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kwamagg

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kwamagg

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273 comments

  1. DragonzBalls
    DragonzBalls
    • supporter
    • 13 kudos
    /!\ Once installed, don't remove it until a new playthrough.
         Persistents scripts and elements.
         Deleting the scripts and unatached elements with Resaver corrupt your save, be careful. /!\
  2. speaker60
    speaker60
    • member
    • 26 kudos
    Mini feature request, have candles randomly turn on/off on cell load. Simulating npcs turning them on and off. So you can find random candles unlit vs them always being lit unless you the player puts them out.

    Be cool if npcs turn them on if the get close to unlit candles. To add some subtle lighting dynamics naturally regardless of player interaction
  3. TheAmazingButwhole
    TheAmazingButwhole
    • member
    • 1 kudos
    Is there a way to get rid of the giant ass distracting chandeliers added to Jorrvaskr? I high key hate them
  4. csbx
    csbx
    • supporter
    • 25 kudos
    Curious if it's an expected result that this mod generates 14000 lines into papyrus log in a minute after loadup, because that's what it is doing for me.

    [03/27/2025 - 12:15:19AM] warning: Property DC_CandleLight on script DynamicCandles attached to  (000737DE) cannot be initialized because the script no longer contains that property
    1. Soranotsora
      Soranotsora
      • premium
      • 9 kudos
      I am also getting this spammed in papyrus logs. I am suffering from a freeze outside Falkreath Watchtower, and this looks very suspicious.
    2. jsbrando
      jsbrando
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      • 0 kudos
      I too am seeing the same messages in my Papyrus logs.  Trying to determine why I randomly freeze when going thru a door or travelling.
    3. shane400m
      shane400m
      • member
      • 0 kudos
      +1, hopefully we get an answer if these are ignorable or not.
    4. Aariez
      Aariez
      • premium
      • 2 kudos
      +1 having this issue as well.
  5. erkam
    erkam
    • supporter
    • 1 kudos
    after deleting this mod the resaver tool shows unattached script instances that when removed corrupts the save. If you dont clean the save with the resaver the loose instances stay there and continue to show even in the subsequant saves from that point on. Is  there a solution for that?
    1. DeGais666
      DeGais666
      • supporter
      • 0 kudos
      Same problem here. Did you find any solution on how to clean the unattached scripts without corrupting the save?
  6. AndurilWielder
    AndurilWielder
    • member
    • 1 kudos
    Will this affect the lights limit? 

    I find JK's mods adds a zillion lights EVERYWHERE and as a result there's a lot of flickering. If I can use this mod to turn off most of those lights and make the cell stable again...

    This would be a huuuuuuuge endorsement.
  7. HypertextEye
    HypertextEye
    • member
    • 3 kudos
    I use Placed Light, which is a Light Placer mod like LPO. Should I choose the LPO option?
    1. kwamagg
      kwamagg
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      • 176 kudos
      No, this patch is for the Optimization option, which is in the LPO's FOMOD. Basically does the same thing as Eternal Flames patch - disables some candles.
    2. dBottle
      dBottle
      • premium
      • 428 kudos
      I have support built in for all of these mods in Placed Light. Love all of these
  8. EndlessVacation
    EndlessVacation
    • member
    • 0 kudos
    I finally gave it up because some candles from Diverse Candles and LUX had inconsistent mesh and texture after extinguishing these candles even though I installed patches. A solution to avoid this inconsistency may be to provide files of lighting candles as well in patches and let them overwrite the original files.
  9. PhatController
    PhatController
    • supporter
    • 2 kudos
    Amazing mod although the on and off models are different.
  10. zrovihr
    zrovihr
    • member
    • 4 kudos
    so no enhanced lights and fx?
    1. Tronnyi
      Tronnyi
      • member
      • 0 kudos
      +1
    2. zrovihr
      zrovihr
      • member
      • 4 kudos
      I have tested this, it seems that it does not remove ELFX lights as they are a separate entities from the candle itself.
      So the ELFX light will remain there even if you turn off the candle light, it will just look less bright but not pitch black.

      Definitely no no with ELFX. I will try to find better compatible lights than ELFX.
      Seems like it works okay  with Lux (some part are still separate light entities / inextinguishable) but its less beautiful.