issue. :D
(Well considering that likely the light is causing issues for the darkness ;D)
I get this in interiors, such as the campfire light in Riften in Bee and Barb. I have ELFX installed and all the patches I can dig up for it.
I have the limit light fix installed.
I'm running SSE 1.6.353.0
I'd say this really helps, but it's not 100%, I still see a lot of light flickering through out the map in various places that is really very distracting.
I'm using Azurite Weather with PI-CHO ENB, maybe the enb is not helping here and I need to adjust it a little, but not sure what effects shadow and outdoor lighting in an ENB.
I'm also using bDisableShadowJump = 1. Are there any other settings I can adjust to help improve this?
I'm not sure if it really helps to show screen shots, since I see this in so many places, and I wonder if any of the mods I have, are causing conflict here, or introducing issues.
Here's a list of all the mods I'm using.
https://dpaste.com/C7AZECXT9
I hope in the future there might be some updates.
THANKS
1. It won't affect and patches or mods that are actually containing record in their esp, because the esp for this mod is empty in that regard.
2. Other mods in your setup might also load a customized ini file and if they change one of the same settings as my ini config does, then my ini config will be overwritten.
But what you are describing sounds more like some TAA/FAA induced flicker in the post processing of moving objects like trees. Which is unrelated to the flicker config issue this mod fixes.
When you said; This mod is only forceloading an ini configuration file
If I already have in the Skyrim.ini
[Display]
bDisableShadowJumps=1
Do I need this mod still?
When you say last in the load order, you mean give it the lowest or highest priority?
I'm using SSE 1.6.353.0, I still see a lot of shimmering/flickering and shadow movements when I move the camera around, that are not natural looking. I also went through all of my mods disabling them a few at a time, then I used default Bethini High settings, nothing worked.
Does SSE tend to have flickering and odd shadow movements when moving the camera around?
This is driving me crazy... hmm
I made a post over at StepModifications, with some videos, to give you a better idea of what I am encountering.
Encountering Really Bad Light & Shadow Shifts & Flicker
THANKS
The thing that's happening in your video is "just" a shadow radius moving around your character.
[Display]
bDisableShadowJumps = x << determines if you can manually override the default behavior or not. 0= allow me to control the shadow update behavior. 1= do not allow me to control the behavior and 'continuously update sun shadows'.
If the above tag is set to zero (false), the next two tags are enabled and allow you to control the sunshadowupdate behavior. I wont explain how this works in detail (you can look this up by googling the tags / looking at S.T.E.P forums).
fSunShadowUpdateTime = x
fSunUpdateThreshold = x
With vanilla game, I did not experience the issue of shadows popping in within my near cell area and I chose to manually control the shadow update (i.e. bDisableShadowJumps = 0). After I installed a weather mod (e.g. Cathedral Weathers), I did start to have issues with the sun shadow update feature.
Before adding this mod to your modlist, I would first try the simple solution of either adding the tag, or updating the tag, in your Skyrim.INI file under the [Display] section to 'bDisableShadowJump = 1'. I think this will solve it for most people. The need to force the INI tweak using this mod with the .esp changes must be because of some other mod that wants to update this tag (dont know why they would) or something else very specific to your own load out and setup.
I'm glad I ran into this discussion/mod here that helped me solidify my approach. I have over 300 mods, but the simple edit works for me without adding more to the list. I hope this is insightful for those wanting more detail.
This also didn't work for me in AE, but the flickering and flashing I see, is from ENBs.
hmm
[Display]
bDisableShadowJumps=1
So I added this to my Skyrim.ini
THANKS
And if you don't get obvious Sunlight shadow errors outdoors you don't need it.