Skyrim

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Made by GGUNIT and ported by turtlegodking

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turtlegodking

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About this mod

A port of GGUNIT's Lux Via mod.

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Permissions and credits
A port of GGUNIT's Lux Via mod.

If there are any issues let me know

Credits 
Credits to GGUNIT for making the original mod.

If you want to help support me to make more patches and ports you can find my Patreon here

It is highy recomended to start a new game

Note from Turtle please read:
It is highly recommended to run this TES5Edit script on the patches if you pick any as I did not make sure they all 100% worked and the script will most likely fix issues with them.
Link to the script

This is important because not at patches had the script ran on them because my PC and internet is being slow

Ripped from original description:





Lux Via is the final opus of my Skyrim lighting project. Since vanilla roads are quite lackluster I've tried to bring some life to all main ones. Via main purpose is to add consistent lighting between towns and villages, depending on hold's climate, lore or town proximity lightsources may be different and more or less sustained.

Most bridges have also been improved or completely reworked from scratch, many crossroads now have better lighting and have been reworked too depending on locations and situations. Most changes have been made with consistency in mind, vanilla assets I'm using depend on vanilla locations (basically I'm using imperial fort assets when near an Imperial fort etc.).

Compatibility is also important, Via should be compatible out of the box with many mods, I didn't edit inner cities and tried to only edit town and village surroundings without being too close. Most conflicting areas are around some bridges since navigation needed to be redone, patches for popular mods editing this locations are included into the FOMOD.





- Additional lightsources and lighting along main roads. Lightsource type may depend on holds lore, town proximity and/or events.
- New lightsource assets are ENB light compatible, some of them have been improved with better environmental mapping or even created from scratch such as new magical lanterns near Winterhold.
- Reworked or improved bridges. Most vanilla bridges have been improved or completely reworked from scratch and now also have proper lighting.
- Improved crossroads and roadsigns. Many crossroads and roadsigns have been improved or even completely redesigned.
- Lots of points of interest and small improvements have been added along most roads. Most of them have lighting purpose, some are only about consistency but all of them are about bringing some life to quite desolated vanilla roads.
- I've designed the whole mod with compatibility in mind, most mods should be compatible out of the box or not conflicting at all. Most changes have been done around cities only without messing much with the city itself. Bridges may conflict a lot though since I may have edited navigation meshes or landscape but some patches are provided to ensure everything works as well as possible, especially new towns such as Amber Guard or Lainalten since they have been added right next to bridges.



Just install the FOMOD like any other mod. all current patches and an optional no-ENB light version are available upon install.
Lantern and posts resources are separated from Via main resources and will most certainly be used as a master for upcoming mods or even Orbis when I'll have enough time to replace most vanilla lanterns with better ones. Hence why Via is relying on two master plugins, one for all lantern assets and one for Via.
I'm also adding a light plugin so that people can manage conflicts more easily. Via light plugin is basically forwarding most important vanilla changes such as navmesh or landscape edits.

Running DyndOLOD is highly recommended.

Since Via main plugin is editing vanilla assets, I would recommend to load it as low as possible especially below mods editing landscapes. As far as I'm concerned I'm loading it last right after all other master plugins. Light plugin should be loaded near the bottom of your load order too, Orbis should win most conflicts though since both mods are editing Solitude vanilla lanterns.

Lighting has been designed with the same assets as Lux or Orbis so if you need to increase global lighting, check Lux page sticky message, I've explained how to do that with a small video. Running the ENB Light or synthesis patcher on Via plugins with the right factor (by default it's using a 2.0 factor to cut in half fade values, anything lower than 1.0 will increase my own lighting fade values - usually 0.7 works well for people not using any ENB).