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FIX weird shadow face bug thing


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Looks like a sharp-vertex ambient occlusion bug from the MXAO qUINT module. It's either a conflict with multiple ambient occlusion modules attempting to run simultaneously, not enough GPU v-ram to use higher vertex sampling for smooth AO shadows, or a probable incompatibility with high-vertex count bodies/heads (3bbb, HPH, Citrus, etc.) and McFly's module that I myself have been running into (the module traces each body-vertex as a shadow-caster and produces the same kind of disgusting banding you're experiencing even at higher sample rates). First, make sure bSAO_CS_Enable and bSAOEnable are turned off in skyrimprefs.ini, and that you don't have other AO modules running through your ENB (and reshade if you use it) besides MXAO. Also ensure MXAO is at the vary top of the ENB module order, or it may not function properly. If this doesn't fix the issue/you're already set up correctly then unfortunately the only solution as of now is to turn off MXAO entirely. I would recommend still leaving bSAO_CS and bSAO disabled as bethesda's native AO scripts are trash and cause misplaced/pixelated shadows when using hair mods.

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