Interiors are good but when I enter in Embershad mine it's very bright in the bridge of the cave. :( Sleeping giant inn perfect and riverwood trader too but mines are very bad.
Which mod manager are you using? This mod installs automatically if you use a mod manager capable of handling FOMODs, otherwise, you have to unpack it and install manually.
That's the one. But I realised over time hat RS had very little left to do, Hearthfires homes mostly, and there are multiple mods dedicated to Hearthfires ligting that do the job better.
Also note that Relighting Skyrim has seen recent development, and that plugin you can download from the old guide page will not have recent tweaks or additions. And, finally, if using the stripped down plugin for ELFX, don't install any RS patches whatsoever.
It's normal that they become dark where there is no light source. Dungeon imagespaces with ELE have next to zero ambient light. Check the lighted areas - if those are still dark, than likely you should check monitor calibration and/or ENB. Otherwise, enjoy and... shadow guide you ;)
You should probably have a SoS + ELE patch. The AIO and the cavern worldspace plugin in this set will conflict and you should forward it, with SoS sounds to a conflict resolution patch that would sit below both mods.
I couldn't get satisfactory results with the exclusion patch. Cells where ELFX gets removed look strange (straight examples: Dragonsreach, Bannered Mare) because Window Shadows is based on vanilla lighting, which looks much different than ELFX. That said, I can't say I don't recommend it, just that I don't find it as interesting. Which is a shame - Window Shadows is a great idea and a great enhancement if you're playing with vanilla lighting or Luminosity. Ambient Lighting Combined was the most interesting take on blending the two, precisely because it attempts to blend them, not simply move ELFX out of the way, but that hasn't been updated since October and Window Shadows has come a long way since that. I just hope the MA or someone else takes up the challenge of maintaining such a blended patch - but I understand it takes an insane amount of time. Literally rebuilding the lighting in the entire game. More or less the same work involved in making either of the original mods.
Hi, I just want to check something before installing, you see .. ( Sorry, i do not speak english) I used to use ELFX before, but it was not compatible with the new lands like Beyond Bruma, Beyond Reach, Falskaar, Forgoteen city, Moonpanth to elwery, etc ... I switched to ELE and I have patches for all those mods And I wanted to know if I understood it correctly ... Do I have to install ELFX ice version and then ELE lower than ELFX and the ELE new lands patches lower than ELE? or is there something incompatible here?
There is nothing incompatible between elfx and new lands. Those lands simply won't have anything ELFX. As for ELE, there isn't any incompatibility either. What those patches do is replace the mods' original imagespaces and lighting templates with those of ELE, improving consistency across your setup. They are not essential and have nothing to do with this patch. If you use loot to sort your load order, everything will come out correctly, but it's as you put it, ELFX first, then most of your load order, then ELE towards the end, then patches that require ELE.
You don't have to install the ice version at all, I'll correct my description to make that clear - ice is optional and also has nothing to do with this patch... I just think it's very much worth it.
Ahh okay, but I have one more doubt, I know that it does not have much to do with the mod but now I have the doubt, there is a way to configure a similar patch like this, so that ELFX works in the land of skyrim vanilla and in the new lands work ELE?
ELFX and ELE don't do the same things (for the most part). ELFX changes light sources and static objects so they match one another (for example, every lit candle has a light source attached, every torch, etc... And removes "fake lights" (light sources that don't correspond to an object or opening that would cast light). ELE doesn't do that, ELE handles the base records for light sources (their colour, intensity, flicker, etc), lighting templates and imagespaces (in short, the stuff that tells the game how to render lights in each cell). ELE and ELFX overlap only in that they both change light source settings, hence this patch.
"ELFX works in the land of skyrim vanilla and in the new lands work ELE" - if you prefer ELE lights, don't use the patch, just let ELE override ELFX and you're good to go. Or don't use the AIO, use only the modules you want. You can't make a patch that changes light settings for specific worldspaces without editing every single light bulb placed in it. It would be an immense undertaking, although xEdit scripts might help. As for imagespaces and lighting templates, what you want woudl require a replacer ELE_SSE.esp that doesn't include any cell edits. Simply removing the cells group and using ELE patches for the other worldspaces could work. But why do you want to do that?
Ahh, then I would have to have ELFX cancel the ELE cells in vanilla Skyrim and in turn ELE work on the New Lands, adding the lands it has installed, so if it can be done ... The reason is that every time I see something relatively incompatible, I see if I can fix it, it was more for that reason that I asked And I wanted to know if it is possible; As I realized that other mods that I use are not compatible with ELE like Lanters from skyrim 2 and some others about vanilla and with your explanation I understood why ELFX would not work elsewhere and what exactly ELE does, I asked you precisely now that in my country there are no people who do these things and I am "learning" to make patches that are very basic and I wanted to know more about this, but I know that this is much more advanced and I would have to handle the creationkit well ; Your explanation and your patience helped me a lot and try to understand my English, Thank you
Good day, and thanks a ton for this mod! I am having an issue in LOOT with this mod, ELE, ELFX, and Immersive Citizens ELE and ELFX patches. Here is what it looks like: https://imgur.com/a/T3Nlgd7. I think this is probably not an issue with the mods, rather it's probably an issue with the dependency graph in loot related to mod groups, as mentioned here: https://www.reddit.com/r/skyrimmods/comments/aqdskm/cyclic_interactions_between_2_mods/. Any help would be appreciated!
You should not be using ELFX Enhancer or any of its patchers. It's pointless to combine the Enhancer with ELE as they do the same things (differently). This patch is for using the basic ELFX plugin combined with ELE instead of ELFX Enhancer.
As answered already. RS is mentioned in the description because there was a version of it "tailored" to only edit specific locations that were somehow missed by ELFX. It's a very old edit (from 2015) that was used in Neovalen's SRLE guide and many subsequent "spin-offs" for a long time, but it's no longer publicly available and there are more up-to-date mods that do a better job at complementing ELFX. At this point, I'm leaving the reference in the description strictly for "historic" reasons, since I'm referring to Neo's guide as (at least) one of the earliest to combine ELE and ELFX lighting.
Oh I see, thanks for the explanation! Btw, if you or anyone's used RS & ELFX, which one in your opinion does a better job of light placement & choosing the right light for the source?
It boils down to taste. Considering some of the most popular lighting overhauls, I'd say RLO is an attempt at extreme realism, with very de-saturated lights, ELFX is the Hollywood scenic lighting, combining a perfect illusion of realism from light placement with touches of scenery art that emphasise certain details that will often make you stop and wonder. RS is somewhere in between, a competent edit to vanilla light sources while, unlike the previous two, not completely removing vanilla "fake" lights that illuminate certain places with no apparent, realistic source. Because ELFX does remove fake lights, if you combine it with ELE, which removes most ambient light, you'll get perfect darkness in places where no light sources are near, such as lots of dark corners in dungeons. Works great for a stealth type gameplay, but remember to have a torch, portable lantern or light spell to use when you need to see, or use night vision! Same applies to RLO if you choose dark settings, while ELE+RS will still allow for some clarity from the original game's fake lights. I could also mention Luminosity, which tries to combine ELFX light colours into a more vanilla-like experience. Ultimately, there's no definitive winner, my preference goes to ELFX+ELE (hence, this patch) - but you should try them all and decide on your favourite.
I thought it had been taken down as it was removed from Lexy's guide. I still had it, a couple of weeks ago I checked it to see if it was still worth it - turns out it was overridden by other mods in Lexy's guide, such as Improved Hearthfires Lighting and at least one of the more recent additions that I don't quite recall (maybe Tamriel Master Lights). So I ended up just losing it as well.
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Sleeping giant inn perfect and riverwood trader too but mines are very bad.
is it this one here? https://www.nexusmods.com/skyrim/mods/77331/?
Also note that Relighting Skyrim has seen recent development, and that plugin you can download from the old guide page will not have recent tweaks or additions. And, finally, if using the stripped down plugin for ELFX, don't install any RS patches whatsoever.
Safe to assume no issues?
anyway thx for the answer its very helpful, very appreciated
I am also using this with Window shadows and its patch for ELXF and the results are just superb. I would also recommend ELFX fixes and ELFX door light remover.
( Sorry, i do not speak english)
I used to use ELFX before, but it was not compatible with the new lands like Beyond Bruma, Beyond Reach, Falskaar, Forgoteen city, Moonpanth to elwery, etc ...
I switched to ELE and I have patches for all those mods
And I wanted to know if I understood it correctly ...
Do I have to install ELFX ice version and then ELE lower than ELFX and the ELE new lands patches lower than ELE? or is there something incompatible here?
You don't have to install the ice version at all, I'll correct my description to make that clear - ice is optional and also has nothing to do with this patch... I just think it's very much worth it.
"ELFX works in the land of skyrim vanilla and in the new lands work ELE" - if you prefer ELE lights, don't use the patch, just let ELE override ELFX and you're good to go. Or don't use the AIO, use only the modules you want. You can't make a patch that changes light settings for specific worldspaces without editing every single light bulb placed in it. It would be an immense undertaking, although xEdit scripts might help. As for imagespaces and lighting templates, what you want woudl require a replacer ELE_SSE.esp that doesn't include any cell edits. Simply removing the cells group and using ELE patches for the other worldspaces could work. But why do you want to do that?
The reason is that every time I see something relatively incompatible, I see if I can fix it, it was more for that reason that I asked
And I wanted to know if it is possible; As I realized that other mods that I use are not compatible with ELE like Lanters from skyrim 2 and some others about vanilla and with your explanation I understood why ELFX would not work elsewhere and what exactly ELE does,
I asked you precisely now that in my country there are no people who do these things and I am "learning" to make patches that are very basic and I wanted to know more about this, but I know that this is much more advanced and I would have to handle the creationkit well ; Your explanation and your patience helped me a lot and try to understand my English, Thank you
I am having an issue in LOOT with this mod, ELE, ELFX, and Immersive Citizens ELE and ELFX patches. Here is what it looks like: https://imgur.com/a/T3Nlgd7. I think this is probably not an issue with the mods, rather it's probably an issue with the dependency graph in loot related to mod groups, as mentioned here: https://www.reddit.com/r/skyrimmods/comments/aqdskm/cyclic_interactions_between_2_mods/.
Any help would be appreciated!
Thanks for this patch, now I can use all 3.