Apologies in advance if these are simple questions, my understanding of Skyrim lighting mods is relatively minimal.
Does Skyrim is Luminous cover exteriors or interiors only? If interiors only, is there anything that could be paired with Skyrim is Luminous is to improve exterior lighting? I plan to use Azurite Weathers II.
There is a bug in the silver blood tavern, in the markart with the JK mod, as I understand it, or maybe vanilla (honestly, I don't know). In general, candles on the bar table do not have lighting when the fireplace or braziers emit light.
I'm sorry if this is a dumb question, but I mostly gathered I can probably use this in place of Luminosity, but would I be right in assuming I also no longer need relighting skyrim if I'm using this as well? based off the description I'm pretty sure this is the case and I'm just having a "blank" moment mentally but it's been a long day I'm in the process of trying to update/fix a bunch of stuff in my load order that got deselected by accident.
As I'm planning on changing my lighting setup and primarily wanting to use this as a lighting option I wanted to make sure I had my setup right.
Apologies in advance for what is probably a wasted question (it's been a long week)
I'm having a bit of an issue with modded interiors - I find that when I open and close the map while in certain interiors, upon closing the map everything is bright for a second before it equalizes and goes back to normal. I thought it might be an incompatibility, but unless I'm mistaken when I checked the mods in xEdit they should be compatible (Riverside Lodge - non-redux version, Alternate Perspective) as they use vanilla lighting templates.
Disabling Skyrim is Luminous fixes the issue, it only occurs when its enabled.
Edit: It also seems to be some vanilla places, but not all. The best example is Ustengrav - the first part has this issue but "Ustengrav Depths" is fine. I'm not 100% sure but this might be the result of an incompatibility with flat world map framework.
Yes, I have tried all versions. I finally set aside the time to test on a fresh save with only Skyrim is Luminous installed, and I encountered this issue in certain cells. Candlehearth Hall was one in particular and what I used to test. Originally I thought this was the source of a mod conflict or incompatibility, but its happening on a clean save with no other mods installed. The only way to avoid the sudden glare is if you make a point of closing the local map before you close the map overall (which is tedious and easy to forget), but it doesn't affect every cell.
This mod keeps the invisible light sources Bethesda placed, that's why walls and floors emit light for no reason. If you want darker and more realistic lighting, you'll want ELFX or Lux probably.
This year I converted back to the idea of preserving the way vanilla lighting is done in all of my Bethesda games. SIL is therefore an amazing mod for me and I am planning to stick with it for the foreseeable future.
One question - do the darker versions affect stealth detection when compared to the base 5% one? I know you said in the comments that the default one sticks close to vanilla for detection but I wanted to double check for the dimmer ones too.
Seems to be a conflict between Vanilla HDR and this mod. Dragonsreach for example looks too bright with HDR than without, and I tested it with only those mods enabled (screenshots),
Another user here also commented on this issue, but they didn't get a response for some reason. I'm content to play without HDR, but I really do hope this gets resolved soon!
Vanilla HDR overbrights interiors. Load SIL last in your load order, use one of the three enhancer and don't use SIL addon in DALC Fix KreatE Preset. I uploaded comparison pictures in february but they were never approved, so you can see them here. The Vanilla HDR lower preset is from Amethyst and works good without as you can see.
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Does Skyrim is Luminous cover exteriors or interiors only? If interiors only, is there anything that could be paired with Skyrim is Luminous is to improve exterior lighting? I plan to use Azurite Weathers II.
edit: thinking about this, Wrye BASH maybe accomplish what you are asking.
Learn to ask nicely!
As I'm planning on changing my lighting setup and primarily wanting to use this as a lighting option I wanted to make sure I had my setup right.
Apologies in advance for what is probably a wasted question (it's been a long week)
Disabling Skyrim is Luminous fixes the issue, it only occurs when its enabled.
Edit: It also seems to be some vanilla places, but not all. The best example is Ustengrav - the first part has this issue but "Ustengrav Depths" is fine. I'm not 100% sure but this might be the result of an incompatibility with flat world map framework.
yo, I'm curious about achieving pitch-black darkness in interiors and exteriors where there are no light sources.
Could you offer some guidance on what edits or adjustments I could make to achieve this level of realism, akin to real-life darkness?
Or are there any mods alternatives you'd recommend for enhancing darkness levels in Skyrim to achieve pitch-black darkness realism?
Thanks in advance for your help! :)
the automatic assumption that they're using an enb
One question - do the darker versions affect stealth detection when compared to the base 5% one? I know you said in the comments that the default one sticks close to vanilla for detection but I wanted to double check for the dimmer ones too.
Thanks for you hard work!
Another user here also commented on this issue, but they didn't get a response for some reason. I'm content to play without HDR, but I really do hope this gets resolved soon!