After reading comments from users who have nothing better to do than tell falsehoods about our mod, we warn users that such posts will be immediately deleted. We are really sorry if this mod has angered someone but that someone will have to come to the evidence that ELFX Shadows works well and above all exactly as specified in the description. We also want to reiterate that our mod does not create FPS problems and that it is absolutely real that in many cells the 4 shadowcasting lights are abundantly exceeded, in some there are even more than 10.
to disprove the falsehoods of some jokers about draw calls, this is the most critical spots in Bannered Mare cell, also note the polycount :)
Hello. So how does this mod work/play with Community Shaders? I know CS's tries to enhance shadows already but not sure if this would work with CS's or make things better/worst and by worst I mean even darker then things already are in CS's. Thanks in advance and have a nice time. :-)
Just a quick questions i hope you can help me with, i am getting this vortex message about plugins cyclic rules and i cant fix it no matter how i change the load order, image below Kindly help or advise
I have ELFX Shadows running and working. I'm considering trying to add in DISDD (at first glance it seems to work, but I haven't stripped out ELFX Hardcore yet nor tested extensively).
i'm having an issue with some textures showing up as kind of like a static pattern and i've read over the description several times so i don't know where ive gone wrong. i have a screen reccording of the issue. i'm sure this is user error i'm just not sure where. any help would be appreciated.
thanks. it seems to be some kind of snowy rock thing, its mostly in mountains and the sound when i walk on it is stone, would that help narrow it down? would auto parallax fix this? and if not would you know what would?
Is this order safe? Smim ELFX - various textures mods like Skyrim 202x, SRP, Illustrous Whiterun etc - LUX Via Lux Orbis Embers XD ELFX Shadows ParallaxGen
I also saw there are some smim_orc_wood dds (8 in total) that are replaced by ELFX Shadows, Is it safe to hide them to use the Skyand textures instead?
i ended up doing my order, worked fine but i had to swap back to lux as some cave/mine were too dark (embershard mine for exemple), might be more realistic but it's more annoying to play for me Without the enhancer it looked better in dark areas, but normal interiors like house/inn were now too bright (with cabbage enb) :(
if you had followed the mods recommended in the description page you would not have had these problems, LoS II instead of any Lux mod, Rudy ENB instead of Cabbage ENB, but at least I hope you did it because you actually like that stuff instead of just following the trend
yes i use Lux and Cabbage because for my taste they look the best, I like the bridge and clutter addition to Lux (which Los II doesn't have i'm afraid) and like the look of Cabbage too because it makes the lighting better in my opinion, trying back and forth cabbage and Rudy for Obsidian I found Rudy to be "flat" looking But looking from the screenshots I'm guessing the "dark" feeling is intended, unfortunetaly not for me
as always tastes are subjective, what for you are "cons" for many are huge "pros", absence of useless clutters, need to use torches and lanterns to illuminate some areas of the dungeons which translates into greater atmosphere and need to approach exploration more carefully. ELFX Shadows is certainly not the classic commercial product
Not sure if this is fixable, but when in some dungeons the lighting is off with Community Shaders, and when I turn off the lighting in those shaders, it fixes it, but also disables a lot of nice features from their lighting system.
Never mind, I neglected to add the following -_-
bFloatPointRenderTarget=1 iShadowMaskQuarter=4
EDIT AGAIN: I lied, still getting odd lighting issues where light sources in caves don't emit any light.
Turns out I think this is caused by Light Limit Fix, so I'm not sure there is anything that can (or should) be done with this mod. I guess it is some sort of incompatibility on that mod's end.
1418 comments
to disprove the falsehoods of some jokers about draw calls, this is the most critical spots in Bannered Mare cell, also note the polycount :)
Vanilla + JK
ELFX Shadows + JK
Lux + JK
Thanks for your attention,
WiZkiD and Nicola
May I ask if the MOD above is still useful after installing ELFX shadows?
If necessary, what is the installation sequence?
OK,thank you.
Just a quick questions i hope you can help me with, i am getting this vortex message about plugins cyclic rules and i cant fix it no matter how i change the load order, image below
Kindly help or advise
https://ibb.co/mVrbF2rz
I have ELFX Shadows running and working. I'm considering trying to add in DISDD (at first glance it seems to work, but I haven't stripped out ELFX Hardcore yet nor tested extensively).
Smim
ELFX
- various textures mods like Skyrim 202x, SRP, Illustrous Whiterun etc -
LUX Via
Lux Orbis
Embers XD
ELFX Shadows
ParallaxGen
I also saw there are some smim_orc_wood dds (8 in total) that are replaced by ELFX Shadows, Is it safe to hide them to use the Skyand textures instead?
Thanks you
Without the enhancer it looked better in dark areas, but normal interiors like house/inn were now too bright (with cabbage enb) :(
But looking from the screenshots I'm guessing the "dark" feeling is intended, unfortunetaly not for me
@
Never mind, I neglected to add the following -_-
bFloatPointRenderTarget=1
iShadowMaskQuarter=4
EDIT AGAIN: I lied, still getting odd lighting issues where light sources in caves don't emit any light.
Turns out I think this is caused by Light Limit Fix, so I'm not sure there is anything that can (or should) be done with this mod. I guess it is some sort of incompatibility on that mod's end.