About this image
Notice
This user's image description contains 2 images. Some authors like to showcase more of their work in their image descriptions or use the image description to provide a storyboard for the image provided.
You will need to be logged in before you can see this user's image description.
41 comments
Like; Reflections - SKSE, Functional correct 3d cloud concept, Height-Based Terrain with POM, Vanilla HDR?
anyone have a link, cant find it.
I like the new tonemapping it introduced and especially that it fixed the overbright objects of vanilla, that plagued the game since 2011.
A question though, will the shadowcast limit on meshes be addressed in this mod or in a separate one? Can it even be addressed?
If shadows were increased it would be from 4 to 8 probably. Unless it was fully reimplemented, then it could be somewhat unlimited too.
Github link: https://github.com/llde/TESReloaded10
Also, would it be possible to differentiate between "always on" lights (e.g. fires, etc), and temporary ones, e.g. like those from spells? If so, could the temporary light sources be added to a list which wraps around once the max number is met, so new light sources would simply overwrite the oldest temporary one in that scene?