![]() The above is an example of an effect that isn't categorized as Particle, Fire or Light Emitter, so it's always that bright, no matter the settings. Those meshes have the "Environment Map Scale" flag and tweaking it can adjust the severity of the cubemaps.īut ENB does the same thing with emissive meshes, multiplying the glow of things like ground fog: There actually are ways of controlling the above problems, of course. You may recall that ENB does the same thing with cubemaps and other environmental effects, so you can get things like this: Or, maybe more accurately, it treats all such effects as though the local brightness is 100%, which happens to make them look like they're glowing when the environment is actually dark. ![]() The problem is that ENB is magnifying the red glow tenfold, so that it stops being subtle and starts being something that raises questions. In this case, I needed to lower both lighting and ambient lighting intensity to 0 (from the ENB settings in the ENB 0.451 archive) to make it obvious. ![]() Here for example is a screenshot of the same spot I took on a 100% clean install of FNV on a separate PC, with no mods and no mod manager-just FNV and ENB: Yes, I suspect it's the vanilla game doing something. ENBSeries wrote: ↑, 07:50I do not apply anything which could generate that red thing and i did test now disabling all the code, except increasing intensities, it's vanilla game do, maybe fake sss attempt.
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