Use your mod on steam am glad to see it here Thankyou GaryFishFX and kudos for a little job well done I have all DLC, plus other mods and your mod as far as I could tell by my mods your mod is good to go with changes to these places! "Yah need light in the darkness to destroy the darkness, bring in the light!"
GaryFishFX: I use your Lakeview Manor Lights version... are you aware that NMM brings you here when you click the in-program link (the one that shows an available update)?
Nice mod, really makes a place feel lived in.One suggestion would be to allow the lights to be turned on/off (like torch sconces). Would add some roll-play to go out and turn them on/off at dusk or dawn, or allow some customization as to the amount of light.
I'm working on how to incorporate them all into a single mod. While I'm in there I'll poke the forums and see how to turn them on and off. Maybe a total on switch and a one at a time switch. I just left them on all night. Keeps the animals away. I do think places are a bit dark.
I would like to see this as well and was also wondering if there might be a low/medium/bright option to include? I like having the lights but would prefer lower lights in certain places due to loving to look out at the night sky without interference! Thanks!!
Could you comment on the how to clean your mods? They have dirty edits but I'm not sure how to clean them. :/ HeljarchenHall has 6 and the other 2 mods have 4 each.
Very nice, endorsed. It's amazing how much the outside Hearthfire lights mods add to the game.
Minor conflict with Windstad Fortified if you would consider a compatibility patch (also posted this on this modder's page too.) When you add a stone road in Windstad fortified, the lights in your mod "float" above the ground. I tried to open up your mod with the CK and couldn't, got a "too many master files selected, CK closing" error, even with just your mod selected. Should be a simple and quick and fix...lower the lamp posts deeper into the ground. Or move them up forward a bit (opposite direction of Solitude) to get out of the road's way.
this is a great idea i absolutely love it. i have noticed a mod conflict however, all 3 of these mods seem to conflict with skyrim bigger trees mod, i got ctds within minuites. i dont know if that can be fixed or not as i cant find a work around.
@GaryFishFX, This is pretty cool and needed, Endorsed!! Cannot tell you how many times I fast traveled to one of the homes and was attacked in the dark.
Are you planning to make an all-in-one mod at some point?
Please see if that fixes the problem. I don't see anywhere to set the version in the Creation Kit, but I re-uploaded the file and made sure it was the correct one I am using. Sorry for the trouble.
Oh, for some reason in NMM, this mod thinks it's v1.1 even though I downloaded (and the zip is named as) v1.2. I'm guessing that some where in the mods esp or such something needs to be updated to show as v1.2 instead of v1.1.
I'm not going to live on these swamps myself, but it's good that someone thought about making Windstad Manor a bit more "friendly". I'll endorse as soon as I'm able, good work!
18 comments
I use your Lakeview Manor Lights version... are you aware that NMM brings you here when you click the in-program link (the one that shows an available update)?
I would like to see this as well and was also wondering if there might be a low/medium/bright option to include? I like having the lights but would prefer lower lights in certain places due to loving to look out at the night sky without interference! Thanks!!
Minor conflict with Windstad Fortified if you would consider a compatibility patch (also posted this on this modder's page too.) When you add a stone road in Windstad fortified, the lights in your mod "float" above the ground. I tried to open up your mod with the CK and couldn't, got a "too many master files selected, CK closing" error, even with just your mod selected. Should be a simple and quick and fix...lower the lamp posts deeper into the ground. Or move them up forward a bit (opposite direction of Solitude) to get out of the road's way.
Great job, look forward to future updates.
Are you planning to make an all-in-one mod at some point?
Sorry for the trouble.
Oh, for some reason in NMM, this mod thinks it's v1.1 even though I downloaded (and the zip is named as) v1.2. I'm guessing that some where in the mods esp or such something needs to be updated to show as v1.2 instead of v1.1.