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  1. Lesath2
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    • 132 posts
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    They actually never have emitted light in the whole of the elder scrolls... I did not even notice...
    Maybe that's part of the lore, or something? Like "magical fire doesn't illuminate dark areas", or something like that...
    Am I just rationalizing lazy programming? Probably.
    1. tattwood
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      Not so much lazy programming. It's more to do with resource management. Remember, Skyrim came out in 2011, and the average PC wasn't particularly powerful. Note Skyrim was designed and written for the Xbox 360 with only about 400Mb of usable RAM (which was used for both code and VRAM), then ported to the PC and PS3. Thus, adding light sources to more things increases the graphical, processor and memory overhead, making the game run slower. Hence, it is more likely a "design decision" was made to reduce these factors, and limit the number of light sources, including removing them from things that players are less likely to notice. After all, you mentioned yourself, you "did not even notice" that atronachs didn't emit light.
  2. Rinasai
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    Very useful in my game. Thank you
  3. RacerX78
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    • 245 posts
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    Genius. Thank-you.
  4. TheForkOnTheLeft
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    • 2,398 posts
    • 125 kudos
    oh yes!! finally. This is a must have.
  5. Daralima
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    • 166 posts
    • 3 kudos
    Man it would be so nice if an ENB particle light variant of this was made
    1. jedp15
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      • 1,440 posts
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      Was about to suggest that
  6. mofailed999
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    • 644 posts
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    wHAT ABOOT TH E daedric conjuration summon, does he glow too?
  7. piltenko
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    • 36 posts
    • 2 kudos
    Why nobody made it before??
    1. Mazeth
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      • 4 posts
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      It actually was (a long time ago).
      For example, this is one of the features of the following mod:
      Immersive Spells and Light - Spells emit light
    2. deleted62540746
      • account closed
      • 277 posts
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      well sh%t I downloaded this mod and merged it, but I already have Immersive Spells and Lights installed, will that be compatible?
    3. Lavos17
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      Open both mods in TES5Edit and check if they contain the same records or not.
    4. Mazeth
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      Using TES5Edit should indeed be a sensible way to find out any possible conflict if you choose to install both mods.
      However, prior to this, you probably should ask yourself if you really need both mods.

      If you already are satisfied with "Immersive Spells and Light - Spells emit light", you don't need "Luminous Atronachs LE" at all.

      This new mod should be for those who only want to add light to their atronachs, without all the other stuff provided by "Immersive Spells and Light - Spells emit light" (or any equivalent mod), which also adds light to spells and enchanted weapons.
  8. Veratai
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    hm.. would a version that illuminates somewhat less be a good idea? i definitely like that they now can glow, btw :]
    1. PockyPunk1
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      Agreed :)
    2. tattwood
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      • 137 posts
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      You can load the esp from this mod, into TESVEdit. Then, look under the "LuminousAtronachs.esp", and click the square next to "Light", and you should see the following in the left hand window of TESVEdit
      [XX] LuminousAtronachs.esp
      File Header
      Art Object
      Magic Effect

      Click on one of these 3 lines containing "RXYSALuminosityOrigins??????Atronach"; Then, in the right hand window of TESVEdit, you should see "FNAM - Fade Value", with a vallue of 2.0. This value controls the magnitude of illumination that each atronach provides to the environment. For comparison, a vanilla Torch has a value of 1.35. The other value that is useful, is "Radius", which specifies the distance of the light being cast around the atronach.

      If you want to write your own values into "Fade Value", just click on the value "2.0" and enter a value greater than or equal to 0. A value of 0 will prevent any light being emitted,.Also, change the "radius" if you want to increase or decrease the distance the light will be cast on the environment. As a benchmark, the vanilla Torch has a value of 240. So, if you want an atronach to illuminate less, set the "Fade Value" to be about 1.0, and set the radius could be about 250.

      Once you have made your changes to each of the atronach types, simply press "Ctrl+S" to save the esp, and the click "OK". You now have your own custom lighting for atronachs.
  9. Lollia
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    • 442 posts
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    This is one of the few mods I ever truly coveted from SSE's side of the Nexus. It looks really great. Thank you for bringing it here.
  10. ThousandLake
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    Beautiful Mod!