I love you. I too understand why they have been turned off by the patchers. However, after playing my first ever game with nothing but vanilla; I got used to navigating by various landmarks- including these lights. My second game, I got the patches, and ran obsidian weather- and i couldn't tell where I was at night. So I've ported this to form 44 for my own use. Thank you so much.
I'm glad this old mod of mine can still be of use to someone. You're welcome.
If by any chance you're going to try my Equinox mod as well, which is also available for SE, I believe that mod also reactivates the temple lights; so if you're also using that mod, you don't need to have this one active at the same time.
I understand why the USKP/USLEEP team shut off the lights but, nonetheless, I like having 'em on after you complete the Meridia's Beacon quest. Looks way cooler (and, to me, makes more sense).
Anyways, I was going to DL this mod but then the weirdest thing: ages after completing Meridia's quest, I got a radiant quest in Kilkreath Ruins from the Notice Board. After making my way through the temple and exiting, the lights magically turned on again. And they've stayed on ever since.
I use the latest USKP, not USLEEP, as I don't have Hearthfires.
Not sure if this was one of those weird one-off skyrim things, or if re-exploring/exiting the temple always turns the lights back on (at least with USKP). Or maybe even having it as a later quest location had something to do with it? Anyways, just thought I'd mention it.
Also, including the word Meridia in the title might make this mod more easily searchable. When I got the radiant quest I struggled to remember where Kilkreath was (actually thought it might be a mod location). When I did, I thought "oh, the Meridia place."
Edit: oh, wait, maybe the cell resets after 30 days or something and the lights will turn off eventually. Will have to keep my eye on that. Edit2: well past 30 days and the lights are still on.
This is useful information, thank you. And I do understand why they shut them off, but it gets really frustrating when I just really want the lights to stay on and I can't get them to stay on. xD (I've lost count of how many times I cleared the dungeon just to make sure the lights will stay on, but hey, these burdens are all part of it.)
Spoiler:
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Personally, I've been having trouble getting this mod to work again after the USLEEP update that came after I released this mod. Dismissed it back then as I was on a playthrough where it still worked, hoping that this still worked for other users, although I noticed it stopped working when I was testing back. Now on a new playthrough (actually I just had to start over because uninstalling a mod won't just work), I decided to get it to work again. But for some reason, removing the USLEEP lights stopper and/or the script from it just won't work anymore and so I had to investigate the lights further and luckily found a workaround. I also managed to have a (weaker) copy of the light beam at the statue stay on.
Unfortunately, I encountered a new bug possibly caused by the meddling I've done with the objects there - the beacon on the pedestal disappeared. I 'investigated' once more and found out that the beacon that goes on the gem pedestal is part of the animation 'attached' to the pedestal itself, and it seems that in one way or another, I got it to reset to the empty pedestal part. I didn't notice this in my playthrough until it was too late to revert back to an older save without losing much progress (and I don't fast travel lol). Now I've no idea how to 'replace' the beacon without scripting, and with my lack of any reliable full scripting skills, I can't get it to work.
Yes, the lights normally (re-)activate when you exit from the Temple interior to the Balcony. And yes, I'll rename the mod when I can get it to working on my part again. xD
Excuse me ,I have met the same bug with you have, the light turned itself on again as well as its annoying noise after reexploring the kilkreath ruin. So do you know how to turn off the light and its noise? Now that this mod finds a way to turn on the light, so i think there may be also a way to trun it off? lol The noise it makes is veryvery annoying. Thank you very much.
I like the idea, considering there is no reason for meridia's light to stop shining. But I don't really want to add an esp for that x) still good idea ^^
Well I have quite a lot of merged mod already and I'm trying to stop downloading mod except really cool ones otherwise I'll never stop, so this is exactly the type of mod I tend to avoid. But still wanted to say I appreciate the effort ^^
Just so you're aware - the light beams are deliberately turned off after "The Break of Dawn" by the Unofficial Skyrim Legendary Patch (by Arthmoor), because it was found that the developers erroneously forgot to do this. The idea behind this mod is to undo the fix done in USLEEP.
I don't know... I tried getting help from the USLEEP mod page before when I still couldn't figure it out, but no one would respond or help me except for that one person who seems to frequent the comments section there. I just didn't want to bother anyone anymore. *shrug*
I don't suppose there is a need to since as far as I know, mods that revert or undo certain changes done by USLEEP stand separately. And like blackpete said, I doubt they will incorporate or add as optional files the mods that undo USLEEP's fixes/changes.
Thanks for the info though, I'll keep that in mind.
19 comments
If by any chance you're going to try my Equinox mod as well, which is also available for SE, I believe that mod also reactivates the temple lights; so if you're also using that mod, you don't need to have this one active at the same time.
Anyways, I was going to DL this mod but then the weirdest thing: ages after completing Meridia's quest, I got a radiant quest in Kilkreath Ruins from the Notice Board. After making my way through the temple and exiting, the lights magically turned on again. And they've stayed on ever since.
I use the latest USKP, not USLEEP, as I don't have Hearthfires.
Not sure if this was one of those weird one-off skyrim things, or if re-exploring/exiting the temple always turns the lights back on (at least with USKP). Or maybe even having it as a later quest location had something to do with it? Anyways, just thought I'd mention it.
Also, including the word Meridia in the title might make this mod more easily searchable. When I got the radiant quest I struggled to remember where Kilkreath was (actually thought it might be a mod location). When I did, I thought "oh, the Meridia place."
Edit: oh, wait, maybe the cell resets after 30 days or something and the lights will turn off eventually. Will have to keep my eye on that.
Edit2: well past 30 days and the lights are still on.
Unfortunately, I encountered a new bug possibly caused by the meddling I've done with the objects there - the beacon on the pedestal disappeared. I 'investigated' once more and found out that the beacon that goes on the gem pedestal is part of the animation 'attached' to the pedestal itself, and it seems that in one way or another, I got it to reset to the empty pedestal part. I didn't notice this in my playthrough until it was too late to revert back to an older save without losing much progress (and I don't fast travel lol). Now I've no idea how to 'replace' the beacon without scripting, and with my lack of any reliable full scripting skills, I can't get it to work.
Yes, the lights normally (re-)activate when you exit from the Temple interior to the Balcony. And yes, I'll rename the mod when I can get it to working on my part again. xD
So do you know how to turn off the light and its noise? Now that this mod finds a way to turn on the light, so i think there may be also a way to trun it off? lol
The noise it makes is veryvery annoying.
Thank you very much.
Yeah, that's why I just decided to just do this on my own if I could.
https://www.reddit.com/r/skyrimmods/
Thanks for the info though, I'll keep that in mind.
I'll try this out once I get back from work.