Skyrim

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Kirya222

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Kirya222

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  1. Kirya222
    Kirya222
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    Currently I'm having issues getting SE to run bare let alone modded... I'm getting the same 'unable to open store xxxxxxx, missing file?' report some others are getting, but no one on the planet has a fix for it yet. I haven't gave up yet, and do have back-up plans to get it ported to SE... Which are not fun, but is being worked. When it is ready, it will be uploaded to the new Nexus site for SE. I'll make a note here also.

  2. Kirya222
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    -=[Status
    Current uploaded version: 2.5

    Note: The BSA from v2.4 is not required. To reduce potential issues with old un-removed files from other mods you may have tried. v2.5 was packaged with loose files. .

    SSL_Atmospherics: what is it? It's a plugin that works hand in hand with SSL 2.5 (required), to enhance the nights, makes weather patterns a bit more moody and helps keep the lights bright at night. It's NOT a night blackout mod, torches shouldn't be required (varies with the brightness of the light your playing in), but there may be times when using one will help you feel safer ;) In time, a lighter and darker version of Atmospherics will be uploaded. It's Not a weather editor so it won't conflict with sound mods you may be using. This is a young plugin, while the nights are considered complete. There's loose laid plans to expand what it covers down the road.

    Some of the changes in v2.5: brazier overhaul in select areas and DLC support. 3 New inversion lights for campfires, forges and braziers have been applied where needed. Dark Embers for non-burning campfires will be removed to end a undesirable interaction with survival mods. Forge's got an selective overhaul along with a new gradient to fix the blue grey ashes. The meshes offered in v2.4 have been adjusted for the new gradient. The blinking texture at the Windhelm Docks has been fixed. The Windhelm main gate got a mild lighting overhaul, has a cleaner grander look, If QA doesn't cut it ;) A last minute change to mute one of the 3 glows on campfires, naturally lead to more work than expected. Several campfire's needed swapping out, oddly the one used to replace them blends in better with the landscape and looks better over-all. So I don't really understand the design choice in vanilla.

    -=[ Main areas included
    with v1.9+, everywhere that isn't an interior or dungeon. All the holds, suburbs, villages, bandit camps and exterior areas of forts, guard towers, campfires, path lights, lead in areas for caves and dungeons... you get the idea.

    -=[ Issue's

    -If your missing a light at the 1st gate approaching Whiterun, install the unofficial patches(or the updated USLEEP), then install SSL's patch to adjust all those lights. If you don't want to run those, let me know. I can make a quick patch file for it.

    -=[Compatibility

    -Other lighting mods that directly touch lights outside, not a good idea. Lighting Mods for Inside and Dungeons are ok. Mods that don't touch lights directly should be fine.


    Mods I have installed (as of 17Feb2016), listed by load order. Just fyi.
    Spoiler:  
    Show

    Skyrim.esm

    Update.esm

    Dawnguard.esm

    HearthFires.esm

    Dragonborn.esm

    Unofficial Skyrim Legendary Edition Patch.esp

    Skyrim Project Optimization - Full Version.esm

    notice board.esp

    ClimatesOfTamriel.esm

    VanillaReducedTextures.esp

    AOS.esp

    Laundry.esp

    Skyrim Immersive Creatures.esp

    ArmoredCircletsQuickFox.esp

    ArmoredCircletsDawnguard&Dragonborn.esp

    BetterMagic_FULL.esp

    dD - Realistic Ragdoll Force - Realistic.esp

    DartTrap harder.esp

    Dead Body Collision.esp

    Death Reload (30 Minutes).esp

    SkyRealism - Detection Durations.esp

    dD-No Spinning Death Animation Merged.esp

    SkyUI.esp

    GrassOnSteroids_Short.esp

    Hothtrooper44_Armor_Ecksstra.esp

    Hothtrooper44_ArmorCompilation.esp

    Skyrim Immersive Creatures - DLC2.esp

    HelmetToggle2.02b.esp

    Immersive Weapons.esp

    KillingTraps.esp

    KillingTraps_FirePlates.esp

    ClimatesOfTamriel-Dungeons-Hazardous.esp

    ClimatesOfTamriel-Dawnguard-Patch.esp

    ClimatesOfTamriel-Dragonborn-Patch.esp

    ClimatesOfTamriel-Interiors-Warm.esp

    ClimatesOfTamriel-Nights-Level-2.esp

    Naked Potema.esp

    notice board - dragonborn patch.esp

    mintylightningmod.esp

    MintyLightningMod_COT_Patch.esp

    WATER Plants.esp

    Living_forges.esp

    Immersive Citizens - AI Overhaul.esp

    Remove Interior Fog V2 - Full Version.esp

    Subliminal_Lighting.esp

    SSL_Essentials.esp

    SSL_Campfires_Enhanced.esp

    SSL_Immersive Citizens_Patch.esp

    SSL_USLEEP_Legendary_Patch.esp

    AOS2_CoT5_Patch.esp

    NoticeBoard_Forwarding_patch.esp

    Interior_Fog_Fixes.esp

    Bashed Patch, 0.esp


  3. Kirya222
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    The Patches

    A brief description of what they do.

    USLEEP Patch: Adjusts all the lights on the Whiterun path, from the stable to the main gate that the core SSL file didn't touch. The core didn't touch these lights to maintain some continuity with the light USLEEP added to fix a vanilla over site. To change it in the core would force users to install USLEEP, forcing the use of a Mod isn't one of SSL's goals. Other USLEEP edits are handled in the core file as they pertain to a vanilla tweaked assets, not a new assets.

    Immersive Citizens Patch: IC placed a value added campsite for the carriage operator at Whiterun. This patch brings that campfire to the SSL design for campfire so it doesn't stand out.

    Purity Patch: Helps control the extra bright lights when using SSL and Purity together. This only works with SSL v2.4. V2.5 received a major design change, so this patch isn't required, compatibility with Purity and v2.5 has not been tested.

    All the patches have been cleaned and checked for errors. I don't suggest you do it again, and definitely don't open and save them in CK. You may break them as CK isn't exactly a genius when it comes to remembering masters at times (the IC patch is the highest risk of being broke if you do).
  4. Kirya222
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    About Living Forges

    v1.1 lowers the flame height.

    Adds a small amount of flame to 6 locations. It's just makes the forges look more interesting and alive. There should be no performance impact unless your machine really gags on fire :/ But, I didn't want it everywhere and at some point these forges need fuel. This sorta gives the feel that the one your at (if it has flame) has been recently.

    Just a simple quick CK build that adds a FXfireWithEmbers below the forge, and location adjusted using the Z to control the amount visible.
  5. Erikovna
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    Best outdoor lighting mod on the Nexus, hands down.
  6. Kirya222
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    Greetings,

    A quick note to thank all those that have downloaded and endorsed this mod package =)

    New players that are here to look, Note that the current screen shots are all taken with Atmospherics loaded. SSL by itself is brighter at night. I will work on getting additional screen shots loaded soon. Real life has been getting in the way a lot lately =(

    Lastly, for those using Atmospherics with the DLC. A version 1.1 should be uploaded soon, which will provide a tweak for the night levels which use the volcanic ash image spaces. I feel in v1.0 that shadows are getting blocked out to much for this night level version of Atmospherics. I will likely give the whole add-on a once more going over seeing that I've been away from it for a few months now..
  7. madpaddy
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    So so underrated, 175 is an insult, love this mod wouldn't play without it now.
    1. Kirya222
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      Been away for a bit but, Thanks for the comment. 10% isn't overly bad for being a first time unknown author. I guess I should get busy and put up some screenshots that are SSL only (without Atmospherics loaded). I like what Atmospherics is doing so far, but I also realize many people think vanilla is to dark already. All depends on the room you play in I guess.. But I'm sure my current screen shots are scaring some downloaders away =/

  8. madpaddy
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    Fantastic job, thank you .
    1. Kirya222
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      Thanks =) glad to hear you like it.

      Sorry for the delay, sometimes the plans we make differ from the plans life has for us =(

    2. madpaddy
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      Np mate better late than never .
  9. madpaddy
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    Looking forward to 2.5 .
    1. Kirya222
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      It's close, been working on it many hours a day. Got delayed a bit do to a major design change (a internal functional design change) and a couple trips to the hospital =( not to mention a plug in being developed at the same time to be released together with 2.5 and updated patches. It's coming together nicely, and I'm doing well =) Thanks for hanging in there!
    2. madpaddy
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      Np in your own time RL comes first .
  10. gandalf8709
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    Very interestng mod! Keep up the good work! Endorsed
    1. Kirya222
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      Working my fingers to the bone and eye's into color blindness seems the list of finishing touches is a mile long...

      Thanks
  11. mrjentipede
    mrjentipede
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    looks fantastic, hope this gets more exposure
    1. Kirya222
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      =) Thank you !

      I think releasing 2.5 will help. DLC will be included, several higher level edits have been applied (now that I've had time to work on them). Campfires, forges and braziers look better in 2.5, and it looks like there will be an unexpected plug-in available also that should help some people enjoy SSL even more
  12. Kirya222
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    Added a screen shot of the what the forge embers will look like in version 2.5. It's the last posted image.

    But which will it be, A or B?...Hmm.. Personally I'm leaning towards A in the bsa file, with maybe a seperate optional loose file for B.

    I guess I should add that was taken with CoT5 night level 2 loaded.

    Edit: after talking it over with Skyrabbit (who has been helping a lot testing and providing input), we've decided to use both. Option A for campfires and embers with logs and B for the forges and other embers.
  13. Kirya222
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    Greetings,

    Version 2.4 was posted on 18th.

    There's been a lot of changes over-all. Among routine tweaking, the biggest ones are, a) smoke effects have been removed from all standard campfires b) embers have been added to the campfires (not giant fires), c) the meshes for the vanilla embers have had the glow reduced to rid of the odd glow seen often on braziers, d) Cheap embers don't have the glow, but they had the mesh tweaked to reduce the awkward bluegreyish radiance of the embers at night at campfires (all added embers are of the cheap type). To make install easier for you the meshes have been packed into a BSA, so you can remove the BSA at anytime if you don't like the changes and the they will return to vanilla style embers.





  14. yllib
    yllib
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    At first I did not think this mod was doing anything. I took screenshots with and without to compare; the difference was subtle, but pleasing. Now I can't play without this. Thank you.
    1. Kirya222
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      Thanks, glad you like it =)

      Yeah it can range from subtle to extreme depending where your looking. v2.2 is getting a top down review with many adjustments to get back on track. With v1.9 I had allowed some new rules for me to follow, and the more I looked the less I liked them. v2.1 fixed many, but not all of them. v2.2 will have them all fixed and some better color for the various types of lighting. It's a long process visiting every light in CK, give each one unique adjustments, then trying to visit them all in game to verify the result. Spent about 8hrs today and only did A through K in CK with no in game checking yet. With a little luck, v2.2 should be a highly polished release.

      Thanks again for giving it a try, the endorsement and comment.