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I get a strange/broken effect with CS!
1. Check that the version you are using is supported. Test versions are only supported with 1.5.97
2. Make sure you deleted shadercache and disk cache (in CS menu) and let it regenerate newly
3. Make sure that all Shaders are of the same version. You cannot mix parts of different CS versions
4. Check that the error is really coming from CS. Disable CS and check if the issue is gone.
5. Make sure that the issue is reproducible and note down how it can be reproduced.
6. Check that Shaders are loaded without issues when starting Skyrim. Otherwise, please save the CS log file.
7. If your game crashes, make sure that you use Crash Logger. Do not use Trainwreck. Save your crashlog.
Report the issue including the logs and steps to reproduce via User Help channel on discord
Shaders failed to compile! Red colored errors!
You most likely combined incompatible versions of CS and its features, or the shader cache did not regenerate after update. Either use the newest Nexus releases or a single test build from Discord, never combine them. Delete CS, its features and shader cache (Overwrite folder in MO2) and install CS again without combining versions. If not fixed, follow the steps in the previous answer.
How can I fix if the eyes of some NPC look strange?
You have two options to fix this:
- Either hide eyecubemap.dds from 'Dynamic Cubemaps - Metal'
- Get a mod like Subtle eye cubmap and overwrite 'Dynamic Cubemaps - Metal'
My terrain does not look parallaxed!
1. Make sure you're using terrain textures with parallax support, like Atlantean Landscapes
2. Under the 'Complex Parallax Materials' tab in the CS menu, make sure 'Enable Terrain' is checked.
3. If on Skyrim VR, check if bLandSpecular is set to 1 in the SkyrimVR.ini file.
Do I still need ENB Light, Cubemap Reflections or Capture Warmer with CS?
As of the latest CS 0.7.5 beta, ENB Light is not needed anymore as LLF covers lights for those meshes.
Also Cubemap Reflections and Capture Warmer are not required anymore.
How can I open CS menu to change/activate/deactivate some of the effects?
Press end key on your keyboard.
If playing in VR, virtual keyboard does not work and the menu is not shown in VR mode. Change to desktop mode and press the key on your physical keyboard.
Will new feature X be supported on VR / AE version?
New features are usually explored and fleshed out for one version (mostly 1.5.97) in the initial phase. If the team is happy with it and it can be ported features are often enabled for other versions later. But there are no guarantees/commitments.
Be patient and do not try to push
Do I still need Lux split meshes / can I optimise draw calls here?
Lux splits bigger meshes into smaller pieces to workaround the limit of allowing only 4 light sources per mesh/object. With smaller objects, chances are better that not too many light sources shed light on an object. However this increases draw calls, because much more objects must be rendered. CS does not have this limit so it is better to install Lux without the mesh options in fomod.
Answer from author of Lux (03/11/2024): These meshes main purpose is to help with engine limitations indeed so using CS light limit fix makes them optional. I'm fixing a lot of vanilla meshes when optimizing them though so you won't have these fixes anymore if you're not installing them. I'm also reworking most mods texture sets because the new meshes have different trishape structures, thus keep in mind that you'll need to delete my own texture set edits on vanilla meshes or they'll be all over the place if not using my meshes. Split meshes increase drawcalls so it's up to you. I mean if you can survive that you can just keep them. If the performance issue is a priority then you should remove them.
Be careful with injected meshes though, I'm replacing models here and there, so any mesh with non vanilla name should be kept unless you fix that directly in the patch plugin. They're often named Lux_xxx so they can't be missed. If I remember well I'm using these meshes in Blackreach (mountain stuff) and some floor I needed to replace in a player house (Skyfall Estate).
Does CS work with the Skyrim Upscaler and Reshade?
Yes, but only the Nexus version of the Upscaler is supported. Other versions may or may not work.
In which order do I have to place CS mods?
Does not matter for most part. Only 'Community Shaders' should be first of the pack so that 'Grass Lighting' and 'Tree LOD Lighting' overwrite it.
Where can I find the latest CS version?
The latest stable version is always on Nexus. If you want to play stable, use this.
If you are interested to try out the latest development versions, those are usually pinned in one channels on CS discord. The different channels reflect different development branches. Some are more experimental, some already further down the development road. Do some reading to find out which one is the one you would like to try.
I get strange bright lights / glowing smoke and I am using Extra Particle Lights Pack
Delete smokeparticle01.ini from Extra Particle Lights Pack
I have activated CS, but the effects do not come in effect / the shadercache is not being generated
For beta versions of CS the version numbering does not change. So CS cannot really see when it needs to update the shadercache. If you are unsure whether a new shadercache has been created open your 'overwrite' folder in MO2. There should be a folder Shadercache with subdirectories and many .pso/.vso files in there. To generate a new shadercache open the CS in-game menu by pressing the end key and chose 'Clear disk cache'. Then restart the game.
Wetness effects look broken, have edgy areas and just completly wrong
Make sure that you have disabled Dynamic resolution in your Skyrim.ini [Display] section. It should be bEnableAutoDynamicResolution=0
For nVidia users also make sure that in nVidia control panel the option 'Antialiasing - transparency' is set to off