If you disable that then you disable the mechanic that ENB use to handle the shadows. if detailed shadows is on in ENB, then it handles all shadows, as long as deffered shadows is on ofc. At least that is what I would do rather then go about messing with the general settings since they apply to the entire game. hence you want to do cell edits, and alter the location of the light relative to what it is casting on.Īlternatively you can simply create a new light with no shadow casting, and then replace it in every problem cell. Perhaps individual issues are only related to the placement of that particular light. However most of the time then the same light source is used many times over in many different settings. In general then you can find the shadow settings under individual lights, and then disabling the shadowcasting feature of any given light source. short of disabling the shadows entirely ofc, as you have found out. Some conditions are just not fixable even with ENB after all. It would be helpful if you could provide some screenshots of the issues. I am also not entirely sure I follow what you mean about the issue. #HOW TO USE TES5EDIT ENDERLA MOD#AFAIK then any mod will also just use the default shadow generation, and hence ENB should automatically render all of them. Where can I find these in TES5Edit so I can switch them back so they can be affected by my ENB? I don't need to change them all, just the ones that are the most annoying like the Winking Skeever.ĮNB shadows are just replacements for the default ones already in the engine, with a few added on top (SSAO, skylighting). It's jarring to go from one place with the realistic ENB shadows and suddenly switch to the ugly Vanilla shadows. Examples include the Whiterun Temple of Kynareth, Whiterun kitchen, Winking Skeever, Windhelm inn upstairs, etc. The other problem I noticed is that certain lights in the main ELFX Interiors module seem to use the old Vanilla shadows instead of the much improved ENB shadows. How can I find in TES5Edit the reference for these extra shadow casting street lights? I can't find any reference that seems to make a difference. However, certain places still have have those funky shadows, like for example the brazier near Gildergreen in Whiterun. I checked the Windhelm Khajit camp and several Giant Camps to make sure. I turn them off and Voila! - campfires no longer have broken shadows. I wanted to turn off these shadows so I went into TES5Edit and found there was a setting under “Light†called LightCampFireShadow and SlightStreetStreetShadow that had shadows checked under them. #HOW TO USE TES5EDIT ENDERLA HOW TO#Unless anyone knows how to turn bDeferredShadows=0 and keep the ENB shadows if you can do that then my first problem is immediately fixed ) If I leave bDeferredShadows=1, then the shadows around lights become more intense but still come from the moon, which creates funky shadows on people, particularly when it's overcast. However, these shadows require that I set bDeferredShadows=0, which completely ruins the far superior ENB shadows. However, I've encountered two problems with ELFX, and I was hoping I could fix these myself using TES5Edit but I'm a bit lost at the moment.įirst of all, ELFX-Exteriors adds it's own shadows to certain exterior lights. I use Vividian ENB with ELFX and ELFX Exteriors, and overall it's been great.
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