Skyrim

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Description:

Adds Lanterns, Candles, Braziers and torches to the outside environment around Skyrim's many Cities and settlements. All lights are controlled by a night/day script that suppress the fire animation during the day in most areas so it feels more realistic rather than having fires burning all day when we don’t need them and start burning during night when they are practical to have around. Cold places have their Braziers burning at all times due to..well the cold..duh.

Some Candles and fires might still be burning during day inside ruined towers and so on.
I have also removed many lights from Crypts that have no living humanoid in the vicinity and other places where it just did not make sense.

This mod is based on my earlier version «Immersive Content - Extinguished Daytime Fires and Lights» which was less advanced. I decided to make a new mod out of this because it is a total overhaul of the previous mod. Even though they are similar, this mod has taken a few more steps to achieve its real purpose: To make Skyrim more immersive than it was.

One of the changes I did was redesigning some of the meshes in Cities and High Hrothgar so they can handle being hit by more light sources than they did in vanilla. You have also seen this method in ELFX if you use that mod.

By doing this I could place more lights to their light sources, but more importantly I also made it less likely to have artifacts (shadows blinking on buildings and so on). This was a problem even in vanilla without mods if you had two guards using torches for example.

Key Points:

  • Meshes Changed in: Solitude, Whiterun, Markarth, Riften, Windhelm, High Hrothgar.
  • All meshes include changes from SMIM, so no worries.
  • Also includes Parallax Mapping.
  • Lights have changed everywhere, from Cities to Settlements.
  • Dawnguard and Dragonborn DLC's both had all lights set a new with more realistic lighting placements, radius and brightness.
  • Most lights have a record added to them so they can be seen on great range
  • Changed lights who had no need of lighting up landscape and vice versa, by ticking/unticking «do not light landscape» This also allowed more lights to be placed in some areas.
  • Added a lot more lights to all main cities, but this time without being punished for it with artifacts and blinking shadows on objects, this because of the meshes I "improved".
  • I have again removed more lights from ruins that does not have a living soul nearby, don’t worry, I have not touched lights outside dungeons/ruins that are quest related unless it seemed logical to do so.
  • My Lights might appear a little warmer than it was, less brightness and radius on Lanterns or candle lights, simply because I did some IRL research on candle lights and lanterns and it turns out it does have quite a radius and very low brightness, but only it would only be visible if it had surfaces to reflect on, which is hard to recreate in this game. I still put on a little more than IRL though, because if not there would be about no light at all from roadside lanterns.
  • Braziers in snowy regions does not turn off now, instead they change to another type of burning ember or wood that differs from night/day. This to make the feeling in cold areas more immersive with warm fires and all.
  • All Campfires have been redone, that means fixing all campfires that for some reason did not light landscape, and they remain unscripted.
  • Giant Campfires have been modified, they all have lights now, compared to before where a lot of them seemed to be burning, but little light up things around them in the dark.
  • All vanilla lights have been replaced by my lights ( No not deleted )
  • All my lights now have a predefined radius and brightness, this to make it easier to make patches to edit such things in the future, this was not possible in my first edition of this mod, since I used the vanilla lights.
  • In general fixing every buggy light that exists in Skyrim worldspace, this includes those who did not have a light, not lighting the landscape and so on. Campfires and Giant Campfires like mentioned above.

Installation:
Use the Installer and just follow it. If you want loose files, you will have to take them out of
The fomod folders.

To uninstall the mod make sure that lights are on in your last save game before you remove
the mod or else the Original lights will stay disabled. If you do this wrong, you can always just
install the mod again wait until daytime and try again.
This mod will probably need a new save game to work if you used my old mod, simply because that is how Skyrim save games works unfortunately.
You can try it anyways, but then I do not want any bug reports from you, no offence.

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SkjoldBjorn