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Last updated at 16:36, 17 Mar 2013 Uploaded at 19:13, 24 May 2012
HOW DOES CLARALUX WORK?
Simple. CLARALUX fixes 100s of exterior vanilla lights that either didn't exist or didn't cast light on the ground. It's an overhaul of sorts, but also...
CLARALUX adds hundreds of street posts, torches, hanging lanterns, magic lights, etc, etc, etc to help enhance the SKYRIM experience while using mods that make nights darker. You can also use it with VANILLA and mods that DON'T make nights darker, but in that case it'd just be cosmetic since VANILLA night is more like "blue sunlight" than moonlit (and yes, I understand that the game has a built-in "iris", but still, it's awfully bright out there).
At all TOWNS, VILLAGES and CABINS (as appropriate) you'll find more LIGHT SOURCES.
Many EXTERIOR lights are boosted in order to improve visibility from afar.
LIGHTPOSTS are added on all major roads in order to aid nighttime travel and YOU can control how many appear.
On well-travelled PATHS you will find TORCHES.
At most of the FORTS you will find an increase in torches and the inclusion of large bonfires to dissuade attackers from taking advantage of nightfall.
At major walled cities you will find more LIGHTING DESIGN and the addition of more lighting.
You might come across a CLARALUX engineer who's job it is to build and maintain the lights.
And the best part? ALL of the features are optional and are configured via in-game MENU and/or CONSOLE commands (listed below)!
WHAT DOES "CLARALUX" MEAN?
Loosely translated (via Google...haha) it means "BRIGHT LIGHT" or "BEAUTIFUL LIGHT". Seemed appropriate and has a nice ring to it.
Way back in my FALLOUT : NEW VEGAS days, I made a mod called ELECTRO-CITY : RELIGHTING THE WASTELAND, which, in all ways is the predecessor to CLARALUX. In point of fact, ELECTRO-CITY is far more complex than CLARALUX will ever be based entirely on the subject matter of the two games. I started putting CLARALUX together early on in the life of the CREATION KIT, but ended up being far more interested in working on WARZONES : CIVIL UNREST for Skryim. Now that WARZONES is in a good place, I figured I'd get back to CLARALUX and see if anyone still cares.
INSTALLATION (on a SAVE that's never seen CLARALUX before)
Should be easy enough. Via NEXUS MOD MANAGER, enable the mod. All lights default to ENABLED. It will be of some benefit to load from an INTERIOR save and it will be of the utmost benefit to keep a SAVE from before this installation.
INSTALLATION (UPDATING from earlier CLARALUX versions)
1 - Save a game in an interior.
2 - Exit the game.
3 - Using NEXUS MOD MANAGER (or whatever), DELETE earlier versions of CLARALUX. It is important that you remove ALL scripts from earlier versions so as to eliminate (or at least mediate) the possibility for problems.
4 - Open SKYRIM and LOAD your last SAVE.
5 - Wait 31 days (as a precaution, to be honest, I didn't have to do this) to reset the world-cells.
6 - In console, type "pcb" (without the quotes) to Purge the Cell Buffers (again, as a precaution).
7 - SAVE in a NEW SLOT
8 - Download and ACTIVATE CLARALUX 4 via NEXUS MOD MANAGER
9 - Place CLARALUX as low as possible in your load order, and ABSOLUTELY BELOW any light/torch/weather altering mods.
10 - Activate the DLC PATCHES (thanks to SELYB) if you have the corresponding DLCs. If you do not own DAWNGUARD, but you activate the DAWNGUARD patch, you will crash on startup. Just sayin'.
11 - Play!
As with anything, nothing in life is guaranteed, but I (and others) were able to make a smooth transition following the above guidelines.
Since you will have removed any of your settings, you may have to re-enter them in CONSOLE or use the new in-game MENU.
The CONFIG MENU is available in Spells -> Powers.
WHY ONLY AN .ESP?
As of CLUX4, there will no longer be an ESM.
For whatever reason, the fixed vanilla lights function better with CLARALUX as an ESP. Many lights that did not cast light on the ground with the ESM version, work as planned with an ESP version. I chalk it up to yet another mystery of the game engine. I do not believe this alteration will negatively impact your play, especially considering that the mod is developed as an ESP so I've logged many hours of play using the ESP.
Just put it as low in the load-order as you can, and all should be well... of course, you'll let me know if it's not ;)
The impact of this mod will be enhanced if you increase your LIGHT and SPECULAR distances to the max.
Using the SKYRIM CONFIGURATOR to adjust these settings (and others) will probably be the best and easiest thing you've done all day. And PLEASE go show support it, it's fantastic.
There are also INI tweaks which allow for further LIGHT distances (please remember to backup your INIs before adding these adjustments) which may be redundant if you use the SKYRIM CONFIGURATOR but if you're a "digging around" type, here you go :
Certain light-related features can be adjusted with ENB configurations. If you are using an ENB, I suggest utilizing OSMIUMBIN'S ENB CUSTOMIZER prior to installing a CLARALUX LIGHT ADJUSTER to see if you can achieve satisfactory results.
Please note : Upon first play with this mod : Lights will not spawn immediately if you load a SAVE GAME from before installation of CLARALUX. Lights will spawn as you move around. For example: If your SAVE has you standing on or near a road, the lights immediately surrounding you will not draw on until you start walking about. As you cross "cells", the lights will spawn and from there all should be normal.
IN-GAME LIGHT ADJUSTMENTS via MENU or CONSOLE COMMAND
If you find that the default CLARALUX lights are too bright for your tastes, I have (by request) provided 5 alternatives that can be adjusted via menu/console commands IN GAME! Woo! No need for additional ESPs and the like. So, if you are updating, please REMOVE the CLARALUX - LIGHT ADJUSTER.esp from your load-order.
The chart above isn't more than a visual aid and can't be considered accurate since the effect of the alterations will be directly impacted by which "weather" settings you use and how your ENB is configured (if you're using ENB). The darker the night, the brighter you may like your lights. You will have to be the judge.
CLARALUX defaults to the MEDIUM (3) setting. You may increase or decrease the light output as indicated in the chart.
Plays perfectly well with:
WARZONES - Civil Unrest
ULTRA REALISTIC WORLD LIGHTING
DYNAVISION - Dynamic Depth of Field
ENHANCED SHADERS & most ENB configurations
and probably most other mods.
WHAT ABOUT MODS THAT ADD LIGHTS TO THE ROADS?
Well, I am aware of them and in deference to them, I have made EVERY light fixture in-game easy to disable via menu/console command.
Other mods might overlap (but not "conflict") which would end up giving you the potential for a few lights in the same place and, also likely, an increase in the dreaded "bad landscape light bug" which is inherent in vanilla and exacerbated by add'l lights...
So, if you prefer the road lights from another mod, but want to keep CLARALUX's Fort and City changes, no problem. See below for console commands.
CONSOLE COMMANDS to ENABLE and DISABLE OPTIONS
Thanks to SELYB, there is now an in-game MENU! However, if you find navigating menus to be cumbersome all options can be enabled/disabled/altered via CONSOLE commands.
DEFAULT for all is ON ("1").
Please note that lights will not be disabled or enabled until you "return" to the area. You will need to fast-travel (or leave) then come back. On your return, the changes will take effect.
LIGHTPOSTS on ROADS : This feature allows you to determine the approximate amount of LIGHTPOSTS placed on ROADS. 100% is the CLARALUX DEFAULT and the amount found in earlier versions. 50% is approximate and is generated by a random number generator to determine if a LIGHTPOST should be "spawned" or not.
disable 100% of LIGHTPOSTS : set cluxRoads to 0
enable 50% of LIGHTPOSTS : set cluxRoads to 1
enable 100% of LIGHTPOSTS : set cluxRoads to 2
TORCHES on PATHS :
disable: set cluxPaths to 0
enable: set cluxPaths to 1
FIRES at CROSSROAD SIGNS :
disable: set cluxRoadSigns to 0
enable: set cluxRoadSigns to 1
FIRES, TORCHES and SCONCES at FORTS
disable: set cluxForts to 0
enable: set cluxForts to 1
FIRES, TORCHES and SCONCES at TOWNS and HOUSES
disable: set cluxHouses to 0
enable: set cluxHouses to 1
VANILLA LIGHT "FIXES"
100s of LIGHT FIXES including BONFIRES at GIANT'S CAMPS
disable: set cluxFixVanillaLights to 0
enable: set cluxFixVanillaLights to 1
FIRES at BRIDGES:
disable: set cluxBridges to 0
enable: set cluxBridges to 1
GLOWS around LIGHTS :
disable: set cluxGlow to 0
enable: set cluxGlow to 1
(glow has 10 settings)
CLARALUX Headquarters, Carts and Engineers:
disable: set cluxHQ to 0
enable: set cluxHQ to 1
LIGHTS on path to and at HIGH HROTHGAR
disable: set cluxHrothgar to 0
enable: set cluxHrothgar to 1
LIGHTS at RIFTEN
disable: set cluxRiften to 0
enable: set cluxRiften to 1
LIGHTS at SOLITUDE
disable: set cluxSolitude to 0
enable: set cluxSolitude to 1
LIGHTS at WHITERUN
disable: set cluxWhiterun to 0
enable: set cluxWhiterun to 1
LIGHTS at WINDHELM
disable: set cluxWindhelm to 0
enable: set cluxWindhelm to 1
LIGHTS at WINTERHOLD
disable: set cluxWinterhold to 0
enable: set cluxWinterhold to 1
ODD TROUBLES YOU MAY COME ACROSS:
VANILLA LIGHT "ISSUE" ONE : WEATHER/REGION CYCLES : The light goes completely "out" then fades back up to "normal" within a few moments.
This happens when the weather cycle changes and or you exit one "region" and enter another. You wouldn't know when you're entering a new REGION really. I have no idea why this happens, but it's been like this since FALLOUT NEW VEGAS. It's less noticeable when you're playing straight vanilla because vanilla night is "blue sunlight" and there are much fewer light sources.
VANILLA LIGHT "ISSUE" TWO : AUTO-IRIS : The light "hard cuts" to dimmer as you approach it. This is, I believe, caused by the eye-adapt "feature" of the game.
My guess is that that the game determines a "brightness/luma" percentage and adjusts the "iris" when it gets to a certain threshold. In fact, think of it exactly like an auto-iris camera... This "iris" adjustment is not smooth, hence the appearance of a light getting dimmer when, in fact, it's the entire image that has gotten dimmer. Again, you wouldn't notice this much in vanilla since the general "brightness/luma" in vanilla-night isn't as dark and doesn't have as much contrast. THIS does annoy me, but I think it could be removed with a mod that removes the eye adapt.
VANILLA LIGHT "ISSUE" THREE : THE TREES : The light on trees "pops" on despite being able to see it on the road.
You can see the tree models "pop" to more details if you're just walking around even in good old "vanilla", so what seems to happen is that when the switch over, they also apply lighting. Annoying!
This is an easy one... you need to increase the distance at which the TREES go from "low resolution" to "high resolution" models. This can be done with the SKYRIM CONFIGURATOR.
In the SKYRIM CONFIGURATOR, go to MODELS/WORLD -> TREES. Set the DRAW DISTANCE to at least 15000 in order to alleviate this issue.
THE FUTURE OF CLARALUX: SUGGESTIONS, LOCATIONS, MISCELLANY:
Given that lighting doesn't play as deep a role in SKYRIM as it did in FALLOUT : NEW VEGAS, I don't expect this mod to be as vast and varied as ELECTRO-CITY, BUT, I'm fairly sure I may have missed something in one place or other (it's a big world), so if you happen upon a crossroads with no fire-pit, or a Giant Camp with no light from the bonfire, or you notice something messed up in 'vanilla' or you just happen to have a suggestion about a place that could use a little additional lighting, please let me know in the comments!
COMMENTS, BUG REPORTS and ENDORSEMENTS:
Y'know, it's a bit of a work-in-progress. If you have comments, high praise, bug reports, etc please leave them in the COMMENTS section. I will be reading them regularly.
Otherwise, I hope you enjoy!
- David (MyGoodEye)
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