Work continues (many hours per day), but the scope of this update continues to grow and become more ambitious, so its not ready yet. When its done it will probably be bigger than all my previous work on this mod so far. I hope to have it out before the end of september.
EDIT 29 september: Work continues - multiple hours per day - but there is still a lot to do.... release date "before the end of the year" sounds more realistic now.
EDIT 19 November: Still hard at work on this. Its looking good. Hope to have it out by year's end.
EDIT 12 December: Nearing completion, but I don't want to rush it. It may end up being January 2022.
EDIT 20 December: Will hopefully be published January 2022.
EDIT 21 January: Its nearly done. Also need to make some good screenshots, maybe a video, mod description texts. Probably early Feb 2022.
The big "update" I have mentioned in the past has grown into a stand alone mod, due to a much larger scope and slight changes in art direction. Please take a look at RAID Weathers.
Could someone backport this to LE please? At least the laggy rain optimization part? It's the best no-enb weather mod by far, but the rains are so bad it's making the game unplayable
Permission is given for anyone to port this to LE, no need to ask first, but I would wait a week or two till I release my new weather mod which is a successor to this one.
any ideas for troubleshooting if the rain is barely visible? your screenshots make it look nice but on my end I literally thought i didnt have a rain effect to match the audio for a second until I squinted
I have never encountered this problem. Are you using any other mods that change audio or weather or weather particle settings? Try this mod at the bottom of your load order. If its the light rain variant (C821F for example), that is supposed to be barely visible, but the audio that goes with it is also barely audible (just gentle dripping sounds, so it fits), unless you have an audio mod changing that. And an unlikely long shot idea: if you are playing at super low timescale settings (as in 1min ingame is 1min real life, instead of default 20:1 ratio), you could just be in a weather transition that is taking forever. If your on default timescale this does not apply. No other ideas at the moment sorry.
It might be useful to check which rain weather this is in console with the More Informative Consolemod. With this console mod, open console, then press tab once, a window should display the current weather ID (light rain C821F or heavy rain C8220 etc). You could force test heavy rain with the command: "FW C8220 1"
Maybe, but not now as I am busy working on the new weather mod.
In the mean time, you can easily do this quick and dirty with xEdit: 1. Rename this mod's esp file, and put it below the original ELFX weathers esp in load order. (renamed in order to have both active) 2. in xEdit, for my weathers esp, delete all "imagespace" records. Now you have what you want - this mod's fixes, and original ELFX bloom effects.
Too bright at night. I actually turned down the brightness using imaginator but I might just uninstall that and this and go back to standard ELFX Weathers because it felt much more realistic.
Sure, it was dark as s#*! at 1am and I could hardly see even with wearable lanterns turned up but, meh. I don't know.
I agree some of the nights are too bright. Although, as for realism, I thought you might have appreciated all the other visual fixes I made to standard ELFX Weathers (like removing the occasional case of glowing grass at night etc).
The new big update coming soon (this month or next) will make significant improvements to night brightness - generally darker, and more consistent darkness across different weathers. (and there will be no need for imaginator as i have built that functionality into the weathers themselves, to a higher standard, as I should have done from the start)
I tweaked a few things with Imaginator and it's looking better. I think the main thing was the initial shock of brightness after being used to it raining so f***ing much at night because with ELFX Weathers they basically set the dial to "Seatlle, WA" lmao.
The added clarity during some weathers is nice, after messing with settings for 15-20 minutes I said screw it and just starting playing so I got used to it. Still dark as piss during nighttime storms, so that's good. I'll keep an eye out for the update too.
Hi In the description I read that IMAGINATOR and Brighter Lights basically do the same thing, but I do not know if you know, that mod there changes the weather outside and then causes blinding white clouds when it rains and I also noticed that when there is a thunder the lights turn green and then return to normal. I wanted to know if increasing the brightness to IMAGINATOR happens the same bug?
I come back to inform you that during the night and there are thunderstorms unfortunately I get a greenish effect like. I have not yet tested whether without IMAGINATOR this is resolved, in any case you have any idea what can cause it? Consider that LOOT does not give me any notification of incompatibility problems.
I came across ELFX looking for a way to give me dark dungeons without requiring ENB, and I was really pleased with it, and the additional lighting effects and overall atmosphere were incredible. However, the combined bloom and blur from the mod made it unplayable, to the point of giving me a migraine after playing for about 20 minutes. After using your mod and following the install directions, I found it was improved moderately, but was still uncomfortable to look at. Is there anything else I can do? In a perfect world, I'd love to keep the changes this mod makes in terms of lighting shadows, and eliminate the post-processing, or at least the effects that feel like I'm wearing someone else's glasses.
I see that you're still working on this so I just wanted to give my experience.
Not fully sure what you mean, as this mod only affects outdoor weathers, not the indoor dungeons that ELFX Enhancer modifies. If you want the indoor imagespaces to have lower bloom/blur like my weathers, try the following:
You can load the ELFX Enhancer plugin and my weather plugin (or whatever plugin it is you mean) in xEdit, navigate to their imagespace records, and set all "bloom" settings to zero, for each imagespace (there may be many). Doing this manually could take up to an hour or so, the alternative is to modify the xEdit script found on this mod page: https://www.nexusmods.com/skyrim/mods/31593 which does it automatically (you would need to read the instructions there and do some thinking on how to tweak that script to your needs, if you don't like the sound of that, just do the manual method above).
I've been reading up on various settlement mods and trying to make sure that what ELFX and your overhaul accompish for stealth still applies to the mods I want to use (JK's Skyrim and ETaC together) and I ended up on the following (hopefully truly compatible) combo of lighting mods:
- Everything ELFX (including your overhaul) EXCEPT Exteriors and whatever fixes there are for it specifically. - Lanterns of Skyrim II + its addon Tamriel Master Lights.
How much do I lose in correct application of shadow and lit areas by dropping Exteriors in favor of LoS II? Is there even a loss?
P.S. Also I don't actually have the capacity to test this myself since my laptop can't handle even LE anymore let alone SE so this combination of mods is configured by me strictly from being a nerd and reading up on their compatibility pages. Sorry, I just have an uncontrollable urge to THINK about modding Skyrim :D P.P.S. edited a couple question marks that popped up out of nowhere.
While I have not tested LoS II, I assume it has no problems with detection balance. I do know Tamriel Master Lights causes some problems with the lights it adds, but they are relatively minor issues. So overall I think your setup is fine.
TML makes aggressive use of shadow casting lights which do not reliably affect the light levels fed into the detection formula. Sometimes they are bright but still invisible to NPCs (and vice versa). Most mods that use shadow casting lights have this problem.
But a mod like "Lux Orbis" proves shadow casting lights can be done right, without detection problems.
Thanks for the info! I'll just add for anyone else who wants JK and ETaC to work with ELFX and this mod that ETaC does have a compatibility patch for Exteriors (wasn't listed there but should be fixed by now) and there is also a patch for JK's Skyrim for it as well. The catch is that the JK (and its patch) affects ALL of its cities and to use it with ETaC you need a patch that removes minor towns (Dawnstar, Riverwood and Rorikstead). To make sure that the JK ELFX patch doesn't conflict with ETaC ELFX patch you (probably) will need to manually remove edits for all three of the aforementioned towns from the former patch by using something like xEdit and the like. Hopefully someone finds it useful! Edit: JK ELFX Exteriors patch, the ETaC patch is included in its installer.
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The author has locked this comment topic for the time beingbefore the end of the month.before the end of september.EDIT 29 september:
Work continues - multiple hours per day - but there is still a lot to do.... release date "before the end of the year" sounds more realistic now.
EDIT 19 November:
Still hard at work on this. Its looking good. Hope to have it out by year's end.
EDIT 12 December:
Nearing completion, but I don't want to rush it. It may end up being January 2022.
EDIT 20 December:Will hopefully be published January 2022.
EDIT 21 January:
Its nearly done. Also need to make some good screenshots, maybe a video, mod description texts. Probably early Feb 2022.
05 February:
RAID Weathers is now available.
Please take a look at RAID Weathers.
EDIT: RAID Weathers is now available for LE.
Are you using any other mods that change audio or weather or weather particle settings? Try this mod at the bottom of your load order.
If its the light rain variant (C821F for example), that is supposed to be barely visible, but the audio that goes with it is also barely audible (just gentle dripping sounds, so it fits), unless you have an audio mod changing that.
And an unlikely long shot idea: if you are playing at super low timescale settings (as in 1min ingame is 1min real life, instead of default 20:1 ratio), you could just be in a weather transition that is taking forever. If your on default timescale this does not apply.
No other ideas at the moment sorry.
It might be useful to check which rain weather this is in console with the More Informative Consolemod. With this console mod, open console, then press tab once, a window should display the current weather ID (light rain C821F or heavy rain C8220 etc).
You could force test heavy rain with the command: "FW C8220 1"
In the mean time, you can easily do this quick and dirty with xEdit:
1. Rename this mod's esp file, and put it below the original ELFX weathers esp in load order. (renamed in order to have both active)
2. in xEdit, for my weathers esp, delete all "imagespace" records.
Now you have what you want - this mod's fixes, and original ELFX bloom effects.
Sure, it was dark as s#*! at 1am and I could hardly see even with wearable lanterns turned up but, meh. I don't know.
The new big update coming soon (this month or next) will make significant improvements to night brightness - generally darker, and more consistent darkness across different weathers. (and there will be no need for imaginator as i have built that functionality into the weathers themselves, to a higher standard, as I should have done from the start)
The added clarity during some weathers is nice, after messing with settings for 15-20 minutes I said screw it and just starting playing so I got used to it. Still dark as piss during nighttime storms, so that's good. I'll keep an eye out for the update too.
In the description I read that IMAGINATOR and Brighter Lights basically do the same thing, but I do not know if you know, that mod there changes the weather outside and then causes blinding white clouds when it rains and I also noticed that when there is a thunder the lights turn green and then return to normal. I wanted to know if increasing the brightness to IMAGINATOR happens the same bug?
I came across ELFX looking for a way to give me dark dungeons without requiring ENB, and I was really pleased with it, and the additional lighting effects and overall atmosphere were incredible. However, the combined bloom and blur from the mod made it unplayable, to the point of giving me a migraine after playing for about 20 minutes. After using your mod and following the install directions, I found it was improved moderately, but was still uncomfortable to look at. Is there anything else I can do? In a perfect world, I'd love to keep the changes this mod makes in terms of lighting shadows, and eliminate the post-processing, or at least the effects that feel like I'm wearing someone else's glasses.
I see that you're still working on this so I just wanted to give my experience.
You can load the ELFX Enhancer plugin and my weather plugin (or whatever plugin it is you mean) in xEdit, navigate to their imagespace records, and set all "bloom" settings to zero, for each imagespace (there may be many). Doing this manually could take up to an hour or so, the alternative is to modify the xEdit script found on this mod page: https://www.nexusmods.com/skyrim/mods/31593 which does it automatically (you would need to read the instructions there and do some thinking on how to tweak that script to your needs, if you don't like the sound of that, just do the manual method above).
Hope this helps.
By
I've been reading up on various settlement mods and trying to make sure that what ELFX and your overhaul accompish for stealth still applies to the mods I want to use (JK's Skyrim and ETaC together) and I ended up on the following (hopefully truly compatible) combo of lighting mods:
- Everything ELFX (including your overhaul) EXCEPT Exteriors and whatever fixes there are for it specifically.
- Lanterns of Skyrim II + its addon Tamriel Master Lights.
How much do I lose in correct application of shadow and lit areas by dropping Exteriors in favor of LoS II? Is there even a loss?
P.S. Also I don't actually have the capacity to test this myself since my laptop can't handle even LE anymore let alone SE so this combination of mods is configured by me strictly from being a nerd and reading up on their compatibility pages. Sorry, I just have an uncontrollable urge to THINK about modding Skyrim :D
P.P.S. edited a couple question marks that popped up out of nowhere.
Can you elaborate a little on what issues TML causes?
But a mod like "Lux Orbis" proves shadow casting lights can be done right, without detection problems.
Edit: JK ELFX Exteriors patch, the ETaC patch is included in its installer.