I have CS installed and don't see a difference with TCS enabled or disabled. Is that because CS and its plugins are already doing the heavy lifting or is there something I'm missing/misunderstanding?
To clarify, I can see a difference in torch range/brightness when I play with the settings, but I don't see any additional shadows being cast. All light limits are set to their max (CS has a light limit fix plugin too so I don't know if there is some weird interaction).
CRASH CRASH CRASH please tell me conflicts i have lux-enb light-CS-embers xd-enb binary i feel like 80% lux is causing problem any help is much appreciated
Shadows are being cast incorrectly. It seems that the shadows originate from a position about 50% beyond the tip of the torch. Anyone have an idea what could cause that or what I can do to fix it?
EDIT: ok, it works, but not everywhere. There are lot of places that torch is not dynamic. Maybe dynamic light coud be not static, but like a moving light (in real life fire is not quiet).
I think whether this works consistently depends on what kind of lighting mods you use. Skyrim has an inherent limit on the number of light sources that can cast shadows in a cell (which is four), so if you have mods that add or alter shadow-casting light sources (for example Lux), you'll potentially go over that limit and cause at least one shadow-caster to turn off (or other such issues).
Completely incompatible with the held torch (meshes/weapons/torch/torch.nif) from Embers XD. So if you want the flame effects and mesh from that mod, they will appear for all other torches, except the held ones. This also results in the held torch being successfully replaced with the one from Embers XD when it is previewed in the inventory or dropped onto the floor. Only when it is equipped does it use the "vanilla" torch mesh (plus shadows), making the experience pretty jarring overall (or un-immersive, if you will).
In my own testing, this mod also seems to make equipping the held torch to be a little funky. Hard to describe exactly what happens, but essentially, as soon as I equip the torch to my character, it appears for a second (without the flame), then gets replaced with this mod's custom torch mesh. I believe this is because this mod does not directly replace the torch mesh (in meshes/weapons/torch/torch.nif), rather it replaces it after it's been equipped with a new mesh (located in meshes/weetinte/torch.nif), causing some weird equipping issues. This results in some weird hitching, as well as the occasional invisible torch. I have also found that, somehow, uninstalling this mod has solved my issue with the held torches from NPCs being occasionally invisible.
This mod would definitely need a patch if you want to use it with Embers XD. Probably also an update/upgrade to solve the additional issues I described above. Instead, I would recommend using Dynamic Torch Shadow, as it has a patch for Embers XD, and its requirement Haze Lights - Torches Candles Fires and Magic Lights Enhanced doesn't replace the mesh as long as you don't select the torches cast shadows optional download(s) from that mod.
Heya, for anyone still here, I got this mod to work with Embers XD without issues (as of now), by replacing th "custom" torch mesh in this mod with the one from embers XD and adding Embers XD.esp as a master of this mod. Not sure if the last thing is strictly required, but I did both and it works and I am not knowledgeable enough to say if that is needed or not. For anyone thinking of doing this themselves, please be aware that this might not be a good idea and might break something, so use this "advice" at your own discretion.
Yes, something's up with the meshes. I had random CTDs indoors, so I searched for the mod responsible until I found this mod. The CTDs disappear if I delete the meshes folder.
If you see random NPCs contantly having blue swirl on them, it's because of this mod applying spells to them which they keep absorbing. You can use sseedit to add "no absorb" flag to all its spells to fix that.
I cannot for the life of me get this mod to recognize I have wearable lanterns installed. I have Torches Cast Shadows SE, Wearable Lanterns (Chesko), Torches Cast Shadows SE WL Patch & Wearable Lanterns Unofficial SSE Update in that order. Torches cast shadows but not lanterns, the box for lanterns is unchecked and won't let me toggle it on.
-On a side note turning on NPC shadows only works if they're around my equipped torch, if an NPC is holding their own torch their shadow isn't casted. I don't know if this is expected due to the nature of it being experimental right now.
You don't have that control panel? Probably should try to fix that. You might be missing SkyUI, or not running the game through SKSE if you do have SkyUI.
SkyUI is required for the MCM, if you don't want SkyUI interface download https://www.nexusmods.com/skyrim/mods/29440 SkyUI Away (works on SE/AE) to keep the MCM
461 comments
I have CS installed and don't see a difference with TCS enabled or disabled. Is that because CS and its plugins are already doing the heavy lifting or is there something I'm missing/misunderstanding?
To clarify, I can see a difference in torch range/brightness when I play with the settings, but I don't see any additional shadows being cast. All light limits are set to their max (CS has a light limit fix plugin too so I don't know if there is some weird interaction).
Thanks!
please tell me conflicts
i have lux-enb light-CS-embers xd-enb binary
i feel like 80% lux is causing problem any help is much appreciated
EDIT: ok, it works, but not everywhere. There are lot of places that torch is not dynamic. Maybe dynamic light coud be not static, but like a moving light (in real life fire is not quiet).
Im using Lux and Ember XD and a lot of ENB light
https://media2.giphy.com/media/v1.Y2lkPTc5MGI3NjExYnEwcjZkdmRoZ24wZjYzaXBvd2hzYjNnZnB0emJwZXZ0NmxuMW9pMSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/WOEdvB25IGWMnNAEcs/giphy.gif
GIF above for research porposues
Im using Lux and Ember XD and a lot of ENB light
https://media2.giphy.com/media/v1.Y2lkPTc5MGI3NjExYnEwcjZkdmRoZ24wZjYzaXBvd2hzYjNnZnB0emJwZXZ0NmxuMW9pMSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/WOEdvB25IGWMnNAEcs/giphy.gif
GIF above for research porposues
In my own testing, this mod also seems to make equipping the held torch to be a little funky. Hard to describe exactly what happens, but essentially, as soon as I equip the torch to my character, it appears for a second (without the flame), then gets replaced with this mod's custom torch mesh. I believe this is because this mod does not directly replace the torch mesh (in meshes/weapons/torch/torch.nif), rather it replaces it after it's been equipped with a new mesh (located in meshes/weetinte/torch.nif), causing some weird equipping issues. This results in some weird hitching, as well as the occasional invisible torch. I have also found that, somehow, uninstalling this mod has solved my issue with the held torches from NPCs being occasionally invisible.
This mod would definitely need a patch if you want to use it with Embers XD. Probably also an update/upgrade to solve the additional issues I described above. Instead, I would recommend using Dynamic Torch Shadow, as it has a patch for Embers XD, and its requirement Haze Lights - Torches Candles Fires and Magic Lights Enhanced doesn't replace the mesh as long as you don't select the torches cast shadows optional download(s) from that mod.
The mod author should clearly state that it's not compatible with Ember.
For anyone thinking of doing this themselves, please be aware that this might not be a good idea and might break something, so use this "advice" at your own discretion.
note: the "no absorb/reflect" edit is for the flag edit under SPIT header using the SSEEDIT tool
-On a side note turning on NPC shadows only works if they're around my equipped torch, if an NPC is holding their own torch their shadow isn't casted. I don't know if this is expected due to the nature of it being experimental right now.
Edit: It does not.