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Showing results for tags 'imagespace'.
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Hi guys! I have this idea for my upcoming mod - I want to use ImageSpace modifiers to simulate an elevator ride. What I'm trying to achieve here is use the modifiers (or maybe animate my own) to simulate an elevator ride - like screen shakes once it starts/stops moving. Can you point me to which options of the ISFX window can simulate that? I mean, I have those options to play with in the GECK: Blur, Double Vision, Motion Blur, Radial Blur, Depth of Field, etc. So which ones can most accurately do a camera jump on an elevator sudden stop? We're not talking about the scripting here, just the imagespace effect.
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LE Help with ImageSpace Modifiers/Imods
DarkHawke17 posted a topic in Skyrim's Creation Kit and Modders
Hello Everyone! I'm very VERY new to modding Skyrim, but not new to modding as whole. I recently decided that it'd be incredibly fun to start putting out mods for such a Dynamic game that focus on the aspect of immersion. So, I thought to myself, "Time control is pretty sweet, no?" and thus here I am attempting to make a mod that lets you slow down time. Basically, this is what i'm attempting to do: 1. cast spell, slow time, add screen effect. 2. recast to resume normal time, remove screen effect. That's literally it lol, anyone have any ideas? Any help would be immensely appreciated, and i'd really love to continue working into modding. The effect isn't remaining on though, because it doesn't understand the toggle function. Anyone have a work around?-
- imagespacemodifier
- imod
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Out of curiosity, is it possible, script wise, to change the color of the surrounding environment? I believe what I'm looking for is an image space modifier but I'm not entirely certain as when I'm fiddling around with the image space modifier, I can't really seem to get any color override in the ceration kit. At least, it doesn't seem to make a different what tint color I select, the image space doesn't seem to take effect though I do see blurs and effects like that. I guess to some it up, if I could just turn everything the player sees to yellow or gold I would be set. whether this is possible or not, I'm not sure. Any help would be awesome!
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- changing
- local eniroment
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FIXED Im stuck with an interior lighting problem, dilemma. I can't find out why the creation kit display lighting different to ingame. The lighting is off, very bright and far from what i see in the CK. I have one file attached which should showcase my problem. the upper two pictures show the CK view and the lower the ingame view. The brighter picture on the upper left is because the sky lighting was enabled, the right has it disabled. The lower picture, next to the total bright lighting, has total different shadow etc. The lights i used are default vanilla fungus green lights. The cell is the UFOCrashSite01 Cave. Player around default vanilla imagespace and modifed - nothingEnabled sky lighting and disabled - nothingUsed default and modified fog setting - nothingAmbient lighting on/off - nothingDirectional lighting xyz - nothingim out of ideas where to search. Any help is greatly appreciated. Edit history: The real crazy s#*! is that even the save images show the correct lighting (upper right). Comparing and adjusting the INI files (Creation Kit, Ingame FO4) didnt change anything. Alright, turns out this one here works like a charm (!) shp 4.0,0.02,0.02,0.65,0.2,0.9,1.5,3.6,2.0
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For the past few days I've been working on a mod to make the nights darker for CoT but with out the sunglasses effect. During my time tweaking things I've noticed that the eye adapt settings can wreak havoc over the other settings. This is why I have opted to remove it all together. The problem with that however is that nights that actually need to be brighter (Clear weather/aurora nights) remain dark because they have no eye adapt to update the imagespace when it transitions from dusk to night. To fix that, I thought I could temporarily apply an imagespace modifier to add the necessary eye adapt levels to update the scene and then remove it so that the eye adapt would again be removed. This worked!... in the console. What I need is for it to be automatic. Is there a way I can have the modifier apply and then remove itself? I'm guessing I would need a script but I don't know the first thing about scripting.
- 3 replies
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- imagespace
- modifier
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