One issue I've noticed for a while and only got to the bottom of today concerns the Dragonsreach cell by the doorway - affected by some combination of Immersive Interiors, EFLX and ENB. The issue is the same as TiTANiTE01 reports below: when entering Dragonsreach, the cell surrounding the main doorway would load, and every other cell would not. I.e. the view would be of the cell I was in, and then beyond that, only the distant terrain visible to Immersive Interiors and nothing else. Upon going up the steps into the "invisible" part of the room, the visible cells would invert - everything else would load except the cell by the main front door.
I haven't had time to test whether disabling my ENB or EFLX corrects the bug, but switching Immersive Interiors off certainly did return things to normal.
That's due to incompatibility between this and ELFXEnhancer. Made a quick patch in Tes5Edit to correct it, had a few coordinate conflicts in dragonsreach worldspace's placed objects. Just copy as override the conflicted values from "Immersive Interiors.esp" to "Immersive Interiors - ELFX Patch.esp" and then overwrite lighting ONLY in new patch with ELFX Enhancers values.
I found that bug behind Hulga in The Bannered Mare. Disabling it is not possible since you click through the plant itself(the plant trunk is below the ground). This issue will only occur if you have Dawn of Skyrim and Immersive Interiors both enabled.
Anyone that plays a clean vanilla skyrim with this mod installed, please post bugs here. If you have a heavily modded skyrim with one or more lighting mods other than this one, do not post bugs, most likely your problem is conflicting mods or problems caused by the other lighting mods.
Found some bugs: Whiterun: Arcadia's Cauldron: -All candles have weird flicker animation -Candle on shelf is missing light source -2nd level in the bedroom while looking outside through the roof, LOD buildings appear hollow, dragons reach appears and disappears when moving back and forth
Belethor's Store: -All candles have weird flicker animation -2nd level in the bedroom while looking outside through the roof, LOD buildings appear hollow
I posted this in the main comment section, but figured I'd do it here too:
There's a minor glitch for Dawnguard users. If you blot out the sun with Auriel's bow, go inside a building, and then exit, the sky is "magically" clear again.
Ok firstly, this is the best mod I've seen on here yet. I mean the immersion is so realistic now and the lighting couldn't be more real looking. What with sun rays beaming through the windows and all. I actually woke my character pretty early in the AM at like 5. And the green/bluish tones flooded the house. SImply put, it felt real. TIME, now feels real. SO BIG KUDOS WELSH!
Now for the (not) bug: What's happening is the lighting is flashing in between interiors and exteriors. Just after the cell loads everything is darkened or flooded with light. It only lasts a moment and then the lighting of this mod takes over.
I am currently only using Realistic Lighting and Climates of Tamriel (which I'm not sure if affects lighting?). Do you know of a way to disable Realistic Lighting for Interiors? Or is this mod supposed to compatible? Thanks for your help.
Getting the same flashing issue with only URWL installed, so I'm assuming that's just a compatibility issue with lighting mods and this mod. Not enough for me to uninstall either one, but just wanted to let you know that's probably what's causing it, since I have experienced the same issue.
Time for me to leave. Good luck on the bug hunt, vanilla players!
Same. No other lighting mods installed. Straight vanilla with the hi res packs. It's no biggie as it only lasts a second or so. My big one is i'm sorta of in limbo with half of dragonsreach missing. Rofl.
Working fine with berts breezehome.
Hope you include compatibility for custom windows and such. I've created my own custom stained glass windows for all of skyrim but this mod changes em somehow. There has to be some way to use just the window placements in default textures for the mod. As long as windows PLACEMENT for custom mods hasn't been changed the lighting mod should still work in it's entirety
Bugs List (12 comments)
I haven't had time to test whether disabling my ENB or EFLX corrects the bug, but switching Immersive Interiors off certainly did return things to normal.
I found that bug behind Hulga in The Bannered Mare. Disabling it is not possible since you click through the plant itself(the plant trunk is below the ground).
This issue will only occur if you have Dawn of Skyrim and Immersive Interiors both enabled.
Whiterun:
Arcadia's Cauldron:
-All candles have weird flicker animation
-Candle on shelf is missing light source
-2nd level in the bedroom while looking outside through the roof, LOD buildings appear hollow, dragons reach appears and disappears when moving back and forth
Belethor's Store:
-All candles have weird flicker animation
-2nd level in the bedroom while looking outside through the roof, LOD buildings appear hollow
There's a minor glitch for Dawnguard users. If you blot out the sun with Auriel's bow, go inside a building, and then exit, the sky is "magically" clear again.
Ok firstly, this is the best mod I've seen on here yet. I mean the immersion is so realistic now and the lighting couldn't be more real looking. What with sun rays beaming through the windows and all. I actually woke my character pretty early in the AM at like 5. And the green/bluish tones flooded the house. SImply put, it felt real. TIME, now feels real. SO BIG KUDOS WELSH!
Now for the (not) bug:
What's happening is the lighting is flashing in between interiors and exteriors. Just after the cell loads everything is darkened or flooded with light. It only lasts a moment and then the lighting of this mod takes over.
I am currently only using Realistic Lighting and Climates of Tamriel (which I'm not sure if affects lighting?). Do you know of a way to disable Realistic Lighting for Interiors? Or is this mod supposed to compatible? Thanks for your help.
Time for me to leave. Good luck on the bug hunt, vanilla players!
Working fine with berts breezehome.
Hope you include compatibility for custom windows and such. I've created my own custom stained glass windows for all of skyrim but this mod changes em somehow. There has to be some way to use just the window placements in default textures for the mod. As long as windows PLACEMENT for custom mods hasn't been changed the lighting mod should still work in it's entirety