Is there something I could do to make this mod compatible with enb? If it helps, I can access the sun NiNode or NiDirectionalLight, as well as all the sun/moon/sky c++ classes from the skse source code. So I was wondering, now that it's an skse plugin, if the sunray bug is something that I could fix. ![]() I also created an enb dllplugin to update the enb dawn/dusk times to the correct time calculated by this mod.īut there is still a bug where the enb sun effects/sunrays do not work during the day. But I was able to fix the bright sky at night bug by switching back to vanilla sun position at night. It's getting pretty close to release but unfortunately, there are some bugs when using an enb. And it adds additional features such as moon light percent depending on moon phase, moon shadows in the correct position, and making the stars rotate around the north pole instead of above the player. The update converts the plugin to an skse dll in order to dynamically update the sun position in game. dll in the plugins folder, then zip the skse folder into a. So, in this case you would make a folder named skse, put a folder named plugins into that folder, and put the. This mod uses real-world calculations to find the correct dawn/dusk times and the position of the sun. 7z files using 7-zip or WinRAR, install them as an MO2 mod, and they will appear in the Data directory. ![]() I'm working on an skse plugin version of the Daylight Hours astronomy mod for Skyrim ( ).
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