kwerdyt Posted October 31, 2016 Share Posted October 31, 2016 (edited) (Not a mod request, just random thoughts)What is casting light at night? Nirn has two moons - Masser and Secunda - so, logically speaking, both should be global light sources at night (which could lead to some interesting pictures with intersecting red and white godrays). But instead light comes from nondescript location somewhere in the sky.As I can tell this is a "heritage" of Earth-oriented Fallout 4 godrays settings.So, we need a patch that binds two global light sources to Masser (red moon) and Secunda (white moon). But can Skyrim "new" engine even pull it off? Or we stuck with how it is now? Edited October 31, 2016 by kwerdyt Link to comment Share on other sites More sharing options...
SMB92 Posted October 31, 2016 Share Posted October 31, 2016 The moonlight is fake, there is no known fix. It's actually following the sun. Link to comment Share on other sites More sharing options...
kwerdyt Posted November 1, 2016 Author Share Posted November 1, 2016 It's even more pointless to me now, after I did some research and found, that F4 doesn't have moonlight godrays - they were added by a mod from a modpack I use.But this flares another question: why did they add this undeveloped "feature/bug"? Link to comment Share on other sites More sharing options...
SMB92 Posted November 2, 2016 Share Posted November 2, 2016 Fallout uses same system. I would say the answer is, laziness, stupidity. Also the way they setup the shadows. Basically there is 2 suns on an axis, so there is only 1 light source, because limit of 4 dynamic lights in OG due to forward render. This way you always see sun shadows. Why they haven't updated this in particular is beyond me, seems they stuck with the same shadow crippling system just "upgraded it" for the deferred render. Oh and I love how they know how crippling it is and make the shadow LOD come in at around 500 units. Link to comment Share on other sites More sharing options...
Recommended Posts