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Ground textures at night pure black until character tilts down


catchby84

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I am using ENB Ruby and RWL and it works fine 99% of the time and it looks great until night hits. In some areas, not even everywhere just in select locations, the ground turn black and a flashlight or the pipboy light fail to light it. If I look down however the textures pop back in but when I look up again they are black and itâs impossible to see where I am. I could be a dope using two visual mods like this together, but Iâm any case could use some help.
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ENB is a "post processor", which means it works on the image after it has been rendered by the game engine and GPU. RWL is a mod, so it's effects are processed by the game engine and GPU. Theoretically the two are independent of each other, but obviously they do have an impact upon the final displayed result.

 

When you next encounter that situation, try disabling ENB through it's in-game control (Shift-Enter). If the situation improves then you need to look into settings used by the "Ruby" preset. Please see the 'Solutions to Post-Processor (ENB/SweetFX et. al.) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.

-Dubious-

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The engine only supports a limited number of visible light sources on a given piece of landscape, and that includes the pipboy light. Static objects can handle more, but even they are pretty limited.

 

Prime example of this issue is the Dino Deelite Hotel. All of the room door lights + the pipboy light can pretty easily trigger the limit.

It's also a good showcase of statics can handle more lights, as the chunks of road near the gate will light up as the dirt landscape underneath it fails to do so.

Edited by Radioactivelad
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Another thing to consider is light radius overlapping. From my experience, one object can have up to 3 lights affecting it while light radius of those 3 lights are overlapping. If 4th one is introduced, then the 4th light will simply not affect that object or one of previous 3 lights will stop working. 3 light limit seems to be standard for forward type of rendering that NV uses.

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