Skyrim Special Edition

3410 comments

  1. wizkid34
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    I would like to warn all users that using this mod ruins the aesthetic appearance of Lanterns of Skyrim II, do not use it!
  2. wizkid34
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    ECPLW adds complex particle lights to the windows of all major cities (except Windhelm currently in WIP) , DLC2 Skaal Village, Solitude and Whiterun farmhouses. The aesthetic result mainly depends on the ENB preset used and the screenshots you can see were taken using Rudy ENB. 
    ECPLW is 100% compatible with everything.
  3. wizkid34
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    for all those who have flickering issues due to the ENB Light node this is the solution: copy/paste/replace the whole [COMPLEXPARTICLELIGHTS] section inside your enbseries.ini with the one inside the spoiler below.

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    [COMPLEXPARTICLELIGHTS]
    IgnoreWeatherSystem=true
    EnableBigRange=true
    EnableShadow=true
    ShadowQuality=1
    IntensityDawn=0.11
    IntensitySunrise=0.1
    IntensityDay=0.1
    IntensitySunset=0.3
    IntensityDusk=0.3
    IntensityNight=0.15
    IntensityInteriorDay=0.2
    IntensityInteriorNight=2.0
    CurveDawn=1.8
    CurveSunrise=1.8
    CurveDay=1.8
    CurveSunset=1.8
    CurveDusk=1.8
    CurveNight=1.8
    CurveInteriorDay=1.5
    CurveInteriorNight=1.5
    SpecularAmountDawn=1.0
    SpecularAmountSunrise=1.0
    SpecularAmountDay=1.0
    SpecularAmountSunset=1.0
    SpecularAmountDusk=1.0
    SpecularAmountNight=1.0
    SpecularAmountInteriorDay=1.0
    SpecularAmountInteriorNight=1.0
    DistanceFadeDawn=0.3
    DistanceFadeSunrise=0.3
    DistanceFadeDay=0.3
    DistanceFadeSunset=0.3
    DistanceFadeDusk=0.3
    DistanceFadeNight=0.3
    DistanceFadeInteriorDay=0.6
    DistanceFadeInteriorNight=2.0
    EnableNormalMappingShadows=true
    NormalMappingShadowsQuality=1
    SpecularPowerDawn=12.0
    SpecularPowerSunrise=12.0
    SpecularPowerDay=12.0
    SpecularPowerSunset=12.0
    SpecularPowerDusk=12.0
    SpecularPowerNight=12.0
    SpecularPowerInteriorDay=12.0
    SpecularPowerInteriorNight=12.0
    BigRangeScale=0.6
    EnableSeparateInteriorParameters=true
    BigRangeScaleInterior=1.0
  4. wizkid34
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    all patches for the old LoS II - Tamriel Master Lights.esp have been updated and sent to the respective authors so please do not ask for more information about these patches or I will be forced to close the posts section!

    thank you for your attention and above all for your understanding.
  5. wizkid34
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    Recommended mods for use in combo with Lanterns Of Skyrim II

    ***********

    Weather mods

    Obsidian Weather and Seasons
    Vivid Weathers Definitive Edition
    Climates of Tamriel

    ***********

    Lighting mods

    Enhanced Lights and FX without the exteriors addon
    Realistic Lighting Overhaul SSE without the exteriors addon
    Luminosity Lighting Overhaul - The Cathedral Concept

    ***********

    The list is anything but complete, I will gradually add other mods that work very well with LoS II
  6. sopmac45
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    Hi wizkid34,

    Thanks for answering my previous question but I do have another. I decided to install this mod midgame and I am using JK's Skyrim as well ... in your description you said : Important Note: If you are using JK Skyrim do not install the "No Lights Patch" since LoS II patch is meant to be used without it.

    >> Question : patch a ( 1 ) in the FOMOD is ticking my JK' Skyrim ( automatically - VORTEX does that ) but there is "no lights patch" ( as you wrote it above ), just the LoS Patch a ( or 1 ) .... should I leave it checked or not please ? 

    Thanks so much for your help bro ... 
    1. wizkid34
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      as I explain in the description, you don't have to use JK's "no light patch" since LoS II JK patch is meant to be used with the standard JK plugin, my FOMOD will automatically select the patches you need
  7. sopmac45
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    Hi wizkid34, 

    Have not used the old mod for a very long time ... I would like to know if I can install this new mod midgame please ? 

    Thanks, 
    1. wizkid34
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      In theory yes, the worst thing that could happen is seeing a few double lanterns here and there
  8. sparks117cpo
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    I use a lot of your mods in my game, and when I discovered this particular one, I was excited to add it to my load order. Unfortunately, I deleted it just as fast... I'm not saying that this mod is bad, but personally, I think it's a step back from the "Lanterns of Skyrim - MCM" version. Some of the new features here, like the animations for wind, bugs around the lights... are immersive and nice. I don't mind a couple extra esp's for separate mods for the last version to get the same effects. The reasons I went back to the older mod is compatibilities and the fact that the light level and color from the lanterns in this version are so dim that it makes them worthless at night. The MCM version, we had different options for the brightness, and the MCM version worked fine with ELFX exteriors. With this version, you end up losing a bunch of lights that ELFX exteriors added to the game, resulting in making everything darker because you lose those lights using this version. I appreciate the time and effort you put into making these mods... Thank you! It's just that in my opinion, this newer version needs a little bit more polish...
    1. wizkid34
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      I appreciated both the comment and the criticism but you have to consider one fundamental thing, Lanterns of Skyrim II is a mod designed and arranged for ENB users and in fact, as you can see from the screenshots below, the lights, for those who use the an ENB preset, have the right level of brightness. Regarding the differences with ELFX Exteriors, its obvious that there are some but compared to the Anamorhus mod, the only spot that I have not illuminated are the Whiterun ramparts, the rest of the world, DLC included, is perfectly illuminated, in the exact same locations In fact, I would say that I added many other lights that don't exist at all in ELFX Exteriors, especially inside all the settlements and within the 5 major cities, you could easly check for yourself.

      Spoiler:  
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  9. infinityglizzy4
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    could anybody tell me what the patches "C" do.
    Do they disable laterns for this town or something?

    Edit: I already understand, no need to answer
    1. lokomotiva854
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      i have the same question what they do?
    2. KaielOfThoth
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      please tell us what they do, they are asking for ESPs like Falkreath.esp as a dependency
  10. lingsamuel
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    The patch for Midwood Isle contains two `Could not be resolved` errors under Worldspace > Block -1, -1 > 0xDC0 (FlorinCity04Stables), which block dyndolod generation. Fix is easy but it will be good to update the patch.
    1. ribbuster
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      I am seeing this too. How did you fix this?
    2. KaielOfThoth
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      edit:wrong comment
  11. MindDoser
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    Hey there. Perhaps a strange question regarding LoS II / WiZ Signs & JK's Skyrim, but, i read at desc page:

    "Note 1) if you want both the lanterns and signs movable by the wind, you can download my mod WiZkiD Signs".

    So, i disabled LoS II, and switched to WiZkiD Signs ,to get the best of both of your mods, (LoS II+W/Signs), yet no lanterns at all around if i use only Signs mod.
    If i enable back LoS II, road lanterns are back, but then, even with LoS II+JK's patches, still getting duplicate Lanterns at buildings, both in WR/RW.

    https://pasteboard.co/fIFaKtEfhppF.jpg
    https://pasteboard.co/FFAJUV2zszwX.jpg

    Is there some other patch that needed? Searched all around, and nothing. Thanks in advance.
  12. Aromov
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    Would you be willing to look into and maybe do a lantern add-on for Vicn's Animated Carriage mod?
  13. Kulharin
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    will this look fine if paired with Lux?
    1. xlsksh1
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      Yeah its good
  14. clemp34
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    I had the original Lanterns of Skyrim installed, is it safe to install this mod and remove the 'old' one mid playthrough?
    Also, Is it necessary to remove the original Lanterns of Skyrim? NMM doesn't detect conflicts
  15. Maderasnobile
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    is there a interior lantern mod?