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  1. MyGoodEye
    MyGoodEye
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    Forget everything you think you know about CLARALUX!

    We've taken the original concept and rebuilt it from the ground up.

    We've removed the "helper script" which caused all that headache.

    And we're returned with the ONLY MOD IN SKYRIM that will allow you to adapt the LIGHT LEVELS of ALL EXTERIOR LIGHTS to your taste ... wait for it... IN-GAME!

    We've added NEW FIXTURES to NEW AREAS!
    We've altered some of the OLD FIXTURES that I really didn't like!

    We've allowed you to custom tailor your CLARALUX experience without need of additional ESPs muddying up your load-order!



    CLARALUX 2015 DOCUMENTATION LINKS FOR EASY ACCESS!

    COMPATIBILITY and PATCHES information available here.

    Any problems/questions? Don't hesitate to ask!
  2. MyGoodEye
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    With JJC71's blessing, I wanted to answer the question many of you have asked about how CLIMATES OF TAMRIEL 5 and CLARALUX 2015 work together to give y'all the best results.

    As you may or may not know, both have been updated in a conspicuously timed tandem-release on the very cusp of nearly everyone we know running off to play FALLOUT 4... haha...

    With CLARALUX 2015, you can custom tailor your LIGHT LEVELS in game via our MCM to best compliment COT5's amazing new nightscapes.



    So it's said, CLUX doesn't require COT5 and COT5 doesn't require CLUX but they go together very nicely, we think... no add'l patches necessary either.

    My favorite combo (with my custom ENB) is to use COT5's NIGHT LEVEL 2 in tandem with CLARALUX 2015's LIGHT LEVEL 6, VARIANCE 2 and GLOW 4 (if you like GLOW, otherwise GLOW 0). But don't take my word for it - watch for yourself!

    Speaking personally, I will continue to support the mods the team and I have put so much time and energy into updating for Skyrim - at least for the foreseeable future... so if you've got any questions, don't hesitate to ask here or on the Nexus.

    - MyGoodEye
  3. MaskedRPGFan
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    Hi,
    Is this conflict:

    ?
    1. XenoPC
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      That is by definition a conflict but from what I've read visual mods go after almost all kinds of mods, you can check in the groups function on LOOT.
      So yes it's a conflict but it's supposed to be that way.
  4. IAmDarkPhoenix
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    Thank you for sharing this. endorsed and donated as well.

    Question: i love Lanterns of Skyrim All-in-one as well as this one. Can a patch be made between the 2? Is there a way to make a patch to have them both?
  5. Mythriz
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    Setting up my oldrim now with JKs LITE and CLARALUX, problem is that the patch has "JKs LITE - Merged.esp" as master.
    But the actual file I am getting from JKs is named"JKs LITE - Cities.esp"

    Not sure how to change masters without having the original master installed aswell .. any ideas?
    Is it safe to rename JKs esp to match the patch?
    1. Tadeus72
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      I have the same problem. I was thinking maybe I did something wrong installing JK's light but other mods that have patches for it name the master properly as JKs LITE - Cities.esp. Would be glad if there was a solution.
    2. AwokenLeviathan
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      I ran into this problem as well, as far as I can tell you can just rename the esp and things will work. Since Claralux only checks to see if its there to set up lights differently it has no effect on that. The only thing I was concerned with is that JK wont recognize its own esp (Since I have no idea how tech voodoo works) but I did a quick stop into Whiterun and found everything still modified after the esp rename. I don't know if that'll effect things in the long run or other patches for JK (if they even exist) but so far it seems to have worked out well for me.
    3. NightroModzz
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      Trying to figure the same thing out. It would be nice if the AUTHOR can clarify what the issue is.
  6. scordj
    scordj
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    Hi all,

    I like to point out two issues that i encountered with this mod.

    1. Huge lost of FPS - i do have a decent machine , with a 1080TI, and i record in certain areas a drastic lost of Fps to 15 fps. Once i uninstalled the mod, im back to 55-60 fps. From my experience, even during day times, this occurs when the mod is in the loadout.
    2. Most noticeably is that the mod causes either crash to desktop or infinite loading screens. From my experience, it happens in certain specific areas: Lost Knife Cave, The Ritual Stone , Stony Greek Cave, Eastmarch imperial Camp. I finally decided to uninstalled the mods after being unable to get out of the Lost Knife Cave, due to infinite loading screens. I like to point out that there was no known conflicts with other mods and uninstalling Claralux alone in the loadout, brought stability.

    I hope that those information may help everyone
  7. DarkCobalt
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    Hi I'm really interested in this mod because it might be able to make some ENBs playable at night. Unfortunately I'm running into a few problems. I'm using Dawn of Skyrim and for whatever reason, with this mod installed, every city is flickering like crazy. I assume this is because of excessive light sources, but even if I disable the extra light sources this still happens. Removing the mod solved it, only a few minor flickers here and there. Not sure how to get it to work properly :(
  8. werterdert1
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    Hello,

    I am trying to use your mod to add more light sources to my game since my enb makes nights almost pitch black. I am using Purity, RLO and Ruvaak Dahmaan ENB. When I change the settings in Claralux nothing happens in my game. I see the informations on the top right corner of my screen about bloom, variance and glow, but the lights don't change.
    Can anybody maybe help me solve this issue?
  9. Aklimar220
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    This is a great mod; however, I'm only having one small issue. On the MCM menu, the Add Light Posts to Roads value cannot be changed. It is set to 2 and setting it to either 1 or 0 has no effect. All of the other controls work as expected.
    1. MyGoodEye
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      Ah yes, that's on my "if I ever have time to do" list (although I have it noted that only the setting for 1 isn't functional... hmm)

      Console commands:

      For HALF the amount of LIGHTS ON ROADS:
      set CLUX_ROADS to 1

      To DISABLE
      set CLUX_ROADS to 0
    2. Aklimar220
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      Ah, console commands. I found the page for them and they work perfectly. Thanks, and thanks also for the quick response!
    3. xrayy
      xrayy
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      positive: the additional lightsources options via mcm are very nice.
      i get the message "unknown variable 'CLUX_ROADS' trying to disable roadlights with set command. mcm option does not work.
      disabling bridge lights does not remove all bridge lights (eg. dragon bridge).
      light intensity of many lights is inconsistent after applying new settings or a reset. the only solution is to deactivate the esp.


    4. q453974158
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      http://claralux.skyrim.modunion.com/the-mcm/console-commands-in-case-you-want-them/
      set CLUXROADS to 0
  10. MaSOneTwo
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    Although I like the idea of Claralux and used it for my current playthrough, I ultimately decided to get rid of it now.
    It just to script heavy. I run a decent machine ([email protected], 16GBRAM, ASUS GTX1070) but nevertheless Claralux manages to mess up my game everytime.
    Reseting doesn't work, adjusting the light and glow levels doesn't work, adjusting the number of lanterns etc. doesn't work properly for a mod list that is on it's own quite large.
    My advice to anybody out there who is running a heavily modded Skyrim, don't use Claralux.
    It's a nice mod, but eats up script managing resources like Werewolf eats babies...it's a shame really
  11. Kailia
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    Hey, I loved this mod except now I am using ETaC on most of my towns and villages, and this mod has incompatibilities with ETaC's stuff. I am using the modular ETaC so I can have JK's Ivarstead and Rorikstead, but with ETaC, I noticed the incompatibility was with Riverwood, haven't checked the other settlements. But with ETaC Riverwood, there was a floating lantern above the street between the well and the blacksmith, and there was one of them ground round firepot like lanterns sitting on top of one of the added wooden plank bridges in the town.

    I tried console disabling them, but they wouldn't vanish so I had to take this great mod off. Would be awesome if there was a compatibility patch or something for this.
    1. MaskedRPGFan
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      From mod site:
      Expanded Towns and Cities
      Problem: Occasionally misplaced CLARALUX HOUSE lights.
      Solution: Disable CLARALUX HOUSES via MCM
      Note: This mod has its own light level control which presents a problem for CLUXifying, but will work perfectly as planned in tandem.
    2. Kailia
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      yeah tried that just now. Then entered Riverwood, still has that single floating lantern in the sky between the old lady's house and Alvor's place. I even tried disabling riverwood through MCM and console. Sadly, the only solution for me, looks like to just not use Claralux
  12. roy9391
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    Hey! So, I am getting these huge glowing orbs on the torches by the roads. Any help?
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