Steps taken to port this mod from Skyrim to SkyrimSE:
0. I pestered the original mod author for permission to do the port 1. I downloaded the file from the Nexus over on the Skyrim mods section 2. I used BAE Extractor to crack open the bsa. 3. I unpacked the BSA and ran Nif Optimizer on the meshes and textures 4. I installed the old mod into a clean clear load order and booted it up in Creation Kit 5. I re-saved the mod to create a new .esp 6. I ran the new esp and the Meshes/Testures through TESEdit and did the whole "filter for cleaning" "remove identical to masters" "undelete and disable" bit. 7. I stuffed everything into an archive and posted it here.
If there was anything I missed, please let me know. This was my first port ever :)
This with Better Candlelight is Golden, thank you. I get an infinite/toggle-able duration without a blinding ball of white/overexposing light that makes me want to scratch out my eyes
Many candlelight mods available.. But does someone know of such, that does not make the light brighter or the ball different color, but just makes the hovering ball less bright and glowy?
Is it possible to make this brighter. I use darker night and interior mods so candlelight is useful but hurts my eyes so this mod is nice but it is incompatible with the mod i use to brighten torches and candlelight to see farther with them. It would be really nice if i could either get the two mods to work alongside each outer or get a brighter version of this one.
Really? That is most odd. Both LOOT and TSEEdit seem satisfied with this mod, so I do not know why Wrye Bash would say it's got an older plugin record version.
I already opened it and saved it in Creation Kit to create a new esp. If you look at it in TESEdit, you will see the version is 44, as it should be for SkyrimSE -- did you accidentally download the one over at /skyrim by mistake?
Oh snap! Just in case something went wrong, I went back and double checked and you're right...while I have the fixed esp in *my* data folder, somehow I managed to stupidly grab the old one to pack into the published archive. I may have accidentally reverted it when doing stuff with the meshes that another mod author sent me for a compatibility issue. Since TSE5Edit was looking in my proper data folder at the correct file, I never realized I grabbed the wrong one. Yeeeeesh.
Anyhoo...I've taken down the bad version and replaced it with the corrected one. Terribly sorry - Not the best way to introduce myself to the modding community eh? *hangs head in shame*
Used this in a dwemer ruin and sound started lag to like I was casting a lot of them when i had only used it once or twice. Crashed my game but it made some cool synth sounds while it was crashing.
There's literally nothing in this mod that should be able to impact sound in any way as near as I can tell. It's only got some meshes and textures, and the wee esp to tie them to the visual casting effects triggered by a spell. Theoretically it kinda works without the esp at all (just nixes a triggered particle effect around the ball I think).
Had you ever been to that particular ruin before (on the save you were playing)? Did it crash out the *first* time you cast in that ruin or were you able to get off any successful casts before it blew up? Was the error and/or crash repeatable in that ruin specifically or anywhere else?
I'm hoping it was a one-time weird fluke hehe.
I can't duplicate your system/mod setup, so if you *want* to do some testing, here's the fun you could try:
(work intensive lol) Load up a clean mod profile and install *only* the candelight mod and see if you get that issue in that ruin again.
(much easier) leave the mod loaded up along with your full mod profile, but go in an delete/rename the .esp -- see if you can duplicate the crash without the esp.
I'll load the mod back up and specifically root around in xEdit for any issues between it and Dawnguard.esm - but sadly chances are good that *fixing* this mod is past my current skill level.
17 comments
0. I pestered the original mod author for permission to do the port
1. I downloaded the file from the Nexus over on the Skyrim mods section
2. I used BAE Extractor to crack open the bsa.
3. I unpacked the BSA and ran Nif Optimizer on the meshes and textures
4. I installed the old mod into a clean clear load order and booted it up in Creation Kit
5. I re-saved the mod to create a new .esp
6. I ran the new esp and the Meshes/Testures through TESEdit and did the whole "filter for cleaning" "remove identical to masters" "undelete and disable" bit.
7. I stuffed everything into an archive and posted it here.
If there was anything I missed, please let me know. This was my first port ever :)
p.s.
I fixed this, by unpacking bsa. It conflicted with 1st person candlelight fix
As you can see by the lack of any other posted mods authored by me, I still don't. ;)
I get an infinite/toggle-able duration without a blinding ball of white/overexposing light that makes me want to scratch out my eyes
Both LOOT and TSEEdit seem satisfied with this mod, so I do not know why Wrye Bash would say it's got an older plugin record version.
I already opened it and saved it in Creation Kit to create a new esp.
If you look at it in TESEdit, you will see the version is 44, as it should be for SkyrimSE -- did you accidentally download the one over at /skyrim by mistake?
Just in case something went wrong, I went back and double checked and you're right...while I have the fixed esp in *my* data folder, somehow I managed to stupidly grab the old one to pack into the published archive. I may have accidentally reverted it when doing stuff with the meshes that another mod author sent me for a compatibility issue. Since TSE5Edit was looking in my proper data folder at the correct file, I never realized I grabbed the wrong one. Yeeeeesh.
Anyhoo...I've taken down the bad version and replaced it with the corrected one.
Terribly sorry - Not the best way to introduce myself to the modding community eh? *hangs head in shame*
Good catch!
There's literally nothing in this mod that should be able to impact sound in any way as near as I can tell. It's only got some meshes and textures, and the wee esp to tie them to the visual casting effects triggered by a spell. Theoretically it kinda works without the esp at all (just nixes a triggered particle effect around the ball I think).
Had you ever been to that particular ruin before (on the save you were playing)?
Did it crash out the *first* time you cast in that ruin or were you able to get off any successful casts before it blew up?
Was the error and/or crash repeatable in that ruin specifically or anywhere else?
I'm hoping it was a one-time weird fluke hehe.
I can't duplicate your system/mod setup, so if you *want* to do some testing, here's the fun you could try:
(work intensive lol) Load up a clean mod profile and install *only* the candelight mod and see if you get that issue in that ruin again.
(much easier) leave the mod loaded up along with your full mod profile, but go in an delete/rename the .esp -- see if you can duplicate the crash without the esp.
I'll load the mod back up and specifically root around in xEdit for any issues between it and Dawnguard.esm - but sadly chances are good that *fixing* this mod is past my current skill level.
Thanks for the post tough :)