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Skyrim special edition enb natural view tamriel red glow
Skyrim special edition enb natural view tamriel red glow










skyrim special edition enb natural view tamriel red glow
  1. #Skyrim special edition enb natural view tamriel red glow mod
  2. #Skyrim special edition enb natural view tamriel red glow manual
  3. #Skyrim special edition enb natural view tamriel red glow windows

Read the documentation included in the Standalone archive. Certain things may be incomplete, not work as expected or change considerably between versions. This is an ALPHA version to test things and iron out bugs.

skyrim special edition enb natural view tamriel red glow

Do not hesitate to ask questions and provide feedback. I will keep this post brief. Make use of the Help buttons and hover over settings.

#Skyrim special edition enb natural view tamriel red glow mod

The credit will be yours when someday my mod finally gets out there. I'll play around with this more to see differences in visibility performance, but as things stand now I am very happy and content with the results. Regardless if these flags are checked or not, for many weathers where there is even a very slight mist / fade at a distance, I am getting the window glow to not be visible, where the silohuette of the rest of the building is still visible. " I first did it without this, and decided I couldn't see the glow at all from a very far distance, so then I added these flags.

skyrim special edition enb natural view tamriel red glow

I should note that for the LOD window mesh, I also as you recommended for improved visibility at far distances, " also setting Decal, Dynamic_Decal on Shader Flag 1 and No_Fade on Shader Flag 2 as that will be help with the long distance visibility and z-fighting.

#Skyrim special edition enb natural view tamriel red glow windows

However, with static LOD only (only checking Windows and leaving the rest of the stuff to the right of that unchecked), I can confirm that everything works beautifully, and now my building's LOD model has working LOD windows. Once I am more confident in how I can liberally use the various features within dyndolod, I will experiment. I am not using external emittance and am deciding on just using the glow windows as static LOD for now. House01glow_lod_1 (for the LOD glow windows), with 1 meaning assigned to FarGrid. I have only tried this for a single house, using the NIF naming conventions: Now when you include the house01_lod* and its house01glow_lod* LOD meshes with your mod and then later users use DynDOLOD to generate LOD with the Windows and optional High settings checked, it should just work.Īfter following these directions, everything works beautifully! The windows themselves typically float a bit in front of the LOD mesh for the structures. They are also setting Decal, Dynamic_Decal on Shader Flag 1 and No_Fade on Shader Flag 2 as that will be help with the long distance visibility and z-fighting. There are no additional settings required.Ĭheck the existing glow LOD meshes. If checking Windows, the glow LOD mesh is then automatically found whenever a reference uses house01_lod_1.nif. Otherwise they will be simply merged into the static object LOD BTO.įor example, if the LOD model has the file name house01_lod*, its glow LOD windows should have the file name house01glow_lod_*.nif. If required (and if High Windows has been checked) they can be added as dynamic LOD in order for them to react to the external emittance (window lighting changes based on weather/light conditions) settings defined on the reference. The glow LOD windows are done as a separate meshes. If X equals _0 it is assigned to NearGrid (LOD4), _1 to FarGrid (LOD8) and _2 (LOD16) is a neverfade. This is determined by the *glow_lod_X.nif file name. Most windows are automatically added to the FarGrid, some are added as neverfades that always show regardless of distance. However, windows on vanilla forts for example are not using external emittance and consequently will always be generated as static object LOD. As explained above, dynamic object LOD windows react to external lighting. Check the High option to add glowing windows as dynamic object LOD if applicable. If the High option is not checked the glowing windows are added as static object LOD. Glow LOD Windows are independent meshes that are added in addition to the LOD of the object they belong to. Make sure to read the Glow LOD Windows section in the manual:Ĭhecking the Windows option adds glowing LOD windows to all vanilla LOD buildings.

#Skyrim special edition enb natural view tamriel red glow manual

Yes, the manual is thin on the details for that.












Skyrim special edition enb natural view tamriel red glow