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  1. mikeynexus
    mikeynexus
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    Sticky
    Sorry everyone; if you've been using the v1.1 executable it almost certainly was not updating your ENBseries.ini settings properly, but leaving them unchanged. V1.2 fixes that.
  2. mikeynexus
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    V1.1 is up now. It has a minor tweak to the layout, making it a bit bigger and easier to read. Fixed one typo in the reports generator. A tiny section of code has been rewritten so that the programme [sic: I'm Australian] no longer needs the TimeOfDay lines in enbseries.ini to be in any particular order; you can even keep commented lines between them to "store" your favorite settings.
    A latitude value for Falskaar was added (70N). It's a bit arbitrary, as there is no map showing where Falksaar is wrt Tamriel, but it works. Note that because this is above the Arctic circle, it will have midnight sun in Summer and 24hr dark inWinter, which makes for some interesting questing.

    For those tracking, v1.0 is now up and includes the following improvements;

    1) Fixed the fact that the backup ESP file is stupidly named *.esp rather than *.hidden so it always shows up in my damn loadorder!
    2) Added a nice sundial icon that shows up when pinned to the task bar.
    3) Notification area now explicitly tells you when it has set fsunYextreme to Default.
    4) Enlarged the window slightly and made it sizeable for those who had clipping issues.
    5) Set the " Disable Popups" option as True at startup.

    After just over a month I've had no negative feedback and found no errors, however, if you do have any suggestions or find anything that needs to be fixed, please let me know.

    Thanks to everyone for the positive comments about this first mod of mine; they are much appreciated!

    -m
  3. chickmetalhead
    chickmetalhead
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    Not sure if I will use this mod because of the limitiations that ENB puts on the game, and on your mod, and on me. But I am tracking it for future consideration and updates and/or ENB changes. I love the benefits of ENB, but it does complicate some things. Glad you published this anyway, especially for those that don't - or can't - use ENB due to system limitations. Non-ENB users deserve some benefits too!

    But for your awesome detailed discussion of ENB issues and game settings on your description page, which has caused me to understand some things about Skyrim and ENB internals that I had not thought about... I just gave you a kudos point! Thanks for helping me think!!
    1. mikeynexus
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      Thanks! The upcoming SKSE version is compatible with ENB, so that's...awesome, frankly! ;)
    2. rubenpaca
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      If the new version is compatible with ENB, that's amazing news! I've been using this mod for a year or so WITH ENB, I just turn off those ENB conflicting features and tweak a couple of values here and there, and it looks great, but I miss godrays. Still better than having 90º sun elevation in a northern country which is silly (I live in a southern country and we reach 70º at most at mid day in summer). It ruins the mood of the game, it doesn't feel like a cold country at all.
      Anyway, looking forward to that new version!
  4. jtgibson
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    "Sept/2017: Now in beta testing!!! Thanks to the awesome LogicDragon, an SKSE plugin that automatically detects player location and day of the year and adjusts daylight hours dynamically! No fiddly .exe to run, no MCM required, not even an .esp in your load order. An upcoming release of my stained glass lanterns mod will use this functionality to switch fixed lanterns on/off with the diurnal cycle."

    Did that ever get released? There aren't any downloads available for the non-executable version. =)
    1. BrinaSair
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      He only recently (10 days ago) released his new version of Stained Glass Lanterns, which is supposed to use the same functionality, so I am guessing he just hasn't finished creating the necessary plugin for Daylight Hours to also use the new script.
    2. BrinaSair
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      Okay, having had a look inside his recently released "201 Stained Glass Lanterns" mod, in it he uses a .dll file and a couple scripts. One script does the work of turning the lanterns on / off and references the other script for the functions that determine the times. The other script initializes the functions, but the functions are not defined there. I am assuming they are defined within the .dll file. These functions, from their names, 'read' the times of sunrise / sunset from somewhere, and the first script uses that data to determine whether it is time to light or unlight the lanterns affected by the script.

      My only concern is that there is no 'locations' text. In Daylight Hours this text allows other users to set the latitude of various locations. (In theory, although I never tested this, you could also add new location names - such as from within a New Land mod (eg: Faalskar, Bruma, Hunter's Island, etc) - each with their own latitudes, and Daylight Hours would use the latitude you gave upon entering the cell with that location name.) The advantage of this is that if you thought his decisions on the latitudes was off (perhaps you thought Skyrim should be 5, 7, or 10 degrees farther north, or even a few degrees farther south, than what he decided), then you could copy / paste the file into a spreadsheet, adjust all the latitudes, copy / paste the result back into a text file, save it as a .txt file, and then everything is changed in-game the next time Daylight Hours is run. If the .dll version does not allow for this - if the latitudes are hard-coded into the .dll - then this will be a bit of a disappointment.

      On the other hand, several SKSE plugins that use .dll files also use an associated .ini file, and it could be that he is currently re-writing the .dll to make use of an .ini file. If that is the case, then I would like to suggest that he have a new variable at the top, one that is added to every latitude of every location, and by default set to 0 (zero). This then would allow altering all location latitudes without having to re-write all of those values: one would simply change this variable to 5, 10, -2, or whatever they wished to change all latitudes at once.

      As for why it is taking as long as it is, my guess is that the .dll for Stained Glass Lanterns is only used for reading the times - not setting them, and that may be more complex. But at least for the *reading* of such data - and reacting to it - Stained Glass Lanterns acts as a good proof of concept. The first part is complete; now we just need to be patient while he figures out how to handle the second part.
    3. mikeynexus
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      Actually, it's taking a while because it's REALLY hard! ;) Seriously though, LogicDragon (of 'Enhanced Camera') is writing the SKSE version and it has some mind-blowing features. It's so far beyond my original all I can do is stand back and gape in awe. Fortunately, he was kind enough to compile the dll I use in 'Lanterns' that gave me the functions needed to get sunrise/sunset etc., in-game which is great. I am currently writing a mod that switches ALL exterior lights in the game using the new functionality. Vanilla is easy but OMG the patches! He is hoping to have it out in the next couple of months, but he's a busy guy. Once it's out you can ask him about customised latitude settings; I'm sure an ini file style feature could be done.
  5. spiderpity
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    i have a problem: i set the date and location from my current save (whiterun and 21th last seed)but when i got the parameters it says : sunrise starts 8hs 50 mins and sunrise ends 7 hs 10 mins, and 17 hs of night, shouldnt sunrise start at 7:10 and ends at 8:50? and i want more daylight than night, how can i set that?
  6. pvpgirl
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    Does this mod make it so you can't change the start date in Holidays? The option seems to have vanished since I installed this mod.
    1. mikeynexus
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      Should have no effect whatsoever on that. That sounds very strange. Let me know what mod you're using with what settings - I think I know the mod but want to check the settings - and I'll investigate.
  7. hsenj
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    I really love this mod (endorsed), but I feel as though things aren't "north" enough based on how cold Skyrim is; remember that Winterhold and Dawnstar are snowed in despite the perpetual September (i.e. Last Seed) the game is set in.

    That's only my personal opinion though, so I made a slight modification to locations.txt, adding 10 to every latitude. This puts Whiterun a little above the latitude of Stockholm in the real world, with Solstheim's northernmost end in the Arctic circle. Here's my modified text for those who don't know enough programming to do this via a script rather than by hand: http://pastebin.com/PMfz4tEd
    1. mikeynexus
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      That's great; it's good to hear you were able to customise it to your liking. That's why I kept the locations as a simple text file. I agree with your assessment too; cities that snowbound should be further north, but I wanted to stick with the globe I found when measuring latitudes. I just put the weather down to 'magic'
  8. MajorFreak
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    hrm...i'm getting serious CTDs trying to load the game (still in helgen)
    i'll probably fart around and try to fix the problem or else try once i'm outside.

    the problem started when i found files in my overwrite (MO user) and i used 'create new mod' from that...it was either i forgot to make a new bash patch or i needed to start a new game (and load my current save from there)

    but, just to be safe i made sure i dragged the stuff in overwrite file to the 'daylight hours' mod i'd activated in left pane, ran my bashed patch again, reproccers, started a new game then loaded my last manual savegame (the helgen one)
    1. mikeynexus
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      This mod doesn't put anything in the overwrite folder so that was probably a leftover from something else you were doing. You should just be able to activate the mod in the left pane and make sure the ESP is turned on in the right pane, just like any other mod, then run my included app to set the TimeOfDay times. After that you can TESedit Merge patch or Bash it as with any other mod. I've never used reproccer so I don't know about that.

      I don't have any serious mods (just Clean Start really) turned on until AFTER the whole intro sequence, up to where I exit from Helgen Caverns. There's a lot going on in the background when you start in Helgen and it tends to interfere with a lot of mods (sorry; if you're using reproccer you probably already know that). Mind you, my mod uses no scripts, so it should be safe to use even there.

      Let me know if the problem persists and I'll get your load order off you and see if I can reproduce the fault.
  9. CyborgArmGun
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    Overly Excited to see this update.

    PS: I wish I could donate to you, because this is Donate-worthy.
    1. mikeynexus
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      Wow, thanks. I have the donate button enabled but I don't know how it all works so if there's a problem...or do you mean you wish you had some spare money to donate?

      If it's just that there's a problem with the donate process, let me know, otherwise, I really appreciate your interest in the mod, and I'm not too desperate for money (I actually donate to others).

      Enjoy!
    2. CyborgArmGun
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      It's not enabled at the top of this mod That's what I mean XD But good to know you're not hutring
    3. mikeynexus
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      Ha-ha; must have enabled it in my other mod but not this one. Thanks for that.
    4. CyborgArmGun
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      No problem D
  10. FaegenFeorhlif
    FaegenFeorhlif
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    What a fantastically ambitious and awesome mod. I am well impressed that you only discovered mods a year ago and have managed to make this! Looking forward to trying this out.
    1. mikeynexus
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      Thanks very much: The maths was easier than learning to mod, but I learned a lot! My second mod (http://www.nexusmods.com/skyrim/mods/73852/?) was much more work, but not as difficult.

      My 3rd is coming along nicely.
  11. patchling
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    i am trying to get it set up for exactly 5am sun up and a 7 pm sun down to line up with my day/night settings with some werewolf and vampire overhauls. took some experimenting but Hearthfire days 26-30 and first seed days 11 - 15 both get this dead on, with closer to summer solstice having the shortest dawn/dusk (70 min instead of 80 min) at least if i have the nearest location sitting at Whiterun city.
     
    i used notepad++ and some copy/paste to edit my ENBoost configured enbseries.ini, i think i like the Hearthfire 26 settings the most, sun level and all that. gonna try it out here soon, my SkyProc patches still need to be (re)generated.
    1. mikeynexus
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      If you want you can edit those settings directly in the CK and make your own mod rather than use this mod. You can even set dawn/dusk to 10mins each (I think) if you want a sharper transition.
  12. gmanthagman
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    wow wow so, this is, really big mod to my opinion... just when I thought I had everything I wanted.....


    but, bottom line for enb users, (especially since you mentioned Vividian, which is the one I love & use! ), is it no good due to nights being brightened (deal breaker for me) & sun rays etc? Or is it manageable?

    This is great work either way, because, winter / summer sun position makes such a difference, it should in the game, too!
    1. mikeynexus
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      Thanks; I'm glad you like it. But yes, ENB is a real problem. I still use the mod, but I don't let it change the sun height, just the daylight hours.