I've patched this for Unofficial Skyrim Legendary Edition Patch (just the white version, 3.0, because 4.0 was an abandoned beta that people reported problems with, and Nirn doesn't have a blue sun). Also cleaned it with xEdit, and made the archive mod-manager-friendly. The original modder, who has disappeared, left it with unnecessarily restrictive permissions, so I can't release this as a proper mod. This is just a file I'll share with community friends for a while: https://mega.nz/file/9EIgiTRR#tsTHehZFz3KmS_jlvaJR5Jqac4xSp9K9IoOOL1QnLs4
Cool addition to player houses, but I think I understand the blue light thing now. The white light persists even at night, when there is no light outside. In breezehome, light shafts works that way: white at day and blue at night. Can this white light effect be deactivated during night time?
Not by this mod as it stands (with or without my patch). There's no scripting logic to do something like that. So, no, the blue light thing wasn't a day/night switch, it was the same thing - an always-on, same-colored light - just blue. I would assume that code could be nabbed from vanilla Breezehome to do a day/night change. This verges on a dead mod, though. The developer's been gone a long time (myself, I've already moved on to a mod-added castle and don't even use Hearthfire homes any longer).
If I decide to refresh this mod at some point when I have time, I already made a script that disables the light beam during nighttime, but it was an unreleased version for Vanilla Skyrim, not SE. As for your update Darklocq, you have my permission to upload it as long as it's done here on Nexus. I might update this mod at some point myself though, Having kids wreak havoc on my free time, so no idea when that will be, got a few other mods that need updates as well.
In theory, it should work out-of-the-box. The main problem is related to nif files aka meshes that are different between Oldrim and SE. This mod changes nif files in the architecture folder of meshes, so you should convert them with NIF Optimizer before installing in SE. But, as you can see in posts below, people has installed this mod in SE without converting the meshes and they reported an "all systems go". So it could be safe to install without converting. I'll try this on SE this weekend and let you know my findings
UPDATE EDIT: As I said, I tried this mod on SE. It works effectively "out-of-the-box". But when passing nifs with NIF Optimizer some of them were cleared of some errors. AFAIK no problem arose using original ones, but it's safer to optimize them. Also I passed the esp through the new CK in order to "clean" it, but maybe it's unnecessary ... I'm not an expert modder :) Ah! One more thing: it works brilliantly with relighting skyrim and ELE for ENB.
Ehol67, if you are still around here (I know I'm really late to the party):
Did you load this before or after Relighting Skyrim? I'm assuming right after, but I haven't really had a chance to look through SSEedit close enough yet.
Just resave in CK. Optimize the NIF's and check with USSEP in SSEEdit if stuff needs to be forwarded. Place it below lighting mods. In combo with this it is great. https://www.nexusmods.com/skyrimspecialedition/mods/721
I'm using ELFX with Skyrim SE, and was disappointed that it didn't add anything to my newly-built Lakeview Manor. This mod worked like a charm; the light even changes with the time of day. No conflicts with ELFX, it really just ties it all together. Thanks for the mod!
After an hour of manual downloading this mod into the Skyrim: Special Edition's folder with no success, I figured I give the Nexus Mod Loader a go; "Why the Hell not? Not like it's gonna work anyway...". But it actually worked, Ha ha! Walked into the the manor as the sun was setting; and Oh My Dear Gods I almost cried at how beautiful it was. Grade S my dear man (Or woman, or Lizard, or lamp, or whatever you identify as in this crazy age of 2017), Never did I think such a small little detail change would make such a drastic impact on the game, Bethesda could learn a thing or two from you.
Now if I can just identify which mod I have installed that is canceling out the "light" from all the wall scorns...
Yes, this is a great pair of files. I used both my last and current play throughs and I can say they make it look nice. It adds along with the Heartfire ELFX-like file, the Hearthfire Extended (more buildable structures for the 3 custom homes.) basically extending their use.
...but, this time around, I've only got the entryway + main hall, for a more open air feeling outside, so, i dont get most of the beams, only the ones by the entrance :p
still a big improvement, and the windows all around do get brighter and darker with times of the day, much better than vanilla. no light beams on those but still better.
hot damn this is beautiful! ver3 is great and loads better than nilla but ver4 beta is superb! it's like having ELFX in HF homes. i just wish ver4 was a tad brighter overall. w/ Realvision ENB it's just about too dark to use. but the effects are alot nicer than ver3. oh decisions!
aw damn, for some reason, this makes fire in general a tad brighter and more yellow. it's not bad for braziers and torches. not very noticeable...but large fires and firepits in the Inns are blinding now. may have to uninstall unless i can figure a fix. this mod is at the very top so mods like ELFX should win out
oh the irony. this could be brighter in HF homes and darker for non HF
106 comments
Can this white light effect be deactivated during night time?
Thank you two very much!
Congrats on having a real life. Heh. Modding is mostly for single nerds with a lot of time on their hands.
But, as you can see in posts below, people has installed this mod in SE without converting the meshes and they reported an "all systems go".
So it could be safe to install without converting. I'll try this on SE this weekend and let you know my findings
UPDATE EDIT: As I said, I tried this mod on SE. It works effectively "out-of-the-box". But when passing nifs with NIF Optimizer some of them were cleared of some errors. AFAIK no problem arose using original ones, but it's safer to optimize them. Also I passed the esp through the new CK in order to "clean" it, but maybe it's unnecessary ... I'm not an expert modder :)
Ah! One more thing: it works brilliantly with relighting skyrim and ELE for ENB.
Did you load this before or after Relighting Skyrim? I'm assuming right after, but I haven't really had a chance to look through SSEedit close enough yet.
Thanks!
Place it below lighting mods. In combo with this it is great.
https://www.nexusmods.com/skyrimspecialedition/mods/721
Walked into the the manor as the sun was setting; and Oh My Dear Gods I almost cried at how beautiful it was. Grade S my dear man (Or woman, or Lizard, or lamp, or whatever you identify as in this crazy age of 2017), Never did I think such a small little detail change would make such a drastic impact on the game, Bethesda could learn a thing or two from you.
Now if I can just identify which mod I have installed that is canceling out the "light" from all the wall scorns...
Thank you again for you work!
Endorsed.
...but, this time around, I've only got the entryway + main hall, for a more open air feeling outside, so, i dont get most of the beams, only the ones by the entrance :p
still a big improvement, and the windows all around do get brighter and darker with times of the day, much better than vanilla. no light beams on those but still better.
oh the irony. this could be brighter in HF homes and darker for non HF