Adds Lanters, Candles, Braziers and torches to the outside envioirement around Skyrim's many Cities and settlements. All lights are controlled by a night/day script that supress the fire animation during the day in most areas so it feels more realisitc rather than having fires burning 24/7.
Permissions and credits
Author's instructions
File credits
Cipscis Bethesda Scrivener07 Mattiewagg sLoPpYdOtBiGhOlE Tamira & Phitt Brumbek css0101 Figment Anton matortheeternal Jon Niftools Nexusmods digital tutors Sharlikran
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Changelogs
Version 1.12
Added the Fixed floating roof in Windhelm Gray Quarters with the 1.12 installer.
Fixed a few errors in the XML and files, some mesh files were missing from the core files which lead to custom installation did not get all the meshes.
No fixes made to the .esp's themselves at the moment, only installer and mesh fixes.
Fixed invisible wall in solitude. Was an error I made in the BSLODTriSHape. Removed it and replaced it with a NiTriShape instead, only users with "Object Fade" in the settings would have use for BSLODTriShape. On my machine, no FPS loss was detected.
Version 1.11
Fixed a floating roof in Windhelm Gray Quarters.
*Uploaded a hotfix file with the correct folder heirarchy, should install correctly with the NMM button now.
Version 1.5.1
Fixed some textures that was 4k, reduced these to 2k.
Added an Option for lowres textures (1k) to the installer.
Added a ELFX Dawnguard + Dragonborn patch, only needed if you run ELFX DG+DB. No, this does not patch ELFX exteriors.
Harder compression, used 7z format, even with the extra 1k textures, download size is now almost half of what it was.
Small Update:
ELFX Patch has been updated to now work on the changes anamorfus did on his mod.
BETA patch for EFLX exteriors. This patch only makes use of stuff that I do not add, So all lights that were placed in ELFX exteriors are here removed so it can be run along side mine.
Fixed the changelog order, 1.12 was on top because of formating, Changed it.
ELFX Patch:
ELFX Exteriors should now display the windows in windhelm again, some were disabled in the patch, this is now corrected.
Version 1.5
- USLEEP is now required to run my mod, there is no excuse not to use it. use it. - Adds lights to more light sources that was missing it. - Removed lights from unnecessary places, like crypts with no living people in it or where it didn’t make sense to have lights at all. - Adds empty light sources, like braziers, unlit torches and more. - Almost all campfires and forges now have Dynamic lighting to create a better and more immersive atmosphere. - Adds movable hinges on hanging lanterns, they now move if you shoot at them or last and most importantly shout at them. - Adds Several new lanterns to the game, 4 custom made by me and the 6 borrowed from other modders to make the lanterns seem more interesting than it was. - Adds several new Lanternholders to the game 6 made by me and 2 borrowed from other modders. - Adds high Poly version of Riften Lamp Post and Solitude LampPost as well as high res 2k textures to these. - Reworked the Dawnguard patch a bit, was a few things there that needed corrections, dynamic shadow casters on more lights here too. - bdeferredshadows = 0 is required for it to work. A no dynamic shadows patch will be provided for ENB users. - In windhelm there are some hanging ropes and poles with morrowind style lanterns, let those poor dark elves feel abit at home in that xenophobic hell they are placed in. - Mod is now merged into 3 versions, Legendary full, Legendary with Solitude Forge and legendary without cities. - Lamp posts on roads are now seperated from the mod and will come as an optional esp. - Sign posts now does not have lights on them unless you have the lamp post plugin, but the lamp post is now 100% compatible with point the way. - Optimized textures, some color/diffuse maps were made with DXT5. this is unnecessary when I do not use Alphas on them. - Reduced sizes on Glow/enviorement maps, these do not need to be high res.. - Bridge lights are no longer present in the mod (Might make a return with a mod I am currently developing that adds custom mesh bridges to Skyrim.) - Compatability Patch for ETaC Complete and stuff like "immersive Orc Strongholds, Immersive Whiterun, Dragonbridge South and Immersive Solstheim" is now done. - Mod has been cleaned extensively for wild edits, dirty edits, also copied any bad conflict between USLEEP and my mod manually so they are on the same page. All other conflict MUST be ignored
Highlights: - Added 2 legendary merged ESP's. Legendary and Legendary with Forge. These merged plugins are not merged with Immersive Content.esm, It is still the master file for my mods. - Overhauled the installer to give better choices by using condition flags You will now only get choices to install patches if you choose “custom” not when you choose legendary. - There are 4 versions of Legendary: Legendary with USKP and my custom forge merged, Legendary with USKP, Legendary, Legendary with just my forge. - In the custom department ICROL – Cities is no longer a fake master and can be placed in a chosen load order (always prefer a high load order on all ICROL modules. - My custom Forge no longer uses It’s own Static object, but now replaces sblacksmith as intended. This one will also be released as a modders resource and standalone mod. - Upgraded Lantern Posts with higer poly Rings that hold the lanters, the old ones were pretty bad… - Added Bumbreks SMIM lanterns as an alternative, only meshes, so you need SMIM installed to use them. (obviously)
Bugfixes: - Cleaned up a few dirty edits. - Fixed errors displayed when checking for them on all my mods. - Was some weird NULL records in ICROL – Skyrim, will not have any impact on gameplay, but is unnecessary, so I removed problem records that contained no data. - Removed emittance settings on lights that are scripted and added them to lights which are not part of the script like lights from windows that I have added and so on. - Cleaned up bad edits in Dragonborn and Dawnguard caused by accidentally moving objects that was not part of my plan. - Cleaned a few bad edits in ICROL – Cities and ICROL – Skyrim - Removed a few unintended CW triggers edits from Solitude, Whiterun and windhelm. - Changed where the mod picks the lantern mesh from, there should not be any problem if you have used custom meshes on lanterns from before, mine will use its own regardless. - All mods should be clean and have no errors. None in the last version was critical, but it is always nice to know that the mod is clean!
Known Bugs: - Some Lanterns are buggy, some of them are invisible during daytime, but will burn at night, very few mind you. would be worse with the other way around. - It can be a little hard to use the Solitude forge, collision mesh in the way, just click to the left or right to use it, will fix it later.
Patch 1.0
- Release, see Description for more information.
Version 1.0
Release
Features - Improves exterior light sources like Lanterns, braziers or any other static lightsource. - Turns off emittance and lights during day, and turn them back on when it is getting dark, you can control this using a custom in game menu. - Mesh modification that makes it possible to place more lightsources than usual, which means more street torches/lanterns in cities. - Turns off lights in places where they make no sense, like outside caverns, burrows that is only housing animals or undeads, makes no sense to have braziers, torches or lanterns outside those places. - As realistic lights as practically possible in Skyrim without exceeding the number of shadow casters and screwing up your game with shadow and flickering artifacts...yeah, a lot of restraints in this old engine. - A variation of Lanterns, Braziers and lightsources to make the world seem a little less static, cities have somewhat their own style in lanterns. Winterhold is probably the most unique with their mage lights to make it look like Winterhold is truly the host of the only mages college in Skyrim. - Does not touch interior cells at all.
Thanks to the following people for helping me out with the scripts, you have been a huge help! Cipscis Bethesda Scrivener07 Mattiewagg sLoPpYdOtBiGhOlE
Thanks for letting me use your meshes: Tamira & Phitt for the Phitt's Morrowind Style Lanterns. Brumbek for his Lantern Mesh. css0101 for his awsome looking Nordic style lantern.
Thank you for the tools: Figment for the 3ds max import/export tool Anton for the Nif Healer matortheeternal for his various TES5EDIT Tools and the Merge Tool. Jon for keeping Nifskope up to date Niftools team for everything nif. Nexusmods for obvious reasons. digital tutors for awsome tutorials Sharlikran for Tes5Edit