Fredas Posted March 7, 2014 Posted March 7, 2014 Probably an ancient problem with an ancient solution. I'm testing mods I intend to use, one by one (generally testing and then uninstalling them). One such mod is Real Rain. Said mod's installation instructions helpfully provide a couple of console commands for turning on rain. Now, I have not actually played any of this game beyond what's needed to exit the tutorial dungeon. I'm using almost no mods. I have barely touched .ini files. That said, I was initially using Opethfeldt ENB. Anyway, during the storm initiated with "fw c8220", the mountains in the distance turn an opaque white. If this is meant as a simulation of foggy conditions, the effect is broken by the fact that the sky above the mountains remains dark and not at all foggy. I figured, oh well, something wrong with the ENB settings, right? But nope, turning off the ENB completely gives the same result. So it's a vanilla problem. And since it's a pretty dang blatant realism killer, I figure somebody's come up with a fix already. Would love to hear it. ;p Edit: A vanilla screenshot:
gvman3670 Posted March 7, 2014 Posted March 7, 2014 I've been seeing much the same thing and I am not using ENB (I am using ICBIN ENB, though). And only after adding CoT and Enhanced Lighting and Effects. I added those at the same time so I don't know which it could be. I haven't yet tried disabling them in MO to figure which is the culprit.
Fredas Posted March 7, 2014 Author Posted March 7, 2014 I'm not using either of those. In fact the problem persists even without the humble change provided by Real Rain. (Not that I expected that to make any difference.)
hryh23k9823u Posted March 7, 2014 Posted March 7, 2014 A good ENB should fix those lighting errors, if you have the PC to run one of those potent enb's like Polo.
Fredas Posted March 7, 2014 Author Posted March 7, 2014 I actually gave Polo a shot and immediately dismissed it because all it seemed to do was impose a dubious palette and render shady areas with an oldschool dither (GIF-like). Gone was the decently sunny effect of Opethfeldt. (It would also reliably CTD when I'd enter a cave.) But I went ahead and tried it out again and noticed something unexpected. It's true that the white mountain problem disappeared. (They were more like gray. With the sky remaining dark, still a poor simulation of fog or atmospheric haze of any kind, but a definitely step above white.) The thing is, the white mountain problem disappeared with and without the ENB on. So the game is getting cues from something installed by the ENB, regardless of whether or not the ENB is actually enabled.
hryh23k9823u Posted March 8, 2014 Posted March 8, 2014 Polo and some other ENB's relies on data, maybe something that came inside fixed it for you. Also, that 'dither' it's common between some enb's, they relly in iBlurDeferredShadowMask=3 to correctly draw shadows (appart from the mandatory ini tweaks in the lastest binaries), or else they look dotted, and also high levels of subsurface scattering can show weird effects. Tweaking that, turning off bloom and modifying a bit the brightness/gamma makes polo one of the finest imo, the reflection effects and image based lighting is awesome.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.