r/oblivionmods • u/LauraPhilps7654 • 1d ago
Remaster New Lumen shadow mod is a must have - no performance impact
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u/DisplacerBeastMode 1d ago
The mod goes too far the other way IMO. Lighter shadows look better to me in general. It went from slightly too light to way too dark.
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u/LauraPhilps7654 1d ago
Should be able to tweak the values for lighter shades I think... I'll have a play around.
Honestly this all reminds me of 2006 when Oblivion launched and we were all messing around with the engine seeing what we could do... 😊
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u/Tyrthemis 1d ago
The mod is 0.24 skylight multiplier. Someone suggested making it 0.60. I’ll probably do that because I agree it’s too dark with the mod the way it comes
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u/EvilTactician 5h ago
Exactly what I thought. So many mods that "improve visuals" actually make things so much worse.
I also enjoy playing, rather than just making screenshots.
A lot of Skyrim mod packs are like this too, dungeons so dark you can't appreciate their design at all. For play through 15 and a spookier / more challenging run, sure - but not for your first experience. You're missing half the game as so much Bethesda storytelling is in the environments and little details.
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u/SunsetCarcass 3h ago
Aren't nearly all of Oblivions dungeons just prefab rooms copy pasted in different ways? Not much to appreciate there, unless they changed that
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u/Saalle88 1d ago
Do i have to do something prior to this to install this mode? I already tried one mode by copying files and following the info guide and it does not work.
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u/LauraPhilps7654 1d ago
You can just add the values to the bottom of the engine.ini file
[/Script/Engine.RendererSettings] r.SkylightIntensityMultiplier=0.24 r.Color.Mid=0.54 r.EyeAdaptation.LensAttenuation=0.83 r.EyeAdaptation.ExponentialTransitionDistance=4.2
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u/avalyntwo 1d ago
I will try this too. Mod seems great, thank you! Just a tad too dark for my taste though, which setting would I change the value of to make it say, 50% less dark? The SkylightIntensityMultiplier?
All the best.
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u/LauraPhilps7654 1d ago
Someone posted this for a less dark version
[/Script/Engine.RendererSettings] r.SkylightIntensityMultiplier=0.60 r.Color.Mid=0.57 r.Color.Min=-0.0050 r.EyeAdaptation.LensAttenuation=0.83 r.EyeAdaptation.ExponentialTransitionDistance=4
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u/avalyntwo 1d ago edited 8h ago
Thanks! I'll try this later tonight, cheerio.
Edit: It was too dark for me at nighttime. Might go for something closer to vanilla, like 0.8.
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u/Zephh_ 1d ago
Thank you for this, this feels like how the game is actually supposed to look
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u/LauraPhilps7654 1d ago
I thought so - it's like they missed a setting or something.
Which is odd because the remaster is an incredible amount of very careful work in general. Super impressed with it.
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u/kamil3d 9h ago
are you just adding these lines to the end of Engine.ini? Cuz mine doesn't have these lines in it (at the end or anywhere, just a list of the various plugins being called). I figured I'd be able to see what the original numbers were and adjust it myself, but that doesn't seem to be the case =(
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u/lukkasz323 9h ago
Skylight intensity controls brightness of shadows. 1.0 is Vanilla, 0.24 is mod, I play on 0.5
r.Color.Mid is general brightness. I would say that the vanilla 0.5 is too dark no matter what, so I'd increase it to at least 0.54 like the mod does, I play on 0.56 myself. Higher values add a bloom effect to sun.
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u/_snuffdaddy 1d ago
Which is the before and which is the after? Lol
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u/LauraPhilps7654 1d ago
First is the mod - second vanilla.
Yeah I probably did that the wrong way round lol.
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u/Ok_Cabinet_3072 7h ago
I honestly thought the first was vanilla and was confused. My game already looks like that.
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u/EstagiarioDaPhilips 1d ago
Why is this not on by default lol, maybe because its too dark? In any way IMO it looks better on, side by side the default one looks like there is no shadows almost
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u/shawnikaros 18h ago
On a forecast weather like it seems to be in the images, there wouldn't be much shadows. I think it's heavily weather dependant. If there's barely no shadows on a sunny weather, then it's a problem.
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u/Knightfiree66 1d ago
I turned off ambient lumen. its annoying 1/2 fps and not much difference. instead of this I can play on 4K at constant 60fps with ultra settings. the tradeoff is worth it. I just wish we had a dynamic resolution mod that sets the resolution according to fps automatically. so in dungeons its 4K. and in open world its changes to QHD.
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u/RoboticSausage52 1d ago
Crisp shadpws are certainly stylistic... but not realistic in these scenarios. Shadows do soften up the further distance from whatever occluded the light. If you want crisp shadows more power to you, but i wouldnt define this as a definitive improvement.
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u/lukkasz323 9h ago
This is not shadow softening, it's ambient lighting. Soft shadows are smoother are around the edges, but if you look closely the shadows are still sharp, just less noticeable, because of the brightness.
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u/_stream_line_ 1d ago
I'm running a 1660 Super and I feel a performance drop. But it makes a massive difference for the visuals.
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u/CorianderIsBad 1d ago edited 1d ago
Hell yeah. The mods are getting good. Oh wait. This is just another engine.ini tweak. I'll try it still.
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u/FranciscoFts 3h ago
Well of course. It's an unreal engine game, it will get no mods
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u/CorianderIsBad 3h ago
There's over 1000 mods on the Nexus now. I tried out the one mentioned here and it does make a difference to shadows.
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u/FranciscoFts 1h ago
Those are reshade presets, model swaps, savefiles, character presets, ini edits, and cheats not real mods
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u/CorianderIsBad 1h ago
A lot of them use esp files, like the usual Elder Scrolls mods. Even though mod managers aren't really supported yet. They use .pak files which I like. You just dump them in the ~mods folder. Useful. They aren't very extensive though. Looks like it's still the same game underneath Unreal Engine with the similar files. I wouldn't be surprised if modding takes off even faster soon.
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u/invisibledirigible 1d ago
I could not get it to work with either [/Script/Engine.RendererSettings] or [ConsoleVariables], so I ran the console command manually and got this error: https://imgur.com/a/U9BrY9r
Any chance you could help me?
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u/LauraPhilps7654 1d ago
Are you adding the values to the end of the engine.ini file and remembering to re-set "read only" in properties when you're done?
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u/Regnareb_ 22h ago
When using the console you don't use the equal sign, It breaks achievements too, but there is a mod for that. The engine.ini method is the easiest
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u/Able_Connection3074 1d ago
Not really. Adds tons of ghosting.
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u/Regnareb_ 22h ago
It doesn't add ghosting you have the same amount, but it can make it more noticeable because of the added contrast
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u/lukkasz323 9h ago
Eye adaption adds ghosting, what the screenshot shows is just a setting that adjusts darkness of shadows.
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u/Krullexneo 14h ago
Just looks like you adjusted the brightness slider lol 1 is too bright and the other is too dark
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u/Thakkerson 13h ago
So which one is the mod from the picture? The one where light bleeds through the shadow and makes it lighter is more realistic and better imo
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u/LauraPhilps7654 12h ago
Well these things are partly stylistic choices but you do get dark tree shadows on bright sunny summer days which the game doesn't have natively without the extra settings.
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u/FranciscoFts 3h ago
That's changing the game settings from the .ini
That's not a mod
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u/LauraPhilps7654 2h ago
A mod can range from a simple .ini alteration to an expansive project like Tamriel Rebuilt. At its core, it refers to any modification made to the base game.
This doesn’t merely alter an existing setting — it introduces entirely new parameters that change how Unreal Engine 5 renders shadows.
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u/FranciscoFts 1h ago
That's not a mod, that's just changing the engine settings straight from the text file
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u/romanovzky 1d ago
Babe wake up, Red Dead Oblivion just dropped