IMPORTANT: Lux Via resources (if you're not using the mod, just download the resource pack) and Lux patch hub are now hard requirements. First includes all needed resources I'm relying on (lanterns and braziers), Second includes all Lux official patches. I separated both pages upon request cause the mod is now way too massive for me to update or even manage it. I'll also help users who just need to update their patches or resources without installing everything from scratch.
REMINDER 1: If you need the Lux - Resources plugin, I'm relying on resources I'm using in Lux Via, so if you're not a Lux Via user, you can still download the resource pack in the misc section of this mod.
REMINDER 2: Myrwatch & Xraithguard CC content CAN'T be patched in its current state because they're both ESM and ESL and thus has the infamous cell bug. To make my patch work you need to install Myrwatch - Editable Home Cells (Cell Bug Workaround) and Wraithguard similar fix cause that's the only way to patch both mods. FOMOD has been updated accordingly.
REMINDER 3: For now all optional overhauls, lighting variants and lightweight patches (for people looking for better performances in demanding areas) will be supported on their own mod page since a lot of people literally missed them, most certainly because Lux FOMOD is entirely automated and thus not much suited for optional choices. If you're looking for them check this page directly :
If you're looking for pre-releases or earlier updates, you can join my Discord.
LUX is NOT compatible with other lighting mods. (If you're experiencing issues cause you're using a ELE+ELFX+RLO+WindowShadows+Lux, don't even dare posting here - and stop combining stuff, pervert) ENB Compatibility
If your enb isn't compatible contact the author or try to tweak it yourself. Usually the quickest way to ajust your enb is to modify:
1. Point Lighting (interior day/night from the environment section) is controlling all lighting I manually placed, natural or artifical lighting. Be careful with the day/night cycle when tuning it cause it's controlling both candle or torches as well as sunlighting from windows, pits etc. 2. Ambient Lighting (interior day/night from the environment section) is controlling fake lighting (my own lighting templates). Increasing it will make the whole environment brighter overall, that part is mostly useful to set unlit areas brightness cause it won't change a thing about all light bulbs I'm actually adding. 3. Particle is controlling beams or mists if you chose the no effect lighting option in my FOMOD. As a general rule I would use effect lighting mists cause they tend to look a bit bad without that shader but not for beams. Particle settings are tuning water or wind effects as well as those beams used for most pits and windows. You can tune their intensity but also how much ambient or point lighting are affecting them. 4. Complex Particle lights is controlling anything related to ENB light nodes. If you're using ENB light of course. I would recommend quite a low intensity to complement my own lighting, so that every single candle gets that extra lighting even if it's barely noticeable. 0.2/0.3 values are usually looking quite decent, more could lead to overbright lighting cause those will stack with my own lighting so be careful. 5. Windowlight is controlling both windows and embers glow. You'll need higher values at day and quite low values at night for obvious reasons. You can add a bite of curve to crank whites up, that extra glow works well with ENB's own fake global illumination.
Load order
Put Lux at the bottom of your load order. Only Dyndolod and occlusion should be loaded after a lighting mod.
[Top/Loaded first] ESMs including Lux Resources and master plugins Most mods Lux Orbis/Via Water mods (except from Water for ENB which seems to have hidden conflicts with Lux main plugin) Lux main plugin Water for ENB Water for ENB patches Lux - Generic patches (USSEP, Water for ENB, Embers, Sounds of Skyrim, Distinct Interiors and such things) Lux - New Variants main plugins Lux - standalone mods patches Lux - crossover patches (my patches that are relying on other patches) ENB nightvision fix (not necessarily that low but since it's editing LTs, no one knows !) DynDolod Occlusion [Bottom/Loaded last]
How to quick patch content I didn't rework
Spongeman131 released a quite handy patcher one needs to run on xEdit to reduce or increase all lights at once: Global Lighting Patcher Script. You just need to set a factor for both templates and actual lights to increase or decrease all light bulbs from a plugin. It can be used to reduce overbright mods but it also can be used to increase my own plugin lights intensity, for non ENB users for example. Just find the right spot and run it on all plugins. One can also apply my own lighting templates to other cells, some mods are doing that already. Everything else needs to work on a patch in the CK and rework the whole lighting; basically what I'm doing for each patch.
Frequently asked questions
Q: Lux is crashing when using USSEP patch A: Since Skyrim latest update, some people seem to have issues with new headers, probably because they're using older exes. It's a bit of a mess and my patch doesn't have any obvious issue but one can try two solutions out, first using USSEP older (pre-update) version or perhaps using Backported Extended ESL support that seems to fix the issue.
Q: Clothes, potions or various items are glowing ingame A: Those item meshes are still using the bugged vanilla rim lighting shader that makes everything glow when a shadowcaster is nearby. You need to get rid of that shader on those items. If you're having glowing clothes and using CBBE bodyslides there's a fix on the Nexus cause all CBBE meshes are bugged to start with. You can also simply use Spongeman's batch processing script, run the rim lighting removal script from any xEdit session and select the folders you want to fix. It'll remove it from all meshes that aren't supposed to rely on it.
Q: Flames in Dwemer lanterns have purple squares A: Lux FOMOD is automatically installing a custom flame when detecting Embers plugin so that all flames I'm using are using Embers own atlas. You're probably using EmbersXD Lite or a version that isn't installing those modded flames. Just uncheck the Embers flame in the FOMOD then, or use EmbersXD complete version.
Q: There's no building in Riverwood Sleeping Giant inn when using JK's patch A: You didn't installed my optimized meshes, simple as that. Meshes I'm relying on are installed with all optimized meshes, you need to install them at least once if you're planning to skip that step if running the FOMOD again.
Q: Some dungeons are vanilla bright A: Something is overwriting my own cell settings where I'm changing all lighting templates and image spaces. If anything is loaded after Lux it'll need a patch as long as it's editing any interior cell.
Q: Lux makes my game too dark. A: That's quite a common misconception about what actually is a lighting mod. If you're using an ENB your game can't be too dark or too bright because of Lux, it just means you're using a badly tuned ENB or maybe an ENB not tuned for Lux at all. You just need to use a properly tuned ENB or even tweak it yourself. If not using an ENB you can run a script (read the section above) and/or use my optional brighter templates if you're looking for more fake lights.
Q: Lux makes my game too bright. A: ENB isn't correctly tuned or something is overwriting Lux lighting templates edits, hence why one should load it last in his load order. Any plugin editing a cell overwriting Lux will revert it back to vanilla.
Q: My game is crashing a bit randomly, especially in Understone Keep. A: You may be using the Minimap mod, which may be the only way to crash when using Lux because of a compatibility issue. I have no clue about what's going wrong there but that mod will cause crashes if being used along with Lux.
Q: Lux makes my game crash at launch. A: Lux isn't causing any crash at launch, this kind of crashes are usually caused by wrong load order, you're just trying to load a plugin where it shouldn't be in the first place. Really hard conflicts or outdated patches can also cause some crashes but they're usually quite rare.
Q: Lux makes my game crash at launch but I'm using Elianora's Breezehome. A: Lux Breezehome patch must not be installed when using Eli's Breezehome Optimizations packages and patches. As stated in the description page of the mod, using both patches will lead to CTDs, one just needs to use that mod's page own Lux patch.
Q: My saves are corrupted, landscape is disappearing, something really weird is happening to my game since I installed Lux. A: You may have reached the game's engine plugin limit, which is easily done if using a lot of mods and patches. Install Engine fixes and look for the ini/toml, edit it and increase the max amount of plugins.
Q: There are too many patches. A: Most of my game is modded and all mods I patched are made by talented people and trying to improve them as much as possible is as important to me as vanilla game, if not more. All patches are tagged ESL though so there's no way someone is reaching the 255 esp plugins limit with my patches, ESPFE don't count toward the 255 plugin limit.
Q: How can I remove this black bars ? Ask Zangdar, I'm pretty sure he'll answer in the most gentle way.
Q: That door isn't showing anymore, what can I do ? Ask Janquel, only he knows the truth about Skyrim doors.
what's the main difference between ur mod and other lighting mods such as ELFX Shadow, RLO, RS + ELE, Luminosity or even Ambiance? I want to know, the difference between ur and ELFX Shadow especially cause they seem to implement similar functionality such as window shadow on some interiors. I get it that ur mod is enb only but, what else should I expect and why would I chose ur mod over the other alternatives, besides personal preference ofc?
Nah it's not for ENB users only, console players are using it too. It may be a bit dark though hence why I'm adding a link to Spongeman's lighting script so that one can increase all light bulbs values at once if needed. Cause one can only tune point lighting with an ENB.
Main difference is that I'm reworking everything from scratch, including patches I'm working on, fixing and improving lots of things in the process. Every single cell from the base game has been reworked. When I'm patching I'm literally reworking all the lighting, not replacing assets for compatibility, which is more time consuming but I've always used a lot of mods so trying to improve them as much as I can wasn't an option. I'm relying on more shadowcasters too and focusing on natural lighting when it's possible, I like when interiors have a decent day/night cycle, window frame lighting is only a plus, both are definitely complementary. I also tried to make places as unique as possible, not mechanically repeating the same scheme everywhere. I'm replacing most braziers and lanterns depending on locations and regions with Orbis already but I'm planning to change all lanterns in Lux too for the next big 5.0 update.
Great explanation of what are the main differences. However I have a suggestion, the mod Window RT uses an emulated Ray Traced light bounce effect, which I don't see being promoted in any other mods which use window shadow as a base (if ur uses it at all, seeing ur reworking everything from scratch). If ur mod doesn't include that, I would suggest it as a feature to add after u feel the mod is "done". I know it might be quite an undertaking, considering ur method of work on it from scratch, but it would greatly add to ur mod's atmosphere, and, a new plus over other lighting mods. I would also suggest adding an option to use vanilla assets, instead of VIA, as some people might want to use their own mods for those assets. I understand what ur building is massive already, and adding more modularity to it, may make it not doable in the long run, but if it is possible, I'm sure a lot of people would appreciate that.
I also suggest u sticky this so that other people seeking to know the differences between these mods would benefit from this and u wouldn't have to answer it more then once(hopefully, but knowing how people are, I think there will still be some non readers that skip over it...). Anyway seems great judging by the screenshots, I'll give it a go, on my next playthrough.
Ray tracing is misleading cause it's only bounce lighting, which is already something I'm doing when it's possible but on a smaller scale cause giant ambient bulbs look bad in most cases when it comes to natural lighting since they're using omni. Most lights I'm adding often have two or more additional bulbs to simulate all the bounce and reflection, well when I can afford the budget of course cause game's engine is really limited in that department. But for natural lighting I prefer to rely on shadowcasters, one of the window frame and one for the ambient lighting in the whole room. That's how I make most farmhouses now.
Hello GGUNIT i love your work but for a week i have a problem with windows that are purple see pic
i try alot i use rustic windows 2k i even remove them and see if things change but they are stile purple then i try a other light mod elfx with shadow then everything is fine ? so i think its lux other then that there is 1 building that dont have a purple window see pic
that is the shrine so i realy dont know where to look for that bug even more info console dont say much on WRBUILDING ? so i hope you have a idee ore some1 els thx again for your great mod
Looks like some missing textures, which is a bit annoying since those should be vanilla. Double check your files integrity, the texture and models overhauls you're using as well. Something is wrong somewhere.
and everything is good so i really dont know so what i think its 1 off your lux mods but what it is i dont know
i test alot off thing remove Boreal Whiterun - 4k 2k and CleverCharff's AIO only had noble skyrim as base still on and still purple windows so i terms i have atm no clue
I don't have a clue, a parallax issue maybe ? If I ain't wrong there was a smilar issue when using Noble skyrim textures in Whiterun but I can't help you there. Those meshes just work on my side, did you try to use different or vanilla textures instead ?
I had a similar case on my old laptop using AMD GPU. The Legendary version of Skyrim was installed, ENB with parallax enabled was installed, and parallax textures and models were also installed.
Patch is on my Discord already. It'll be included into my next Nexus update. No hurry though cause I'm busy with other stuff rn, if you need it now you'd better grab it on my Discord update section. ^ ^"
Did you try the link in the sticky above or in the description page ? The one in my profile doesn't work but I can't update the Nexus profile page, don't even ask why. ^ ^'
When installing Dungeons - Revisited and the patch, I lose about 20 fps in the dungeons, but if I install either only Dungeons - Revisited or only Lux, I do not lose fps, is it possible to fix this somehow?
Pretty much all of them then. ^ ^" I don't know why you get performance issues, Revisited version is adding a LOT of stuff in those dungeons so it's not performance friendly to start with, especially Ustengrav (which is really bad to start with performance wise) and BleakFalls. Lighting shouldn't cause such issues though except from a few specific rooms cause I'm relying on scripts in these patches. I mean lighting is being turned on only if you're in the specific area. I'm relying on many shadowcasters though so maybe you're using very high polys models for some nordic ruin assets (skeletons or whatever), then the game can struggle generating shadows on lower end PCs.
I just noticed this new mod Universal SKSE Rim Lighting Fix and recently I have been seeing this in the interiors with NPC having like a glowing effect around their entire body.
Would something like this be within the scope of LUX for you to add this sort of fix in LUX?
No disrepsect to the Kojillama for bringing out this great mod, it's just that I assumed something like this might of already been included in LUX.
I'm not planning to fix such thing cause it has nothing to do with lighting since it's about meshes shaders, and other mods are fixing it already. I was using the CBBE fix already since most issues came from clothes and as a general rule I'm removing rim lighting in pretty much all relevant meshes asap. I'll add a note about that mod in my FAQ though, I don't know anything about SKSE anyway, better reward this author instead. : )
I've come back from a long hiatus of playing Skyrim and decided to update mods, I'm having an issue with Lux version 6 which I wasn't getting with previous versions (5.0 was my last version).
There's an odd culling going on with certain grass and lighting, the problem stops when I revert to my old Lux installation. Sorry I used to be fairly good at diagnosing/bisecting mod issues but it's been so long I'm a bit lost this time.
Video of the issue (Moss Mother Cavern in Falkreath): Lux Light Culling (youtube.com). Sorry for the darkness, HDR isn't translating well on YouTube. in the bits of prolonged darkness; grass items are being culled (similar to the start of the video).
Hi, I can't help with grass cause I'm not messing with that but the flickering may be caused by shadowcaster conflicts. I tweaked a bit the lighting there in a previous update, worldspace being a pain to work on maybe I messed up somewhere.
Hmmm weird, removing Lux does stop the grass from disappearing, I thought maybe the lighting was somehow culling the texture; will look into cell record edits next then.
too many bugs, too many violet meshes without textures. for example, what a hell the author replaced the smoke in the giants campfires? but the lighting is really cool )))
I think this mod is awesome. Is imposible 100% compatible, if you have so big world and so many other mods. I see in this only one problem - we still dont have Elders Scrolls 6.
Actually, he did. meshes\clutter\giant\giantcampfire01burning.nif and meshes\clutter\giant\giantcampfire01burningnoland.nif. as a result, floating semi-transparent squares.
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One more example (Meshes\dungeons\nordic\exterior\nortmpextplatstairmid02.nif). Instead of this
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I see this.
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It's not cool to see such colored meshes (white, violet, brown or yellow) here and there. Removing meshes copied from the Lux mod archive solves the problem but it's not easy to find them ))) Partially solved (white, brown and yellow meshes). Wabbajack copied split meshes from "Split meshes (Parallax)" instead of "Split meshes" folder.
No shadow optional giant campfire comes from Giant Campfire Cast shadows mod, it's the ENB light option but obviously it's using missing particle textures. I'll replace it with the no ENB one for my next update to be sure it works for everyone out of the box. You can get the no ENB meshes on the original mod page if you need it now. You can also use EmbersXD which has the best campfires around and its giant campfire mesh shouldn't cast shadows either.
Whitish snowy meshes means you're using parallax along with not compatible snow mod or even not compatible meshes (vanille game isn't made to support parallax to start with). You can try Simplicity of Snow out or just install Autoparallax which should fix automatically all parallax issues. There's not much I can do on my side, so using that mod is the best thing to do if you don't know much about how parallax works.
Those are glow meshes, vanilla game is adding that everywhere. They're probably included into embers meshes, you can use a mesh replacer (EmbersXd for example, it has glow options to reduce it) or just use a glow killer mod, preferably one that is only tweaking the texture so it's compatible with any mesh out of the box.
That's Apocrypha final boss area, right ? It's a worldspace if I ain't wrong, maybe I can tweak that weather a bit. I'll crank that area lighting up a bit for my next update.
Yes, that's Apocrypha final boss area on the screenshot. But all other areas in the Mora's "library" are way too dark. And it would be cool to add an eye adaptation removing patch. And "Even more brighter" templates )))
In some Dwemer dungeons with long passages the distant blue fog is still visible. The fog is far away but it's visible. An additional mod (ex. Remove Interior Fog.esp) is needed to work properly. But the picture gets too contrasted. Not good.
This blue fog is visible not in all Dwemer dungeons. I found only two for now. The second one is the Understone Keep, the first one I don't remember already )))
Do not install the optional Embers mesh then, you're missing the right textures. I wrote about that in the option description (if I ain't wrong you'll need to add the magical addon or not use the inferno combo option or something like that). But if that option doesn't work, simply do not install it, the original mesh is simply vanilla.
You can only do that when using an ENB, you need to create specific weather ini for all ice caves, or use ENB helper plus and tweak the lighting template I'm using for all ice caves at once. Check the sticky above about theses settings (long story short reduce pointlightinginteriorday & night to reduce the light bulbs I'm adding fade values). Brightness may be really different depending what textures you're using, white textures with high specularity can lead to really bright lighting.
Pillars nif is referencing a SMIM texture in its texture path, not vanilla texture. If you don't have that particular texture already installed with SMIM (which you don't), you'll get the purple texture. It's an easy fix with nifscope.
Hi, kudos to the mod author, cause this is the best lighting mod incomparable with any other.
But... the patch with Realm of Lorkhan has a very poor light on the face of the character creation screen, I almost can't see nothing when the startup racemenu appears.
Thank :) I checked that patch at some point but didn't notice that cause I'm not playing with it. I'll check that, this kind of details can easily be missed.
10426 comments
IMPORTANT:
Lux Via resources (if you're not using the mod, just download the resource pack) and Lux patch hub are now hard requirements.
First includes all needed resources I'm relying on (lanterns and braziers), Second includes all Lux official patches. I separated both pages upon request cause the mod is now way too massive for me to update or even manage it. I'll also help users who just need to update their patches or resources without installing everything from scratch.
REMINDER 1:
If you need the Lux - Resources plugin, I'm relying on resources I'm using in Lux Via, so if you're not a Lux Via user, you can still download the resource pack in the misc section of this mod.
REMINDER 2:
Myrwatch & Xraithguard CC content CAN'T be patched in its current state because they're both ESM and ESL and thus has the infamous cell bug. To make my patch work you need to install Myrwatch - Editable Home Cells (Cell Bug Workaround) and Wraithguard similar fix cause that's the only way to patch both mods. FOMOD has been updated accordingly.
REMINDER 3:
For now all optional overhauls, lighting variants and lightweight patches (for people looking for better performances in demanding areas) will be supported on their own mod page since a lot of people literally missed them, most certainly because Lux FOMOD is entirely automated and thus not much suited for optional choices. If you're looking for them check this page directly :
If you're looking for pre-releases or earlier updates, you can join my Discord.
If you like my work and want to support it:
Compatibility
LUX is NOT compatible with other lighting mods.
(If you're experiencing issues cause you're using a ELE+ELFX+RLO+WindowShadows+Lux, don't even dare posting here - and stop combining stuff, pervert)
ENB Compatibility
If your enb isn't compatible contact the author or try to tweak it yourself. Usually the quickest way to ajust your enb is to modify:
1. Point Lighting (interior day/night from the environment section) is controlling all lighting I manually placed, natural or artifical lighting. Be careful with the day/night cycle when tuning it cause it's controlling both candle or torches as well as sunlighting from windows, pits etc.
2. Ambient Lighting (interior day/night from the environment section) is controlling fake lighting (my own lighting templates). Increasing it will make the whole environment brighter overall, that part is mostly useful to set unlit areas brightness cause it won't change a thing about all light bulbs I'm actually adding.
3. Particle is controlling beams or mists if you chose the no effect lighting option in my FOMOD. As a general rule I would use effect lighting mists cause they tend to look a bit bad without that shader but not for beams. Particle settings are tuning water or wind effects as well as those beams used for most pits and windows. You can tune their intensity but also how much ambient or point lighting are affecting them.
4. Complex Particle lights is controlling anything related to ENB light nodes. If you're using ENB light of course. I would recommend quite a low intensity to complement my own lighting, so that every single candle gets that extra lighting even if it's barely noticeable. 0.2/0.3 values are usually looking quite decent, more could lead to overbright lighting cause those will stack with my own lighting so be careful.
5. Windowlight is controlling both windows and embers glow. You'll need higher values at day and quite low values at night for obvious reasons. You can add a bite of curve to crank whites up, that extra glow works well with ENB's own fake global illumination.
Load order
Put Lux at the bottom of your load order. Only Dyndolod and occlusion should be loaded after a lighting mod.
[Top/Loaded first]
ESMs including Lux Resources and master plugins
Most mods
Lux Orbis/Via
Water mods (except from Water for ENB which seems to have hidden conflicts with Lux main plugin)
Lux main plugin
Water for ENB
Water for ENB patches
Lux - Generic patches (USSEP, Water for ENB, Embers, Sounds of Skyrim, Distinct Interiors and such things)
Lux - New Variants main plugins
Lux - standalone mods patches
Lux - crossover patches (my patches that are relying on other patches)
ENB nightvision fix (not necessarily that low but since it's editing LTs, no one knows !)
DynDolod
Occlusion
[Bottom/Loaded last]
How to quick patch content I didn't rework
Spongeman131 released a quite handy patcher one needs to run on xEdit to reduce or increase all lights at once: Global Lighting Patcher Script. You just need to set a factor for both templates and actual lights to increase or decrease all light bulbs from a plugin.
It can be used to reduce overbright mods but it also can be used to increase my own plugin lights intensity, for non ENB users for example. Just find the right spot and run it on all plugins.
One can also apply my own lighting templates to other cells, some mods are doing that already. Everything else needs to work on a patch in the CK and rework the whole lighting; basically what I'm doing for each patch.
Frequently asked questions
Q: Lux is crashing when using USSEP patch
A: Since Skyrim latest update, some people seem to have issues with new headers, probably because they're using older exes. It's a bit of a mess and my patch doesn't have any obvious issue but one can try two solutions out, first using USSEP older (pre-update) version or perhaps using Backported Extended ESL support that seems to fix the issue.
Q: Clothes, potions or various items are glowing ingame
A: Those item meshes are still using the bugged vanilla rim lighting shader that makes everything glow when a shadowcaster is nearby. You need to get rid of that shader on those items. If you're having glowing clothes and using CBBE bodyslides there's a fix on the Nexus cause all CBBE meshes are bugged to start with.
You can also simply use Spongeman's batch processing script, run the rim lighting removal script from any xEdit session and select the folders you want to fix. It'll remove it from all meshes that aren't supposed to rely on it.
Q: Flames in Dwemer lanterns have purple squares
A: Lux FOMOD is automatically installing a custom flame when detecting Embers plugin so that all flames I'm using are using Embers own atlas. You're probably using EmbersXD Lite or a version that isn't installing those modded flames. Just uncheck the Embers flame in the FOMOD then, or use EmbersXD complete version.
Q: There's no building in Riverwood Sleeping Giant inn when using JK's patch
A: You didn't installed my optimized meshes, simple as that. Meshes I'm relying on are installed with all optimized meshes, you need to install them at least once if you're planning to skip that step if running the FOMOD again.
Q: Some dungeons are vanilla bright
A: Something is overwriting my own cell settings where I'm changing all lighting templates and image spaces. If anything is loaded after Lux it'll need a patch as long as it's editing any interior cell.
Q: Lux makes my game too dark.
A: That's quite a common misconception about what actually is a lighting mod. If you're using an ENB your game can't be too dark or too bright because of Lux, it just means you're using a badly tuned ENB or maybe an ENB not tuned for Lux at all. You just need to use a properly tuned ENB or even tweak it yourself. If not using an ENB you can run a script (read the section above) and/or use my optional brighter templates if you're looking for more fake lights.
Q: Lux makes my game too bright.
A: ENB isn't correctly tuned or something is overwriting Lux lighting templates edits, hence why one should load it last in his load order. Any plugin editing a cell overwriting Lux will revert it back to vanilla.
Q: My game is crashing a bit randomly, especially in Understone Keep.
A: You may be using the Minimap mod, which may be the only way to crash when using Lux because of a compatibility issue. I have no clue about what's going wrong there but that mod will cause crashes if being used along with Lux.
Q: Lux makes my game crash at launch.
A: Lux isn't causing any crash at launch, this kind of crashes are usually caused by wrong load order, you're just trying to load a plugin where it shouldn't be in the first place. Really hard conflicts or outdated patches can also cause some crashes but they're usually quite rare.
Q: Lux makes my game crash at launch but I'm using Elianora's Breezehome.
A: Lux Breezehome patch must not be installed when using Eli's Breezehome Optimizations packages and patches. As stated in the description page of the mod, using both patches will lead to CTDs, one just needs to use that mod's page own Lux patch.
Q: My saves are corrupted, landscape is disappearing, something really weird is happening to my game since I installed Lux.
A: You may have reached the game's engine plugin limit, which is easily done if using a lot of mods and patches. Install Engine fixes and look for the ini/toml, edit it and increase the max amount of plugins.
Q: There are too many patches.
A: Most of my game is modded and all mods I patched are made by talented people and trying to improve them as much as possible is as important to me as vanilla game, if not more.
All patches are tagged ESL though so there's no way someone is reaching the 255 esp plugins limit with my patches, ESPFE don't count toward the 255 plugin limit.
Q: How can I remove this black bars ?
Ask Zangdar, I'm pretty sure he'll answer in the most gentle way.
Q: That door isn't showing anymore, what can I do ?
Ask Janquel, only he knows the truth about Skyrim doors.
Main difference is that I'm reworking everything from scratch, including patches I'm working on, fixing and improving lots of things in the process. Every single cell from the base game has been reworked.
When I'm patching I'm literally reworking all the lighting, not replacing assets for compatibility, which is more time consuming but I've always used a lot of mods so trying to improve them as much as I can wasn't an option.
I'm relying on more shadowcasters too and focusing on natural lighting when it's possible, I like when interiors have a decent day/night cycle, window frame lighting is only a plus, both are definitely complementary.
I also tried to make places as unique as possible, not mechanically repeating the same scheme everywhere. I'm replacing most braziers and lanterns depending on locations and regions with Orbis already but I'm planning to change all lanterns in Lux too for the next big 5.0 update.
I also suggest u sticky this so that other people seeking to know the differences between these mods would benefit from this and u wouldn't have to answer it more then once(hopefully, but knowing how people are, I think there will still be some non readers that skip over it...). Anyway seems great judging by the screenshots, I'll give it a go, on my next playthrough.
But for natural lighting I prefer to rely on shadowcasters, one of the window frame and one for the ambient lighting in the whole room. That's how I make most farmhouses now.
i try alot i use rustic windows 2k i even remove them and see if things change but they are stile purple then i try a other light mod elfx with shadow then everything is fine ? so i think its lux other then that there is 1 building that dont have a purple window see pic
that is the shrine so i realy dont know where to look for that bug even more info console dont say much on WRBUILDING ? so i hope you have a idee ore some1 els thx again for your great mod
and instal Enhanced Lights and FX - ELFX Fixes - ELFX - Exteriors Fixes - JK's Skyrim-ELFX Ext. Patch - ELFX Shadows and ELFX Shadows - Official Patches Hub
and everything is good so i really dont know so what i think its 1 off your lux mods but what it is i dont know
i test alot off thing remove Boreal Whiterun - 4k 2k and CleverCharff's AIO only had noble skyrim as base still on and still purple windows so i terms i have atm no clue
load order
this:
Hello GGUNIT,
Can you make a patch for JK's Castle Volkihar?
In the hallway between the vampire's bedroom and the study, mesh will appear and disappear.
edit: working now. thanks for pointing it out.
When installing Dungeons - Revisited and the patch, I lose about 20 fps in the dungeons, but if I install either only Dungeons - Revisited or only Lux, I do not lose fps, is it possible to fix this somehow?
I don't know why you get performance issues, Revisited version is adding a LOT of stuff in those dungeons so it's not performance friendly to start with, especially Ustengrav (which is really bad to start with performance wise) and BleakFalls. Lighting shouldn't cause such issues though except from a few specific rooms cause I'm relying on scripts in these patches. I mean lighting is being turned on only if you're in the specific area.
I'm relying on many shadowcasters though so maybe you're using very high polys models for some nordic ruin assets (skeletons or whatever), then the game can struggle generating shadows on lower end PCs.
I just noticed this new mod Universal SKSE Rim Lighting Fix and recently I have been seeing this in the interiors with NPC having like a glowing effect around their entire body.
Would something like this be within the scope of LUX for you to add this sort of fix in LUX?
No disrepsect to the Kojillama for bringing out this great mod, it's just that I assumed something like this might of already been included in LUX.
THANKS
I was using the CBBE fix already since most issues came from clothes and as a general rule I'm removing rim lighting in pretty much all relevant meshes asap. I'll add a note about that mod in my FAQ though, I don't know anything about SKSE anyway, better reward this author instead. : )
I've come back from a long hiatus of playing Skyrim and decided to update mods, I'm having an issue with Lux version 6 which I wasn't getting with previous versions (5.0 was my last version).
There's an odd culling going on with certain grass and lighting, the problem stops when I revert to my old Lux installation. Sorry I used to be fairly good at diagnosing/bisecting mod issues but it's been so long I'm a bit lost this time.
Video of the issue (Moss Mother Cavern in Falkreath): Lux Light Culling (youtube.com). Sorry for the darkness, HDR isn't translating well on YouTube. in the bits of prolonged darkness; grass items are being culled (similar to the start of the video).
Thanks for the response mate!
I see in this only one problem - we still dont have Elders Scrolls 6.
Glad you like the lighting though.
One more example (Meshes\dungeons\nordic\exterior\nortmpextplatstairmid02.nif).
Instead of this
I see this.
It's not cool to see such colored meshes (white, violet, brown or yellow) here and there. Removing meshes copied from the Lux mod archive solves the problem but it's not easy to find them ))) Partially solved (white, brown and yellow meshes). Wabbajack copied split meshes from "Split meshes (Parallax)" instead of "Split meshes" folder.
Whitish snowy meshes means you're using parallax along with not compatible snow mod or even not compatible meshes (vanille game isn't made to support parallax to start with). You can try Simplicity of Snow out or just install Autoparallax which should fix automatically all parallax issues. There's not much I can do on my side, so using that mod is the best thing to do if you don't know much about how parallax works.
Most of them look this way, way too bright and foggy inside. Maybe replacing some specific .nif in "effects" will do the job?
In Apocriptha it's a little too dark taking into account the green sky above ))) It's not a dungeon to be that dark...
That's Apocrypha final boss area, right ? It's a worldspace if I ain't wrong, maybe I can tweak that weather a bit. I'll crank that area lighting up a bit for my next update.
This mod is so easy to break... What's the reason that in two dungeons of four I see the distant fog and Lux is not working?
https://drive.google.com/file/d/1NeVLsjRjtYczAyXn4Dftke2626lHGqhC/view?usp=sharing
Updated: the culprit is a little unexpected ))) Realistic Water Two. As usual, the load order matters )))
The latest vertion. This is in the Understone Keep (near Markarth). Please, remove this blue fog.
It's in the Understone Keep. Again ))) Like that blue fog (the exact path to get there to see that blue fog https://drive.google.com/file/d/1EDuIB4cHP2F3sQlrWXdlXE-14a3fnwHm/view?usp=sharing)
BTW, caves with ice on walls look too bright. Is it possible to make them darker? Ice and snow have no self-glowing in fact.
fglobalbrightnessboost=-0.2000
the game looks so cool inside and outside in VR )))But... the patch with Realm of Lorkhan has a very poor light on the face of the character creation screen, I almost can't see nothing when the startup racemenu appears.
I checked that patch at some point but didn't notice that cause I'm not playing with it. I'll check that, this kind of details can easily be missed.