Really great, the only issue is Nights aren't dark enough for me, theyre somewhat bright, even with a setting of Exposure that still makes days look nice, theyre too light at night.
Sadly, the settings do not get properly applied on loading into an interior. This forces the user to enable / disable the mod every time you switch to get the settings properly applied and nothing I did could solve this. Report of this was left without answer. Ah well.
Man, I'm fiddling with this like crazy because I want to use it so bad, the nights look amazing. But during the day it's just too bright. It's nuclear chalky white in bright sun, the sky is too blue, it's just too much. Using no fog outdoors and a lite reshade makes it even worse, but even without those it's too bright. Unfortunately have to skip because of that. But I tracked it and will try each new release because I want to love it.
I'm in the same boat, I pair this with a Cyrodilic preset and it's amazing combined, but the brightness is just a bit much. I am still using it, though, I can't go back now
Its fixable with the right config. Best thing to do is find a sunny/bright spot in the game, use alt + page down until the brightness is at a good level. Then in the config.ini file in the mod folder, lower the ExteriorShadowContrast value so that nights aren't too dark now. For me, a good value for it is 0.65. Make sure to restart your game for the config changes to take effect.
You can press Alt+PgDn repeatedly to lower the brightness. To reduce the blue, you can try editing the mod's config.ini. There's an ExteriorBlueCorrection line that may help. In general, you might be able to fix any issue by adjusting the settings in config.ini.
I think the main problem and the reason why multiple people suggesting using the hotkeys is not helpful is that all of the adjustments are universal and apply day and night, indoors and outdoors. Lowering the brightness makes it impossible to see indoors. Adjusting the hue to fix Nighteye being too blue or make the sky less blue will throw off the color balance on everything, not just the problem areas. Matthew above suggested lowering the brightness and then also adjusting the contrast values, which I haven't tried yet but may help.
Either way, I tried Ultra Plus and like that almost as much at night and indoors, more during the day and it also fixes several graphical issues like grainy shadows and improves performance, so I'll stick with that for now.
If you don’t like the blue shade it’s because his color correction white temp is on the higher end. If you don’t want that turn color correction off and use Alyeid 3 or 4 depending on likes for ips panel monitor. Or use my reshade if you have a oled. They are a more fine tuned color correction since he just implemented it and haven’t gotten those settings fine tuned.
2.5 version shadows looks really good and im loving every little bit of Lumen remastered.
Looking for reflection bloom settings and i think it would be PERFECT. The Glare off shiny/white surfaces are a bit too bright but if you adjust exposure then everything else is too dark. Also for my opinion of taste the color difuse from torches or flames AOE radius a little too much or too big. Most houses turn almost completely red/orange
There is no UI for this mod, any desired changes would have to be made in the config file.
From what I've experimented with so far, DungeonOffset is the exposure (maybe the strength of shadows too) inside of dungeons only. In my testing this only applies to caves and not forts.
Interior/Exterior biases: strength of shadows for both areas, respectively (I believe it has to do with the bias of the global illumination levels for any specific time of day or weather).
Shadow contact: exactly as it sounds. Purely affects the visual strength of the shadows without any bias from global illuminations or blooms.
Some of my definitions could be a bit off, however the changes made by modifying the values of what I have named will have the effects I listed
Thanks for that, still trying to get some sort of consistency with this, one day it looks perfect and then the interiors are ultra dark with blown out shadows etc, having a hard time as the author has not described what each setting does, unlike reshade where you adjust on the fly, a description would make it super easy to fix and get right, its very annoying as I want to use this mod but really im flying blind with the apparent inconsistencies I get!
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This forces the user to enable / disable the mod every time you switch to get the settings properly applied and nothing I did could solve this.
Report of this was left without answer.
Ah well.
Either way, I tried Ultra Plus and like that almost as much at night and indoors, more during the day and it also fixes several graphical issues like grainy shadows and improves performance, so I'll stick with that for now.
After Reshade and Lumen remastered.
2.5 version shadows looks really good and im loving every little bit of Lumen remastered.
Looking for reflection bloom settings and i think it would be PERFECT. The Glare off shiny/white surfaces are a bit too bright but if you adjust exposure then everything else is too dark. Also for my opinion of taste the color difuse from torches or flames AOE radius a little too much or too big. Most houses turn almost completely red/orange
InteriorShadowContrast = 0.86
Inside the config.ini im pretty sure. when i hit page up or page down these change
RegisterKeyBind(Key.PAGE_DOWN, { ModifierKey.ALT }, function()
if IsOutside() then
config["AutoExposure"].ExteriorBias = config["AutoExposure"].ExteriorBias - 0.2
config["AutoExposure"].ExteriorShadowContrast = config["AutoExposure"].ExteriorShadowContrast + 0.02
elseif IsInDungeon() then
config["AutoExposure"].DungeonOffset = config["AutoExposure"].DungeonOffset - 0.2
else
config["AutoExposure"].InteriorBias = config["AutoExposure"].InteriorBias - 0.2
config["AutoExposure"].InteriorShadowContrast = config["AutoExposure"].InteriorShadowContrast + 0.02
end
ConfigHelper.writeIniFile(config)
UpdateInteriorAndExteriorSettings()
end)
RegisterKeyBind(Key.PAGE_UP, { ModifierKey.ALT }, function()
if IsOutside() then
config["AutoExposure"].ExteriorBias = config["AutoExposure"].ExteriorBias + 0.2
config["AutoExposure"].ExteriorShadowContrast = config["AutoExposure"].ExteriorShadowContrast - 0.02
elseif IsInDungeon() then
config["AutoExposure"].DungeonOffset = config["AutoExposure"].DungeonOffset + 0.2
else
config["AutoExposure"].InteriorBias = config["AutoExposure"].InteriorBias + 0.2
config["AutoExposure"].InteriorShadowContrast = config["AutoExposure"].InteriorShadowContrast - 0.02
end
ConfigHelper.writeIniFile(config)
UpdateInteriorAndExteriorSettings()
end)
Im also pretty sure havent tested it out but the keybinds can be changed where it says Key.(keybind) inside main.lua
but i found some weird bug when using XeSS (right)
Would be great if there is a description as to what each setting actually does, thanks!
From what I've experimented with so far, DungeonOffset is the exposure (maybe the strength of shadows too) inside of dungeons only. In my testing this only applies to caves and not forts.
Interior/Exterior biases: strength of shadows for both areas, respectively (I believe it has to do with the bias of the global illumination levels for any specific time of day or weather).
Shadow contact: exactly as it sounds. Purely affects the visual strength of the shadows without any bias from global illuminations or blooms.
Some of my definitions could be a bit off, however the changes made by modifying the values of what I have named will have the effects I listed