A PreVis / PreCombine Patch for Enhanced Lights and FX. Regenerated PreCombines for all cells. Should fix most of the reported bugs of the original mod.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
Will be making a bunch of optional patches for mods added to the A StoryWealth collection. Patching for the collection is driving me nuts enough so won't do anything outside of that.
A patch for Enhanced Lights and FX that contains various lighting tweaks and cell edits to make the darker parts of ELFX slightly less dark.
The main benefits can be seen when using Night Vision, which now will actually be an option to see in the dark.
Technical stuff
Most lighting templates have had their directional lights slightly increased.
Cells that doesn't draw from lighting templates have had their directional lights slightly increased.
A bunch of "Weathers" used for lighting emittance, especially in the dark have had their lights slightly increased.
Ticonderoga have received an experimental lighting increase that is slightly above others. As it's higher above ground it'd have more unrestricted access to light.
Faneuil Hall have gotten a few fixes including broken lightbulbs that had a glow on them being fixed and gap in flooring also fixed.
Fixes a crash seen in some mods together with ELFX, due to black planes.
Fixes an issue where Wasteland Workshop fire related lights would not emit light. This is done by giving the lights added by that DLC a unique AddOnNode (3476) so they are not affected by the changes made in ELFX.
Load Order various mods ELFX.esp prp.esp (if you have it) ELFX-PreVis.esp ELFX-eXoPatch.esp ELFX Patches (like the optional downloads here)