After testing out the mod on the Gamepass version for a few hours, I can definitely say the game looks awesome and the mod itself works real well.
For anyone wondering, the installation for the Gamepass version is the same as in the Steam version: you just put the 'ue4ss' folder and the dwmapi.dll into 'The Elder Scrolls IV- Oblivion Remastered\Content\OblivionRemastered\Binaries\WinGDK'
with 1.511.102 patch, indoors lumen doesn't work anymore.. if I set r.Lumen.DiffuseIndirect.Allow=1 in engine.ini, lumen comes back but it also comes back to outdoor as well, killing the purpose of this mod :( basically mod doesn't work anymore.
For anyone interested and able to edit text files.
1) find main.lua in ue4ss/Mods/LumenBegoneOutside/scripts. 2) add ", 0)" to all (there are 4 in in standard version) lines containing ksl:ExecuteConsoleCommand.
Example: original line: ksl:ExecuteConsoleCommand(engine, "r.DynamicGlobalIlluminationMethod 0", nil) new line: ksl:ExecuteConsoleCommand(engine, "r.DynamicGlobalIlluminationMethod 0", nil, 0) I didn't try it but should work (i hope).
I'm using the custom version and the only setting I have active in the config are the DLSS ones. DLSS on, FrameGen on for indoor and outdoor and then Balanced for Outdoor and Quality for indoor. It does work and overrides the in game settings unless I open the graphics settings at all (including just scrolling past it on controller) and then it reverts to my in game settings (I used DLAA or ultra performance to test as it's obvious). I could live with that although it also seems to happen if I pause but it's not consistent. Sometimes opening directly into any menu (like inventory) will do it.
And the only way to get the config settings back is to restart as far as I can tell.
Yeah i've noticed this too, but I haven't had time to work on the mod at all recently, ill look for a fix as soon as i can. The settings should re apply if you change levels, game restart shouldn't be needed.
Thanks for letting me know. With other mods installed and because it wasn't every time, I was starting to question my sanity. And no rush on the update on my account. Good luck finding the culprit.
I was having a similar issue with the "Hardwre - Software lumen outdoors" version.
Removing the "enabled.txt" file from the ue4ss\Mods\LumenBegoneOutside folder and adding "LumenBegoneOutside : 1" line to the ue4ss/Mods/mods.txt seems to make it stick.
I forgot when I downloaded it, but thanks for updating the Custom settings version. As far as I can tell, it's working great now. Honestly being able to switch between graphics settings between interior and exterior cells (or even some other condition) could be its own own mod rather than focusing on Lumen.
I dont have time to test it myself unfortunately but looking at fmodel I dont see why this interior should be any different. Can you load a save inside the fighters guild, not change location and then send your ue4ss.log
Upon further testing it seems your mod isn't at fault. I removed it and the blown out lighting still persists. This is something I'll troubleshoot my self so don't worry about it
Kudos to Baronysmith12 for this mod. It gives me at least a 10FPS boost outdoors!
I was just wondering if anyone else encountered the following problem, however. With this mod installed, it seems to force "screen space reflections" to be enabled, no matter what I do. It seems like this can't be avoided when this is set:
r.Lumen.DiffuseIndirect.Allow=0
Mind you, the GUI indicates they are off, but they're definitely on, as can be seen with this example screenshot:
You can see the dreaded weapon reflection in the water, as well as the weird reflection clipping at the left and right edges of the water.
If I use the console to change `r.Lumen.DiffuseIndirect.Allow` between 0 and 1, the ugly screen space reflections appear with the former and vanish with the latter.
I've also tried using various console/Engine.ini CVARs to disable the screen space gunk, to no avail. It seems I have to choose between lower FPS and better reflections or higher FPS and this corrupted rendering.
I did gives those a try, and they didn't seem to make a difference. But I discovered something else in the process. The issue seems to be due to having software lumen selected. If I switch to hardware lumen, the problem goes away. This is, of course, odd, because I thought lumen was supposed to be disabled via the Engine.ini changes. And in a further twist of irony...with the hardware lumen selected, my framerate is _higher_ if I turn screen space reflections _on_ in the GUI. Turning them off drops the framerate by 5-10. Something funky is afoot.
Anyhow, selecting the hardware lumen option in the GUI seems to be working, though it does eat a lot more FPS than if I have software lumen selected. Again, I don't understand why the choice of either should matter if, in theory, lumen is turned off in Engine.ini. No big deal though.
r.SSR.Quality=0 or Altar.GraphicsOptions.ReflectionQuality=0 or 1
...but they drop the reflection quality to medium instead of high, which basically removes reflections from the surface of the water. Or, at least, that's what it looks like in terms of how the water actually renders. I'd still like to see reflections, so I'll stick with the hardware lumen "hack".
well, yes, the fixed reflections are lumen reflections, by enabling hardware lumen it is likely overwriting the mod and re enabling lumen. With lumen disabled you have to either use SSR or no reflections.
The fps increase you are seeing is likely the game replacing lumen reflections with SSR for on screen elements, and using lumen reflections as a fallback, though thats just a guess.
it doesnt seem to be working properly. i set indoors frame rate to 120 and outdoors to 60 but both are 60. lumen is on both outside and in but when i go into the inventory it turns off. am i supposed to set 1 for 60 fps and 2 for 120fps or insert the actual value?
yes it does. thank you so much <3 i still have the issue of lumen disabling when i open the graphics settings, sometimes it stays the same but i gain fps. i assume it's replacing lumen with dfao? i dont know...
i have lumen enabled indoors but disabled offdoors. in the config.ini there was two instances of r.Lumen.DiffuseIndirect.Allow=0which i both changed to allow=1 so if im indoors and i open the graphics menu, the illumination stays the same but i gain 30fps, i assume it's switching from hardware lumen to software lumen even though it's meant to be software lumen all the time. if i open the menu outdoors the illumination just disappears, which i assume is the dfao just turning off.
same issue if both values are set to 0 btw. i gain performance both outside and inside after opening the graphics menu and getting out. im also using the latest ultimate engine tweaks that came out today and it's set to read only if that helps.
For a while I was looking for a way to set different configurations for indoor and outdoor locations. And your mod made it possible. Thank you very much!
Nevertheless, there’s a small issue in the `main.lua` script of Custom Settings v0.7.7 regarding the `indoors` variable. It's currently defined as `local` inside an `if` statement, but it should instead be defined within the hook body. Otherwise, the `set...` functions are called with `nil` as a parameter, which causes incorrect behavior.
It should read something like this: local indoors
if not world:find("World/") then print("interior\n") indoors = 1 else print("exterior\n") indoors = 0 end
instead of original: if not world:find("World/") then print("interior\n") local indoors = 1 else print("exterior\n") local indoors = 0 end
397 comments
For anyone wondering, the installation for the Gamepass version is the same as in the Steam version: you just put the 'ue4ss' folder and the dwmapi.dll into 'The Elder Scrolls IV- Oblivion Remastered\Content\OblivionRemastered\Binaries\WinGDK'
Thanks for the mod!
1) find main.lua in ue4ss/Mods/LumenBegoneOutside/scripts.
2) add ", 0)" to all (there are 4 in in standard version) lines containing ksl:ExecuteConsoleCommand.
Example:
original line:
ksl:ExecuteConsoleCommand(engine, "r.DynamicGlobalIlluminationMethod 0", nil)
new line:
ksl:ExecuteConsoleCommand(engine, "r.DynamicGlobalIlluminationMethod 0", nil, 0)
I didn't try it but should work (i hope).
That changes somehow made it work again. Thanks a lot!
And the only way to get the config settings back is to restart as far as I can tell.
The settings should re apply if you change levels, game restart shouldn't be needed.
Removing the "enabled.txt" file from the ue4ss\Mods\LumenBegoneOutside folder and adding "LumenBegoneOutside : 1" line to the ue4ss/Mods/mods.txt seems to make it stick.
works okay for the mostpart but there's a few indoor areas that get some messed up lighting
I was just wondering if anyone else encountered the following problem, however. With this mod installed, it seems to force "screen space reflections" to be enabled, no matter what I do. It seems like this can't be avoided when this is set:
r.Lumen.DiffuseIndirect.Allow=0
Mind you, the GUI indicates they are off, but they're definitely on, as can be seen with this example screenshot:
https://imgur.com/a/FtUEt9L
You can see the dreaded weapon reflection in the water, as well as the weird reflection clipping at the left and right edges of the water.
If I use the console to change `r.Lumen.DiffuseIndirect.Allow` between 0 and 1, the ugly screen space reflections appear with the former and vanish with the latter.
I've also tried using various console/Engine.ini CVARs to disable the screen space gunk, to no avail. It seems I have to choose between lower FPS and better reflections or higher FPS and this corrupted rendering.
Altar.GraphicsOptions.ReflectionQuality=0 or 1
r.Lumen.Reflections.Allow=0
r.SSR.Quality=0
I did gives those a try, and they didn't seem to make a difference. But I discovered something else in the process. The issue seems to be due to having software lumen selected. If I switch to hardware lumen, the problem goes away. This is, of course, odd, because I thought lumen was supposed to be disabled via the Engine.ini changes. And in a further twist of irony...with the hardware lumen selected, my framerate is _higher_ if I turn screen space reflections _on_ in the GUI. Turning them off drops the framerate by 5-10. Something funky is afoot.
Anyhow, selecting the hardware lumen option in the GUI seems to be working, though it does eat a lot more FPS than if I have software lumen selected. Again, I don't understand why the choice of either should matter if, in theory, lumen is turned off in Engine.ini. No big deal though.
Thanks again for the mod and the response!
r.SSR.Quality=0
or
Altar.GraphicsOptions.ReflectionQuality=0 or 1
...but they drop the reflection quality to medium instead of high, which basically removes reflections from the surface of the water. Or, at least, that's what it looks like in terms of how the water actually renders. I'd still like to see reflections, so I'll stick with the hardware lumen "hack".
The fps increase you are seeing is likely the game replacing lumen reflections with SSR for on screen elements, and using lumen reflections as a fallback, though thats just a guess.
I'll just deal with the annoying SSR water reflections with lumen turned off. It's worth the FPS. Thanks again for all the help.
r.Lumen.DiffuseIndirect.Allow=0
to your engine.iniam i supposed to set 1 for 60 fps and 2 for 120fps or insert the actual value?
can you send your ue4ss.log?
i still have the issue of lumen disabling when i open the graphics settings, sometimes it stays the same but i gain fps. i assume it's replacing lumen with dfao? i dont know...
r.Lumen.DiffuseIndirect.Allow=0
from the iniin the config.ini there was two instances of
r.Lumen.DiffuseIndirect.Allow=0
which i both changed to allow=1so if im indoors and i open the graphics menu, the illumination stays the same but i gain 30fps, i assume it's switching from hardware lumen to software lumen even though it's meant to be software lumen all the time.
if i open the menu outdoors the illumination just disappears, which i assume is the dfao just turning off.
im also using the latest ultimate engine tweaks that came out today and it's set to read only if that helps.
Nevertheless, there’s a small issue in the `main.lua` script of Custom Settings v0.7.7 regarding the `indoors` variable.
It's currently defined as `local` inside an `if` statement, but it should instead be defined within the hook body.
Otherwise, the `set...` functions are called with `nil` as a parameter, which causes incorrect behavior.
It should read something like this:
local indoors
if not world:find("World/") then
print("interior\n")
indoors = 1
else
print("exterior\n")
indoors = 0
end
instead of original:
if not world:find("World/") then
print("interior\n")
local indoors = 1
else
print("exterior\n")
local indoors = 0
end