-SP4-照明

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资源介绍


详细介绍

简单简介

在3DM Mod站下载上古卷轴5:重置版最新的-SP4-照明 Mod,由PHANTOMHATE制作。盟军将军在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: PHANTOMHATE Mod版本: 50 Mod大小: 49.8 KB 更新时间: 2019-12-28 18:42:58 发布时间: 2019-12-28 18:42:58

详细说明

MOD状态:

50个地点。

准备玩。

随时删除。

(原始原型https://www.nexusmods.com/skyrimspecialedition/mods/29550)



关于其他位置呢?

这是一个单独的项目,不容易完成,并且需要很多小时。

如果人们在乎mod,我会继续扩展它。


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地点:

湖景庄园

温莎庄园

HELJARCHEN HALL

埃默沙德矿

雷德贝利矿山

失落的刀刃和隐蔽处

蜜饯洞穴

青铜洞穴

放空洞

回音消失

静止洞穴

断牙洞

松月洞

希默密斯洞穴

鲍德福洞穴

水晶洞穴

浅滩洞穴

霍夫瀑布

强盗湾

血液洞穴

狼头骨洞穴和遗迹

到达洞穴

纯水运行

CRONVANGR洞穴

冷岩通行证

雷多兰的撤退

荒凉的洞穴

格雷沃特·格罗托

骨冷通

TER陵

破碎的头盔空心

寒冷

拉文斯卡空心

RIMEROCK BURROW

睡眠树洞

绿墙洞

平峰洞穴

清澈的洞穴

昆仑岩洞

海洞

硬皮草丛

BRUCA的大幅减薪

灰冬手表

克拉格斯卡文

SEPTIMUS SIGNUS的前哨

失望的矿山

岩壁矿

金岩矿

达什尼克矿

英伟达


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了解此MOD:


照明模板可为整个位置增加光线和色彩。

Skyrim通过照明模板为所有事物提供照明。

其他人则保留模板,使它们变暗或添加更多色彩。

结果可能是明亮的,或者没有黑暗,或者一切看起来都是肮脏的。

我完全移除了照明模板,没有色调,没有多余的清洁。


环境颜色类似,对整个位置进行照明和着色。

基本形式255为最大亮度,零为黑色。

夜视为零时,无法增强光线。

我将环境颜色设置为5。黑色现在是98.04%黑色。

这只会给您的位置照明带来1.96%的色调。

良好的黑暗环境,没有顽固的色彩,并且可以使用夜视仪。清洁照明。


轻辐射增加了雾,雾和灰尘的光。

雾,雾和灰尘会在黑暗中散发出光。

大多数mod会去除雾,雾和灰尘,而不是发光。

一个mod会增加更多雾气,烟雾和灰尘的散发,以营造氛围。

我去除大部分的发射光,并保持几乎所有的雾,雾和灰尘。

您可能会有雾,雾和灰尘,而它在新的黑暗中不会发光。

房间标记的发射率也随进入区域而变化。

迈出一步可将房间变成蓝色或使亮度翻三倍。

我已经删除了房间标记的发射率。我不着色。再次,干净。


使用其他一些更改可以清洁总位置照明。

我提供了98.04%的暗度和仅1.96%的色调。黑暗是黑暗,明亮是明亮。

这是-SP4- LIGHTING的真正基础。


放置的灯光仍然存在,放置不当,太亮并且有问题。

这些灯可以毫无问题地进行限制。

一些mod会创建额外的导航网格或门户,以进行更激烈的更改。

我对放置的灯光进行了简单的更改,从而减少了游戏引擎的工作量。

我用火炬在第三人称视角中旋转,穿过每个位置寻找问题。

我设置了灯光,以结合真实感,幻想,色彩,清晰度和氛围。

我更正了从外部进入的光线以匹配一天中的当前时间。

我不会照亮隐藏的道路或珍惜给您探索的理由。

我在吸血鬼洞中添加了一些小东西,例如血腥薄雾或发光的蛋袋。

我尝试使每个位置都更加独特。


避免错误的变化:

在某些位置,例如“ Candle02Flicker移至此处”

如果我想要更多的橙色,可以将“ Candle02Flicker”更改为橙色。

游戏和mod中的每个“ Candle02Flicker”都将更橙色。

我不会更改那些破坏其他位置和mod的记录。

如果我想要更多的橙色,请制作“ NewCandleMoreOrange”并将其放置。

这允许具有新区域或法术的其他MOD看起来像预期的那样。

我限制了删除,添加和移动内容。

这样可以防止NPC尝试使用东西或走路的问题。

这还允许更容易地合并可破坏的家具模块等。


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了解兼容性:


Mod与大多数Mod不兼容!

玩家之家可以破坏任务模组。

员工Mod可以更换一千盏灯。

随从mod可以改变整个种族。

您是否关心部分mod失败或缺少东西?

您是否关心一些错误,稳定性对您有多重要?

添加MOD后,您知道您在玩游戏吗?


加载顺序:

Mod A使椅子变成红色。

Mod B使椅子发蓝。

要变蓝,必须让A变红-THEN-让B变蓝。


合并:

Mod C使椅子变成金属,但不会使它们变成蓝色。

要获得蓝色金属椅子,您必须-ADD-蓝色才能改装成C型。


SSEEDIT:

此工具向您显示这些详细信息,将使用的内容以及将忽略的内容。

它还允许您轻松删除信息,添加信息,移动信息以及更改信息。

说明:

我认为MOD像指示。

如果您有2条说明,他们应该同意。

Mod和补丁程序是3条指令。

1这样做,2否这样做,3是两者都做。

我不喜欢,不使用或制作补丁。

我使用SSEEdit使mod同意。


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赞美模式:

添加用于发光的atchronach,发光的咒语,角色效果替换器,掉落的火炬,发光的箭头和隐形大修的mod,以补充该mod。 ENB,Reshade,天气模块,GPU和显示器设置会改变您的照明。 ENB非常壮观,但复杂而苛刻。 重新着色是“浅色”,建议增加清晰度。 -SP4- LIGHTING是清洁的照明。 您可以更改整体外观,但不要添加使游戏饱和或模糊的效果。

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MOD STATUS:  
50 locations.
Ready to play.
Remove any time.
(original prototype https://www.nexusmods.com/skyrimspecialedition/mods/29550 )


WHAT ABOUT OTHER LOCATIONS?
This is a solo project, it's not easy to do, and it takes many hours.
If people care about the mod I will continue to expand it.

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LOCATIONS:
LAKEVIEW MANOR
WINDSTAD MANOR
HELJARCHEN HALL
EMBERSHARD MINE
REDBELLY MINE
LOST KNIFE CAVE AND HIDEOUT
HONEYSTRAND CAVE
BRONZEWATER CAVE
REEKING CAVE
LOST ECHO CAVE
STILLBORN CAVE
BROKENFANG CAVE
PINE MOON CAVE
SHIMMERMIST CAVE
BOLDERFALL CAVE
CRYSTALDRIFT CAVE
STONY CREEK CAVE
HOB'S FALL CAVE
ROBBER'S COVE
BROOD CAVERN
WOLFSKULL CAVE AND RUINS
REACHCLIFF CAVE
PUREWATER RUN
CRONVANGR CAVE
COLD ROCK PASS
REDORAN'S RETREAT
BLEAKCOAST CAVE
GREYWATER GROTTO
BONECHILL PASS
UTTERING HILLS CAVE
BROKEN HELM HOLLOW
THE CHILL
RAVENSCAR HOLLOW
RIMEROCK BURROW
SLEEPING TREE CAVE
GREENWALL CAVE
PINPEAK CAVERN
CLEARSPRING CAVE
GULDUN ROCK CAVE
SEA CAVE
STEEPFALL BURROW
BRUCA'S LEAP REDOUBT
GRAYWINTER WATCH
CRAGSLANE CAVERN
SEPTIMUS SIGNUS'S OUTPOST
LOST PROSPECT MINE
ROCKWALLOW MINE
GOLDENROCK MINE
DUSHNIKH MINE
YNGVILD

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UNDERSTANDING THIS MOD:

LIGHTING TEMPLATE adds light and tint to the entire location.
Skyrim daylights everything with lighting templates.
Others keep the templates, some darken them, or add more tint.
Results may be bright, or no darkness, or everything looks mucky.
I remove the lighting template completely, no tint, no excess, clean.

AMBIENT COLORS are similiar, lighting and tinting the entire location.
In basic form 255 is max brightness and zero is black.
Night Eye can not enhance light when it is zero.
I set ambient colors to 5. Black is now 98.04% black.
That gives only 1.96% tint to your location lighting.
Good darkness, no mucky tint, and working Night Eye. Clean lighting.

LIGHT EMITTANCE adds light to fog, mist, and dust.
Fog, mist, and dust will glow in the dark with emittance.
Most mods remove the fog, mist, and dust not the emittance.
One mod adds more fog, mist, and dust emittance for ambience.
I remove most emittance and keep nearly all fog, mist, and dust.
You can have fog, mist, and dust without it glowing in the new darkness.
Room markers also have emittance that changes upon entering an area.
Taking one step can turn a room blue or tripple the brightness.
I have removed room marker emittance. I do not tint it. Again, clean.

TOTAL LOCATION LIGHTING is cleaned with a few other changes.
I provide 98.04% darkness with only 1.96% tint. Dark is dark, bright is bright.
This is the true foundation of -SP4- LIGHTING.

PLACED LIGHTS remain, are badly placed, are too bright, and have issues.
There are restrictions on what can be done with theses lights without issues.
Some mods create extra navmesh or portals to allow more drastic changes.
I do simple changes for placed lights making less work for the game engine.
I spin with a torch in 3rd person through every location looking for issues.
I set placed lights to combine realism, fantasy, color, clarity, and ambience.
I correct light entering from outside to match the current time of day.
I do not light hidden paths or treasure giving you a reason to explore.
I add few small extras like bloody mist in a vampire cave or glowing egg sacks.
I try to make each location a bit more unique.

AVOIDING BAD CHANGES:
In locations there are placements like "Candle02Flicker goes here"
If I want that more orange I can change "Candle02Flicker" to be orange.
Every "Candle02Flicker" in the game and in mods will be more orange.
I don't change those records disrupting other locations and mods.
If I want more orange I make "NewCandleMoreOrange" and place it.
This allows other mods with new areas or spells to look as intended.
I have limited deleting, adding, and moving things.
This prevents issues with NPCs trying to use things or walk.
This also allows easier merging of destructible furniture mods and such.

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UNDERSTANDING COMPATIBILITY:

Mods are not compatible with most mods!
A player home can ruin a quest mod.
A staff mod can change a thousand lights.
A follower mod can change an entire race.
Do you care if parts of mods fail or things are missing?
Do you care about a few bugs and how important is stability to you?
Do you know what you are doing to your game when you add a mod?

Load Order:
Mod A makes chairs red.
Mod B makes chairs blues.
To get blue you must let A make red -THEN- let B make blue.

Merge:
Mod C makes chairs metal but does not make them blue.
To get blue metal chairs you must -ADD- blue to mod C.

SSEEDIT:
This tool shows you these details, what will be used, and what will be ignored.
It also allows you to remove info, add info, move info, and alter info easily.

INSTRUCTIONS:
I think of mods like instructions.
If you have 2 instructions they should agree.
Mods and patches are 3 instructions.
1 do this, 2 no do this, 3 yes do both.
I don't like, use, or make patches.
I use SSEEdit to make mods agree.

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COMPLIMENT MODS:
Add mods for glowing atchronachs, illuminated spells, character effects replacers, drop torch, glowing arrows, and stealth overhauls to complement this mod. ENB, Reshade, weather mods, GPU and monitor settings change your lighting. ENB is spectacular but complicated and demanding. Reshade is "light" and recommended for adding clarity. -SP4- LIGHTING is clean lighting. You can change the overall look but try not to add effects that de-saturate or blur your game.

文件说明

Mod截图

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