MOD介绍:
简要介绍98%的人你不会阅读下面的全部NOVELLA-SIZED文本
- 必须具有ENB 0.362+和预设,这使得复杂粒子灯 - 最好使用最新的ENB版本,因为各种错误修复
- 复杂粒子灯 - DistanceFadexxx设置(所有这些)必须设置为最小值(0.3)或割炬的光半径非常小。如果灯太亮或太暗,可能需要调整强度设置。
- 下载mod并使用mod manager安装 - 选择MINIMAL INSTALL
- 确保esp在你可能拥有的任何火炬模型后加载
- 如果出现问题,请不要在花时间阅读中篇小说之前抱怨 - 至少阅读已知的问题。我将忽略下面已经回答的任何问题。
如果您想要完整安装,您必须阅读所有细节。
================================================== =================
描述
该模型使用最近在ENB中引入的复杂粒子光作为大规模光源。这是屏幕空间照明,提供“一些”阴影量。简而言之,这种效果有两个主要优点:
- 您可以拥有多少个阴影光源没有硬性限制
- 这些光源也照亮了草(!!!)
缺点是阴影距离非常有限*并且这些灯仅是屏幕空间,这意味着它们一旦在屏幕外就完全消失。在您后面的ENB光源不会发光。大型物体仅投射局部阴影,有时看起来很奇怪。这是ENB限制,我无能为力。它也不是性能友好的。拥有低端PC的玩家可以更好地移动。
主要测试第三人!!!它可能会或可能不会在第一人称工作,我现在没有计划调查它,因为我没有在第一人称游戏。
该模型的工作原理是为每个常见的火焰效果网格(如火炬和火盆)添加一个大的不可见粒子系统。这是必要的,因为可见的火焰粒子本身不能发射足够的光以用作有用的光源。由于ENB如何工作(并且非常感谢Boris给我提示),你可以拥有一个在屏幕上看不见的粒子,但会产生适当设置的光照。为了避免过度曝光,通常放置在网状物上的每个实际光源的强度必须降低。直接杀死香草光源是不可行的,因为即使在其最大限度下,粒子光源的范围仍然相当有限。我认为将两者结合起来是最好的妥协。这个系统远非完美(我怀疑鲍里斯/ ENB的创造者/意图他的影响被滥用到这种程度)但仍然是一个很大的改进。到目前为止,最大的优点是你的火炬(以及所有其他火焰)将在晚上照亮草地。这对于沉浸感来说是巨大的。
显然这个mod需要ENB 0.362及以上。
================================================== =================
这是一个BETA发布
目前的主要目标是获得有关mod可玩性的反馈,并在可能的情况下获得一些帮助以使其更易于使用(请参阅技术细节并阅读编辑灯光的问题)。在这个阶段,我没有提供除下载之外的权限,无法在游戏中玩游戏。不共享或发布补丁或mod或任何东西。绝对没有在其他地方上传!这个mod现在和将保持Nexus EXCLUSIVE。
话虽如此,如果你是粒子或脚本的专家或任何我搞砸了,你知道如何使它变得更好的专家,请务必告诉我。
一旦我对这个mod的核心功能运行得很好,我就会打开东西,但是在这个阶段为其他mod添加补丁会产生太大的噪音。那时我可能只提供非常有限的支持,因为我希望将有限的可用时间用于将照明扩展到所有火焰效果。
================================================== =================
已知的问题
我的个人mod和ENB设置平衡了光强度。它可能看起来与众不同。它可能太亮或太暗。我无法实际为每种可能的mod和设置组合提供选项,但我会在以后提供如何根据需要调整灯光的说明。
光半径有点小 - ENB限制
阴影很奇怪 - ENB限制
在第一人称不起作用 - 我没有在第一人称测试
斑驳的头发照明 - 一个天际着色器的错误,鲍里斯提供了一个修复香草头发,但天空仍然为我修复,其他头发模型也可能被窃听。对于天空,将alpha混合设置为头发nif文件(不是细线文件)的4844修复此问题,但我不知道这是否会弄乱别的东西。
来自足迹,增强血液纹理和可能的其他模式的贴花的不透明度问题 - 必须为这些模型的纹理启用Alpha测试。请参阅此处:://enbseries#enbdev#com/forum/viewtopic.php?f = 21&t = 6175最新的ENB版本可能已修复此问题,我尚未对其进行测试。
兼容性
最小安装只会与玩家火炬mods发生冲突。包含STAC补丁(经许可)。
完整安装将与任何更改技术详细信息中列出的网格的mod相冲突。您可以安全地覆盖SMIM和Particle Patch。包括STAC补丁。我稍后会为EmbersHD提供补丁。
使任何其他修改的网格兼容非常容易,只需阅读技术细节。
安装
要求:ENB 0.362+以及任何能够实现复杂粒子灯的预设。由于所有错误修复,最新的ENB首选。要获得最大光半径,您需要将ENB复杂粒子灯设置中的“距离淡化”设置为0.3(这是可能的最小值)。如果您的设置灯太亮或太暗,请使用强度设置。我的强度设置相当低,0#25-0#4。
附带的灯光编辑脚本需要SSEEdit和MXPF - 只有在完全安装时才需要。
安装程序为您提供了两个选项。
只需携带手电筒即可进行最小程度的安装。这实际上是火炬不仅由玩家携带,而是由守卫和其他NPC携带,所以如果你不想处理编辑光记录和弄乱你的光线模块,这仍然是很大的收获。 .esp将香草火炬的亮度降低了一半。它会与任何火炬模型冲突。如果你将其他火炬模型放在火炬之后火炬太亮了。如果您已经拥有一个火炬模型,并且想要保留它,您可以直接在其中编辑播放器火炬光记录(Torch01)的FNAM Fade值,或者在您自己的补丁中编辑覆盖记录。 ESP仍然需要在加载顺序中保持somwhere,因为它还分配了所需的插件节点ID。
完整安装需要更多工作。
你会有更多的过亮灯。我没有为此提供现成的补丁。我提供了一个SSEEdit脚本文件。
在你做这件事之前,请进一步了解技术细节,解释为什么它将永远需要,然后决定你是否想要这样做。继续需要您自担风险。
- 在您的mod管理器中选择完全安装并完成主文件的安装。
- 如果您还没有SSEEdit,请获取它。如果您不熟悉它,坚持使用最小安装选项可能会更安全。
- 在SSEEdit文件夹的Edit Scripts中安装MXPF脚本
- 从ENB Light存档中提取ENBLight Patcher文件,并将其放入SSEEdit文件夹中的Edit Scripts中。
- 打开SSEEdit,加载你拥有的任何光照模块,然后应用脚本文件(右键单击左列 - 应用脚本 - 选择ENBLight Patcher,单击OK)。它将要求一个文件名 - 这将是它包装的补丁esp的名称。它会找到所有光记录并将其强度降低一半。这可能需要很长时间。在我的电脑(2700x / 16GB / SSD)上花了20分钟。另外,您可能需要手动编辑灯光至少进行测试,直到有更好的脚本可用。
- 一旦你有补丁,你可以将我的esp文件中的插件记录复制到其中,这样你就没有额外的esp文件了。显然可以使用你的mod管理器启用esp。它需要在编辑光记录的所有mod之后加载,以确保发生。
卸载
即使是完全安装也应该可以随时安全卸载。
技术细节
对于那些知道他们正在做什么并且想要用东西来容纳他们自己的mod设置和/或提供反馈的人。非常感谢认真的建设性反馈。
粒子光源是MPS插件。它们一次产生4-5个粒子,这是获得体面闪烁效果所需的最小粒子。 mod广告3个新的MPS nif文件:
啮合\ MPS \ enblight \ enbl_mpsplayertorch.nif
啮合\ MPS \ enblight \ enbl_mpsstatictorch.nif
啮合\ MPS \ enblight \ enbl_mpsbrazier.nif
和esp中的相应插件记录。有一个新的纹理文件是不可见的粒子。已编辑以下网格以插入一个引用其中一个MPS文件的插件节点(源网格在括号中; pp =粒子补丁):
网格\武器\火炬\ torch.nif(香草)
网格\效果\ fxfire01new.nif(香草)
网格\效果\ fxfire02new.nif(香草)
网格\效果\ fxfirewithembers01.nif(pp)
网格\效果\ fxfirewithembers01_cheap.nif(pp)
网格\效果\ fxfirewithembers01_lite.nif(pp)
网格\效果\ fxfirewithembers02.nif(pp)
网格\效果\ fxfirewithembers03.nif(pp)
网格\效果\ fxfirewithembersheavytoggle.nif(pp)
网格\效果\ fxfirewithemberslogs01.nif(pp)
meshes \ clutter \ common \ removabletorch01.nif(pp)
meshes \ clutter \ common \ torchpermanent01.nif(smim)
meshes \ clutter \ common \ torchsconce01.nif(pp)
meshes \ clutter \ woodfires \ campfire01burning.nif(smim)
meshes \ clutter \ woodfires \ campfire01landburning.nif(smim)
meshes \ clutter \ woodfires \ fireplacewood01burning.nif(vanilla)
它实际上只是几个网格,但它涵盖了大多数受益于ENB Light的火/光源。天花板灯等通常是阴影,离玩家太远。蜡烛太小,无法提供比现有的更大的照明半径。
显然,任何覆盖这些网格的mod都会发生冲突。然而,在NifSkope中使任何修改的网格兼容是很容易的 - 只需将我的网格中的AttachENBLight节点复制到相应的网格中,并确保BSX标志中的第4位设置为1.如果你不知道我刚才所说的 - 我会稍后详细说明逐步说明。
mod的第二部分是编辑光记录以减少Fade值以适应额外的光照。这是棘手的部分。有很多轻记录。首先,每个灯都有几个基本版本,除此之外,几乎每次引用其中一个时,Fade值都会改变+/-因此仅仅更改基值是不够的。即使我生成并提供了覆盖每个香草灯记录的完整补丁,它也会覆盖您可能拥有的任何照明模式,并且不会计算由mod添加的额外灯光。
包含的esp仅包含香草玩家火炬之光的覆盖。其余的我已经包含了一个我一起入侵的SSEEdit脚本。使用风险由您自己承担。
该脚本基于MXPF。它会遍历你的mod(以及vanilla文件)中的所有光记录,并创建一个补丁,所有淡入淡出值减少一半。这个脚本“有效”但需要永远。我使用的MXPF原始脚本的工作原理是加载某种类型的所有记录,然后删除那些不符合某些条件的记录。我没有足够的时间弄清楚如何让它只加载那些作为灯光的REFR记录,所以它会加载所有REFR记录(就像所有的天际),然后删除所有不亮的东西。为此目的,这是非常低效的。
另一个问题是一些灯可能是如此明亮,即使在一半的强度下,它们仍然会压倒ENB灯光效果,在某些情况下,ENBL会遮挡已经阴影的灯光。因此,更好的脚本可以忽略室内阴影灯(室外你想要ENBL草)和/或可能将效果网格分成两种类型 - 启用或不启用ENBL并为每种灯类型指定适当的网格。然而,这个假设更好的脚本目前超出了我的脚本编写能力。
如果真正了解脚本的人能够提出比我现在更好的解决方案,那么我将非常感激。
学分
非常感谢
鲍里斯,ENB的创始人
mindflux,有权使用他的mod并获得一般帮助
ENBDev论坛上的任何其他人都回答了我的问题
matortheeternal for scrips我曾经一起未加密我的剧本
捐赠
我没有计划接受捐款。如果您想捐赠 - 请捐赠给ENBDev。
————————————————————————————————————————————————————————
BRIEF FOR THE 98% OF YOU WHO WILL NOT READ THE FULL NOVELLA-SIZED TEXT BELOW
- MUST HAVE ENB 0.362+ and preset which enables Complex Particle Lights - best to use LATEST ENB version because of various bug fixes
- Complex Particle Lights - DistanceFadexxx settings (all of them) must be set to minimum (0.3) or the torch will have very small light radius. Intensity settings may need to be adjusted if the light is too bright or too dim.
- download mod and install with mod manager - select MINIMAL INSTALL
- make sure the esp loads after any torch mods you may have
- if something is messed up, do NOT complain before taking the time to read the novella - at the very least read KNOWN ISSUES. I will ignore any questions which are already answered below.
If you want to do the full install you absolutely must read all the details.
===================================================================
DESCRIPTION
This mod uses the recently introduced Complex Particle Lights in ENB as large scale light sources. This is screen- lighting which provides "some" amount of shadow. In short, there are two major advantages to this effect:
- there is no hard limit to how many shadowed light sources you can have
- these light sources also illuminate grass (!!!)
The disadvantages are that the shadow distance is very limited* and these lights are screen only, which means they disappear entirely as soon as they are outside the screen. An ENB light source which is behind you will not emit any light. Large objects only cast partial and sometimes strange looking shadows. This is ENB limitation which I can't do anything about. Also it is not performance friendly. Players with lower-end PCs better move along.
Tested mainly in 3rd person!!! It may or may not work OK in 1st person and I have no plans at the moment to look into it as I do not play in 1st person.
The mod works by adding a large invisible particle system to each common fire effect mesh such as torches and braziers. This is needed because the visible fire particles do not emit nearly enough light on their own to serve as a useful light source. Because of how ENB works (and huge thanks to Boris for giving me the hint on this) you can have a particle which is invisible on the screen but generates lighting with the appropriate settings. To avoid overexposure each actual light source which is normally placed at meshes like that must be reduced in intensity. Outright killing the vanilla light sources won't work because even at its maximum limit a particle light source still is fairly limited in range. I think combining the two is the best compromise. This system is far from perfect (I doubt Boris /creator of ENB/ intended his effects to be abused to such extent) but still a big improvement. The biggest plus by far is that your torch (and all other fires) will illuminate grass at night. This is huge for immersion.
Obviously this mod requires ENB 0.362 and above.
===================================================================
THIS IS A BETA RELEASE
The main goal at the moment is to get feedback on how playable the mod is and if possible to get some help with making it easier to use (go to Technical Details and read about the issues with editing lights). At this stage I give no permissions other than download to play with in your game. No sharing or publishing patches or mods or anything. Absolutely no uploading elsewhere! This mod is and will remain Nexus EXCLUSIVE.
Having said that if you are an expert in particles or scripts or anything which I've messed up and you know how to make it better, by all means let me know.
Once I'm satisfied that the core functionality of this mod works well enough I will open up things but at this stage adding patches for other mods would be too much noise. At that point I will likely offer only very limited support as I would like to spend my limited available time on expanding lighting to all fire effects.
===================================================================
KNOWN ISSUES
Light intensity is balanced for my personal mod and ENB setup. It may look different for you. It may be too bright or too dark. I can't realistically provide options for every possible combination of mods and settings but I will provide instructions later how to adjust the lights if needed.
Light radius is kinda small - ENB limitation
Shadows are weird - ENB limitation
Doesn't work in 1st person - I have not tested it in 1st person
Bugged hair lighting - bug with a Skyrim shader, Boris has provided a fix for vanilla hair but skyhair is still bugged for me and it's possible that other hair mods are bugged too. For skyhair, setting alpha blending to 4844 of the hair nif file (not hairline file) fixes this but I don't know if this won't mess up something else.
Opacity problems with decals from Footprints, Enhanced Blood Textures and possibly other mods - Alpha Testing must be enabled for the textures of these mods. See here: enbseries#enbdev#com/forum/viewtopic.php?f=21&t=6175 Latest ENB release may have fixed this, I haven't tested it yet.
COMPATIBILITY
The minimal install will only conflict with player torch mods. STAC patch is included (with permission).
The full install will conflict with any mods which change the meshes listed in Technical Details further down. You can safely overwrite SMIM and the Particle Patch. STAC patch is included. I will provide a patch for EmbersHD later on.
Making any other modded mesh compatible is very easy, just read Technical Details.
INSTALLATION
Requirements: ENB 0.362+ and any preset which enables Complex Particle Lights. Latest ENB preferred because of all the bug fixes. To achieve maximum light radius you need to set "Distance Fade" in the ENB Complex Particle Lights settings to 0.3 (this is the minimum possible). If the lights are too bright or too dim with your setup, play with the Intensity settings. My Intensity settings are fairly low, 0#25-0#4.
The included light editing script requires SSEEdit and MXPF - only needed if you go with full install.
The installer gives you two options.
You can do a minimal install with just the carried torch. This is actually the torch carried not just by the player but by guards and other NPCs, so this is still a lot of bang for your buck if you don't want to deal with editing the light records and messing up your light mods. The .esp reduces the intensity of the vanilla torch light by half. It will conflict with any torch mod. If you place your other torch mods after it the torch will be too bright. If you already have a torch mod and you want to keep it you can simply edit the FNAM Fade value of the player torch light record (Torch01) directly in it or as override record in your own patch. The ESP is still required to stay somwhere in the load order as it also assigns addon node IDs which are needed.
The full install requires a bit more work.
You will have a lot more overbright lights. I have not provided a ready-made patch for this. I have provided a SSEEdit script file.
BEFORE you do this better go to Technical Details further down which explain why it will take forever and then decide if you want to do this. Proceed at your own risk.
- select Full install in your mod manager and finish the installation of the main files.
- get SSEEdit if you don't already have it. If you're not familiar with it it may be safer to stick with the minimal install option.
- install the MXPF scripts in Edit Scripts in your SSEEdit folder
- extract the ENBLight Patcher file from the ENB Light archive and put it in Edit Scripts in your SSEEdit folder.
- open SSEEdit, load any lighting mods you have, and then apply the script file (right click in the left colum - Apply Script - select ENBLight Patcher, click OK). It will ask for a file name - this will be the name of the patch esp it crates. It will find all light records and reduce their intensity by half. It may take a very long time. On my PC (2700x/16GB/SSD) it took 20 minutes. ALTERNATIVELY you may want to edit your lights manually at least for testing, until a better script is available.
- once you have your patch you can just copy the addon records from my esp file into it so you don't have an extra esp file. Obviously enable the esp with your mod manager. It will need to be loaded AFTER all mods which edit light records so make sure that happens.
UNINSTALL
Even full install should be safe to uninstall at any time.
TECHNICAL DETAILS
for those who know what they're doing and would like to play with things to accomodate their own mod setup and/or give feedback. Serious constructive feedback is really appreciated.
The particle light sources are MPS addons. They generate 4-5 particles at a time, the minimum required to get a decent flickering effect. The mod ads 3 new MPS nif files:
meshes\mps\enblight\enbl_mpsplayertorch.nif
meshes\mps\enblight\enbl_mpsstatictorch.nif
meshes\mps\enblight\enbl_mpsbrazier.nif
and corresponding addon records in an esp. There is one new texture file which is the invisible particle. The following meshes have been edited to insert an addon node which refers to one of the MPS files (the source meshes are in brackets; pp = particle patch):
meshes\weapons\torch\torch.nif (vanilla)
meshes\effects\fxfire01new.nif (vanilla)
meshes\effects\fxfire02new.nif (vanilla)
meshes\effects\fxfirewithembers01.nif (pp)
meshes\effects\fxfirewithembers01_cheap.nif (pp)
meshes\effects\fxfirewithembers01_lite.nif (pp)
meshes\effects\fxfirewithembers02.nif (pp)
meshes\effects\fxfirewithembers03.nif (pp)
meshes\effects\fxfirewithembersheavytoggle.nif (pp)
meshes\effects\fxfirewithemberslogs01.nif (pp)
meshes\clutter\common\removabletorch01.nif (pp)
meshes\clutter\common\torchpermanent01.nif (smim)
meshes\clutter\common\torchsconce01.nif (pp)
meshes\clutter\woodfires\campfire01burning.nif (smim)
meshes\clutter\woodfires\campfire01landburning.nif (smim)
meshes\clutter\woodfires\fireplacewood01burning.nif (vanilla)
It's really just a few meshes but this covers most fire/light sources which benefit from ENB Light. Ceiling lights etc are usually shadowed and are too far from the player. Candles are too small to provide a larger lighting radius than they already do.
Obviously any mod which overwrites these meshes will conflict. However it is EASY to make any modded mesh compatible in NifSkope - just copy the AttachENBLight node from my mesh into the corresponding mesh and make sure bit 4 in BSX flags is set to 1. If you have no clue what I just said - I will post detailed step by step instructions later.
The second part of the mod is editing light records to reduce the Fade value to accomodate the extra lighting. This is the tricky part. There is a LOT of light records. First you have several base versions of each light and on top of this almost every time one of them is referenced the Fade value is changed +/- so it is not enough to just change the base values. Also even if I generated and provided a full patch which covers every vanilla light record it would override any lighting mod you might have, and extra lights added by mods would not be counted.
The included esp only contains overrides for the vanilla player torch light. For the rest I've included a SSEEdit script which I hacked together. Use at your own risk.
The script is based on MXPF. It will go through all light records in your mods (and in the vanilla files) and create a patch with all fade values reduced by half. This script "works" but takes forever. The MXPF original script I used works by loading ALL records of a certain type and then removing those which do not meet some criteria. I haven't had enough time to figure out how to get it to load only those REFR records which are lights, so it will load ALL REFR records (which is like ALL of Skyrim) and then remove everything which is not light. It's crazy inefficient for this purpose.
The other problem is some lights may be so bright that even at half strength they still overpower the ENB Light effect, and in some instances ENBL messes up already shadowed lights. So a better script could ignore indoors shadowed lights (outdoors you want ENBL for grass) and/or possibly split the effect meshes in two types - with or without ENBL enabled and assign the appropriate mesh to each light type. However this hypothetical better script is beyond my scripting ability at this time.
If somebody who actually knows scripts can come up with a better solution than what I have right now it'd be much appreciated.
CREDITS
Big thanks to
Boris, the creator of ENB
mindflux, for permissions to use his mods and for general help
anybody else at the ENBDev forums who answered my questions
matortheeternal for the scrips I used to hack together my script
DONATIONS
I have no plans to accept donations. If you feel like donating - please donate to ENBDev.
资源查找:
回复区
昵称:
邮箱:
内容: