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SkjoldBjorn

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SkjoldBjorn

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551 comments

  1. Shadeybladey
    Shadeybladey
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    What's up with the moveable lanterns? They have no textures.

  2. Shadeybladey
    Shadeybladey
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    The pdf says that to install this mod I should "Use the Installer and just follow it"

    What "installer"?

    Where is it?

    I am playing SLE with all DLC and separate unofficial patches so used the "Installer" version.

    Cheers.
  3. Aryell
    Aryell
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    I noticed that the left brazier at the first gate outside Whiterun is always lit and does not respond to the Day/night control of Immersive Content - Realistic Outdoor Lights SSE[/url]. This is caused by the which adds new embers and lights effects. This can be fixed by removing the objects added by USSEP in WhiterunExterior14 using xEDIT just remove the instances 01900010 (FXfirewithEmbersHeavy) and 01900019A (WRlightFireStreet01) and now the left brazier is off during the day and on at night
    1. Shadeybladey
      Shadeybladey
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      This mod is for SLE, isn't it? Not SSE.
  4. Gadavre
    Gadavre
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    Dear Developers, please  create or give a link to a simple mod that only puts out bonfires and fires during the day and lights them at night
    Without adding new textures, meshes, or scripts
  5. aewa123
    aewa123
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    not compatible with ELFX, lantern and fire will be dislocated.
    1. Gadavre
      Gadavre
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      Is it possible to create a simpler mod? I would like the bonfires and
      original lanterns not to burn during the day and only burn at night. I
      would like to use the mod without adding new lights , new Textures,  new Meshes . Is
      there such a mod? If there is no such mod, someone create this mod,
      please!

      Dear Developers, please give a link to a simple mod that only puts out bonfires and fires during the day and lights them at night
  6. Darklocq
    Darklocq
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    Anyone still using this instead of Relighting Skyrim, and using the lightposts (roadside lanterns) FOMOD option, I've made a patch for the invisible signpost at Riverwood Bridge: https://mega.nz/file/wYglyKZY#x55ChToM3MsG7A8Ipur_YwquOeeFheJ0kaQTapsf4P0

    I won't be fixing other stuff; I've decided to move on from this mod, since it has too much other stuff that needs fixing but a no-longer-active author.  The permissions are wide-open, so someone who cares a lot for this mod can just do it, but that isn't me. :-)
    1. Darklocq
      Darklocq
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      Update: The URL above now goes to a newer version that also forwards three worldspace fixes from Unofficial Skyrim Legendary Edition Patch that the roadside signs mod had incorrectly reverted.
    2. Darklocq
      Darklocq
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      Also, there are compatibility patches for this mod and "Unofficial Skyrim City Patch", available in the Optional Files section of "Unofficial Skyrim City Patch (USCP) Reawakened".
  7. LordDorian402
    LordDorian402
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    hey there. I posted a screenshot (ICROL Cell Load) that shows a glitch I have been experiencing since installing this mod. I have been unable to find a reference to anyone else having this exact problem, does anyone know about this?

    It seems that whenever a new bunch of cells loads up this "bunch of lanterns" spawns near my player, Its not only outside of Markarth like in the screenshot but also happens just wandering the wilderness and just about anywhere else. (except indoor cells) I Installed this mod correctly, have never updated this mod as it was the latest version on my install, started a clean new save after install, and tried reinstalling every file in case there was some type of corruption.

    FYI I have removed the scripts that this mod comes with (After this problem had already existed) because I do not like that the lights turn off during the day, and had been experiencing inconsistencies with the lights activating and the lights flickering during thunderstorms. (I did this in an interior cell while all the lights were active during PM and cleaned my save of the scripts) I have since tried to reinstall those scripts (waiting 72hrs ingame in an interior cell between changes) and the problem still exists after changing cells, fast traveling, reloading and waiting again. (48hrs ingame) with no change in the appearance of these "bunches of lanterns".

    I would appreciate any assistance as this is extremely immersion breaking and i love this mod and want to keep using it.
    1. LordDorian402
      LordDorian402
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      Ok, so I think I figured out that It isn't exactly this mod causing the problem it is how it works with DynDoLOD that is somehow causing these bunches of lights to appear on cell loads.

      just in case someone else is having this problem.
    2. Goliatron
      Goliatron
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      I came looking for help with this very problem. Not much help, but at least I know I'm not alone.
    3. LordDorian402
      LordDorian402
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      if your still having this problem I have fixed it, I think i just had to rebuild my DynDoLOD and the problem went away. however when I did this I probably used SaveTool to clean the save I was using also. It was a long time ago when I figured this out and forgot that I posted this by the time I did but I would try that.

      Hope you figure it out.
    4. Goliatron
      Goliatron
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      Thanks for the attempted help, but I regularly use SaveTool and have rebuilt my DynDOLOD data several times since I started getting this bug... Same bug every time. I've learned to live with it.
    5. nautiluse
      nautiluse
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      I have similar problems too, rebuild DynDOLOD or clean the save, even start a new game, can't solve it, had to build DynDOLOD without ICROL.
  8. fibrewire47
    fibrewire47
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    can you make a sse version compatible with elfx
  9. zlopez
    zlopez
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    on the NMM installation in the plugin details it says "require bdeferredshadows=0" can someone please tell me what that means?
    1. Kamila11101
      Kamila11101
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      This mean that you need in skyrimprefs.ini change that line bDeferredShadows=1 to bDeferredShadows=0
  10. GroveJr
    GroveJr
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    Been playing with Skyrim SE for weeks & I gotta say that I really miss this mod. Will there be a port for SSE?
    1. killaz1997
      killaz1997
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      It works for Skyrim SE, just download the mod manually and install through MO or NMM