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matm-git edited this page Mar 9, 2024 · 66 revisions
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 reproducable and not done how it can be reproduced.
6. Check that Shaders are loaded without issues when starting Skyrim. Otherwise, please save the log
7. If your game crashes, make sure that you use Crashlogger. Do not use Trainwreck. Save your crashlog. Report the issue including the logs and steps to reproduce via User Help channel on discord

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' or get a mod like Subtle eye cubmap and overwrite 'Dynamic Cubemaps - Metal'

My terrain does not look parallaxed

1. Use terrain textures with parallax support, like Atlantean Landscapes
2. Take a look at CS config file. Where it says 'EnableTerrain' the value must be 1. If not change 0 -> 1 and save the file.
3. Check SkyrimVR.ini and make sure the following config is set bLandSpecular=1

Do I still need ENB light, Cubemap Reflections or Capture Warmer with CS

With the latest CS 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/deactive 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. With CS it is better to install Lux without the mesh options in fomod.

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