Skyrim Special Edition

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  1. 4109
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    NEWS
    2019/12/23
    - Uploaded version 0.98 Alpha 2.
    -- Arctic compatible - install Arctic first and let ENB Light overwrite it.
    -- Wall torches are now a separate selection with Medieval Torch option
    -- Added missing Giant campfire mesh to campfires option.
    -- Added "shrinebase" mesh to candles option. The mesh is from Ruins Clutter Improved with premission by raiserfx.
    -- Added shock explosion effect.
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    2019/12/21
    - Uploaded version 0.98 Alpha 1. See new sticky for details. ONLY FOR EARLY ADOPTERS.
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    2019/11/23
    - Uploaded WIP patch for Inferno - Fire Effects Redux with EmbersHD
    - this will be the base for ENB Light 0.96, EmbersHD will be required, Inferno will NOT be required however it will be recommended.
    - this patch also fixes disappearing fire lights at distance as I have reworked how I do things
    - it also has my redesigned darker smoke, based on feedback it will be made standard or optional
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    2019/10/21
    - Uploaded WIP patch for Visual Animated Enchants (covers most common but not all VAE effects)
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    2019/10/12
    - Uploaded WIP update 02 adding particle lights to "caveworms" and some glowing Blackreach plants
    - to see the caveworms in Blackreach you need this mod - The Blackest Reaches SE
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    2019/10/03
    - Uploaded WIP update for magic staff idle lights
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    2019/06/17
    - Uploaded patch 2 for 0.95RC2
    -- fixed a bug in frost spell impact effect
    -- fixed a bug in Frostbite spell effect
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    2019/06/03
    - Uploaded a patch for 0.95RC2
    -- fixed Flames hand effect
    -- merged updated Dunmer Lantern meshes from latest Particle Patch

    - updated the standalone candle flame with the latest ENBL file - again, this file is only needed if for whatever reason you are NOT using my mod but have ENB particle lights enabled and have performance problems in areas with many candles.
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    2019/04/14
    - Uploaded v0.95 Release Candidate 2 - not fully tested, please only download with that in mind.
    -- fixed EmbersHD patch installer error; added Apocrypha scrye and lamp posts; reworked candle fx a bit, added lantern extended light range option; some minor tweaks
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    2019/04/09
    - Uploaded v0.95 Release Candidate 1 - not fully tested, please only download with that in mind.
    -- added light fx to Storm Atronach; forges and smelters, giant campfires; various effects from Dawnguard and Dragonborn; some variety to shock and frost spell hand fx like I did for fire spells earlier;
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    2019/03/31
    - Uploaded Quick Light patch 1.2 - brightness of lantern and no-effect option reduced by about 1/4. If you prefer the brighter version just stick with 1.1.
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    2019/03/26
    - Updated the Quick Light patch to bring the lights in line with the current revision of the main mod.
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    2019/03/16
    - Version 0.94 released. Added fx to a few more shouts and to Ice Wraith, Spriggans and Wispmothers. Misc other changes. Check changelog for all details.
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    2019/03/10
    - Uploaded Embers HD custom fire effects option patch. NOT TESTED - please let me know if you find any issues.
    Includes STAC, TCS and TCS + STAC patches (install them AFTER the EHDFireplacesFX folder)
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    2019/03/07
    - Uploaded Dawnbreaker for testing.
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    2019/02/26
    - Uploaded fix for 0.93 CTD issue with some Illusion spells
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    2019/02/24
    - Version 0.93 released. Major update, all effects normalized to common intensity standard (0.4), tweaks to almost all effects, impossible to list every single change.
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    2019/02/21
    - Added new much faster light record patcher. Requires zEdit.
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    2019/02/19
    - Added a redesigned candle flame mesh which has reduced radius for the light emitting particle to match DistanceFade 0.3 as required by this mod, and redesigned light animation to match the flame flickering animation rather than the slow pulsing from vanilla/pp. Big improvement in performance for places with many candles. Does not require this mod so I recommend it for anybody with ENB and Complex Particle Lights enabled with Big Range and low Fade settings.
    - Added requirement for the Particle Patch in the description. Should've been there from the start, I kind of assumed everybody has it.
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    2019/02/18
    - Added EHD 2K folder (the default, not orange) to Embers HD patch
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    2019/02/16
    - Added ENB light to Unrelenting Force shout
    - Added an Embers HD patch covering EHD 2K Orange and EHDFireplaces
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    2019/02/14
    - Posted reworked mod description which is hopefully a bit more readable.
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    2019/02/13
    - Added light to Seeker attacks (hand fx, projectiles, impacts)
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    2019/02/11
    - Added light to weapon impact spark flashes. It's really cool. I recommend using Improved Weapon Impact EFFECTS to really enjoy this.
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    2019/02/10
    - Added Bound Weapons pack. Includes all Bound weapons, arrows and Spectral Arrow
    The meshes for Bound Sword, Bound Battleaxe, Bound Dagger and the quiver are from LeanWolf's Better-Shaped Weapons SE
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    2019/02/09
    Uploaded version 0.89
    - merged all WIPs and TCS patch into main installer
    - added lights for most remaining spells. Only a few master level spells left to do.
    - added article with in-depth breakdown of all edited files
    - installer options rearranged to try to separate effects into tiers according to performance cost.
    - misc tweaks to colors etc
    - vanilla lights for hand fx killed to reduce overexposure from too much light; they are superfluous with ENB Light anyway.
    - added some variety to fire spell hand fx: In vanilla many spells of the same type use the same fx, I have added individual hand fx for the 4 direct attack fire spells. They mostly vary by intensity, for Incinerate I added blue glow so it looks like the actual spell. Edits like these will conflict with any mod which changes magic visual fx for vanilla spells, but it will not conflict with mods which change the spell gameplay effects (spell damage etc).

    We're talking about a lot of effects at this point, I haven't been able to thoroughly test every single one of them so if you encounter anything weird with any fx let me know and I'll fix it asap.
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    2019/02/03
    - Added WIP 06
    - it's a bit of a dump of my current work and you don't get to choose options, but it fixes some serious performance issues with spells like Flames and Fireball if Complex Fire Lights are enabled and Big Range is checked. Install WIP 06 and DISABLE Complex Fire Lights, I have adjusted my lights to replace any lost light and your fps will be much higher in situations where the fire light fx take most of the screen (e.g. Flames in a tight corridor has nearly 2x better fps). Let me know if you encounter some fire/flame effect which emits no light (apart from the fire fx shader when someone is on fire, I can't do anything about it atm, shaders don't emit particle light no matter what)
    - I've also optimized some magic fx to use much fewer particles, mainly Flame/Frost/Lightning cloak and Fireball explosion
    - tweaks to some hand fx. Ward hand fx is now animated and when the ward is up it'll be much brighter.
    - fixed missing light on mage armor end flash
    - added light to the magic flames which go around the Eye of Magnus while it sits in the Hall of the Elements.
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    2019/02/01
    - Added WIP 05
    -- added light fx for illusion spells (the calm/fury types), turn undead, ice storm, soul trap, "restore magicka" (used also by cure disease and others)
    -- added animation to hand fx lights for light, summon, cloak spells
    -- minor misc tweaks
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    2019/01/30
    - Added article how to copy AddonNodes referring to ENB Light lights to your mesh so you can create your own patches for your mods
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    2019/01/28
    - Added patch for Torches Cast Shadows
    I recommend using the lower brightness settings in TCS or the dark grass outside the ENBL coverage will stand out too much.
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    2019/01/27
    - Added WIP 04:
    -- added lights to vampire drain life spell
    -- reduced flicker on all magic hand effects
    -- added animation controllers to ice and shock hand effects
    -- added jury-rigged light to Flame Atronach; no change to the main flame atronach mesh so it should be compatible with replacers
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    2019/01/26
    Uploaded version 0.83
    - merged all WIPs into main file
    - added dragon fire, Firestorm, Flame Wall, mage armor spells, reanimation spells and other changes, see log for full details
    NOTE on dragon fire: it is very badly animated in the game, for example there is no fade out control, so unless I rework the dragon fire animation completely my lights will also look weird at times. I may actually do that at some point.
    NOTE on magic hand effects: initially I added lights with constant flickering animation, I have started adding animation controllers to match the spell casting status, e.g. less intense light at "idle" state, more intense when charged etc. This is very tedious so it will take time to cover all since there are many hand effect files and each has to be done separately, they do not accept addon nodes.
    Also currently working on a trimmed down easier to read description.
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    2019/01/23
    - Added WIP 03: added lights for cloak spells and hand effects; minor color adjustments to fire and shock hand effects
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    2019/01/22
    - Added WIP 02: added animated lights for summoning portal magic effect; some color adjustment to summoning hand effect light
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    2019/01/21
    Added WIP file 01: I will be uploading in this format effects which I've done but haven't tested extensively
    - WIP 01: added animated lights for healing spells and hand effects for wards

    Added patch for Quick Light. Can be used without the main ENB Lights mod.
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    2019/01/20
    Added standalone optional Torchbug light. Does not require main mod (still needs ENB obviously).

    Uploaded version 0.79
    - added light effects to Firebolt and Fireball and impact fires. Fireball explosion uses a lot of particle light sources. However it looks epic so it's worth the fps cost. Also worth the several hours I spent on getting it to work and fine-tuning it.
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    2019/01/19
    Uploaded version 0.751, deleted version 0.75
    - fixed installer error which overwrote the extra light option for Candlelight with wrong file

    Uploaded version 0.75
    - player lights (torch and candlelight) refresh at 60hz for better responsiveness
    - added Candlelight
    - added optional extra light sources to increase light coverage; they cost even more fps (4-5fps on a 1080TI); may be buggy; may look weird to you.
    - added optional light to the hand effects of the most common spells


    GENERAL NOTES:
    I am thinking about compatibility and I think a better approach rather than a million patches is some kind of script which will check the lights in the current loaded cell and set their intensity according to the user preference. Could be a spell or something SKSE-based. I don't know how to do that so I'll welcome any help from those who have experience with such things.
    Claralux appears to be a mod which allows changing light source intensity, I haven't had time to look into it but it may be exactly what I'm talking about.
  2. 4109
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    2019/10/08
    I have published a guide (in Articles) on Skyrim Particle Systems and more specifically on their application as ENB particle lights.
    This guide has several goals:
    - to hopefully enable more modders to do cool things with ENB particle lights. When Boris first came up with these effects I expected a lot more mods doing really cool things with them however that never really happened. I believe this is because the learning curve can be pretty severe. I hope this guide will change that at least somewhat.
    - to protect the knowledge by sharing it. It has taken an extensive amount of experimentation to learn how to do all the things I do and I want this knowledge to be available to the community even if I become unavailable for some reason (in which case the guide should help somebody else take over).

    I will try to find time in the near future to go deeper into explaining how animation controllers work and how to be able to create new nodes in NifSkope.
  3. 4109
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    EDIT 2019 12 23
    Uploaded updated version 0.98 Alpha 2.
    -- Arctic compatible - install Arctic first and let ENB Light overwrite it. If NOT using Arctic select the relevant option in the patch section at the end of the installer options.
    -- Wall torches are now a separate selection with Medieval Torch option
    -- Added missing Giant campfire mesh to campfires option.
    -- Added "shrinebase" mesh to candles option. The mesh is from Ruins Clutter Improved with premission by raiserfx.
    -- Added shock explosion effect.

    *********************************************************

    Version 0.98 Alpha 1 is now available for testing.
    Version is jumping to 0.98 because of the extensive changes.

    NB! I cannot test the installer as my own game install is a mess. So it's really only for brave early adopters.

    The changes listed are vs v0.95, some have already been released as WIPs.

    Installer options have been redone to reflect the changes below. There are many changes so it's best to completely uninstall any previous versions.

    To address an issue with the SSE engine which hides mps-based particle systems at a distance I have moved most ENBL particles inside the fire effect meshes instead of just referencing them with addon nodes. This also allowed for more fine-tuned lights for each particular fire.

    To address the same issue and also further optimize candle-based light sources, there are customized lights now built in in several of the candle sticks, sconces, candelabras etc. E.g. a source with 3 candles now has one large particle light source instead of 3 overlapping smaller ones.

    These changes make patching other mods far more time consuming, therefore some options have been removed and some mods are now required.

    Extra Light option has been removed.

    There is no longer a "Full Install" selection. Instead now there are separate options for every type of fire effect.

    EmbersHD is now REQUIRED. The base for the brazier/campfire option are now the Inferno EmbersHD meshes. EmbersHD patch page removed from installer. EmbersHD custom flame f/x not supported. Inferno is not really required however it is recommended. Install Inferno first, then ENB Light and overwrite Inferno.

    EmbersHD Forges and 3D Blacksmith are required for Forges option.

    EmbersHD Lava is required for Solstheim option.

    STAC option removed as all relevant meshes are STAC compatible (STAC nodes are present however without STAC they do nothing).

    Torches Cast Shadows option removed, patch is installed automatically as it does not conflict with anything if TCS is not installed.

    Medieval Torch option added.

    Candles option requires Medieval Candlehorns and Sconces (lantern option 2), and Medieval Silverworks.

    Added revised darker smoke as vanilla smoke is bright at night which is unrealistic.

    Added QuickLight patch to installer.

    Added Visual Animated Enchants patch (incomplete).

    Added Staff Idle lights.

    Added particle lights to some cave and Blackreach flora as separate installer option.

    Fixes to Wall of Flames flame animation spell (vanilla looks choppy).

    Various minor fixes.

    SMIM textures added as optional download for those who don't use SMIM and don't want to download the whole mod for just a few textures.
    1. hillm93
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      The list of dependencies was very useful. Maybe add to main description?

      Thanks for the great mod
    2. Elaura
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      Don't know if anyone is still following this, but I discovered the textures required by candlelanternwithcandle01.nif are not included in the Alpha 2 installer. They are also not included in Mathys Medieval Lanterns of Skyrim mod. It's a shame, because I really like the nif. I'm reverting to v 96 for now.

      EDIT: JOY! The missing textures are included in Mathy's Medieval Candlehorns and Sconces
    3. p1cklep1ckle
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      Guess alpha 2 version got some missing texture, had to find the mods and installed it. Lanterns and Candlehorns and FIreplace.
    4. TcoBlack
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      Hi @yamdoong, 

      How do you go about correcting the missing textures e.g. Lanterns and Candles etc. I have some missing texture issues for the JKs skyrim mods when using ENB Light (no missing textures without it). How would I go about rectifying this?
    5. nicebadboy
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      ty for help made it al perfekt 
    6. continous
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      It's honestly disappointing to hear that you're making so many other mods required now.
    7. bbadwolf
      bbadwolf
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      Hi,
      I thought you might like to know that you forgot to include the meshes for frostbite spray effect (throws blue rectangles).  No big though...I merged in the meshes from .95 RC2 Patch and it works great.  You might have something better in the works but this works fine for now.  Looking forward to the next release.

      BTW...this mod coupled with a few other beauties (Embers, etc.) make my build look freaking fantastic!  Makes my recent purchase of a new Nvdia worth it.  Please don't stop!

      Bernie  :)
    8. HamirSplitdagger
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      Thank goodness I found this comment! For a second there I thought I'll start roleplaying as a frost mage who shoots ice cubes (squares actually)! ;D
    9. lufusol
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      I think it was a really bad move to go from only supporting Embers HD to making it into a requirement.  It's a really old mod, Embers XD is the spiritual successor and IMO (actually in like, everyone's opinion) a better mod.  Why don't you implement support for that instead of going backwards and requiring an old mod?

      Nevermind, really sorry for my comment, I did not see that this mod has not been updated since 2019, Embers XD didn't exist until about 6 months after this mod's last update.  I hope the author is okay and just took a break from modding for their health.
    10. user2046
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      I didn't see the "don't submit bugs" note in the download so I inadvertently reported a bug for this version (0.98 Alpha 2) on the bug tracker.

      When clicking "install", FOMOD displays a warning:

      "The folder '01 - Base\Vanilla Torch\meshes' does not exist in the installer"

      The actual path in the installer is:

      '01 - Base\Vanilla Torch\weapons\torch\'
    11. Hexenshot
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      Simply create a folder called "meshes" in the "01 - Base" folder and move the "weapons" folder there.
      The directory should now look like this:
      "01 - Base\Vanilla Torch\meshes\weapons\torch"
      Restart the installation program and the error message should disappear.
    12. wolfkissed117
      wolfkissed117
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      should the folder be created before the installation, that would require to unzip and zip again i guess?? 

      Very new at this. 
    13. wolfkissed117
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      This solved the issue, thank you!
  4. ILoveFluttershy
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    This dude hasn't logged in for three years, time to give up on this mod.
    1. a1racer
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      mod works has tons of support. I mean if you can make a new version that's better, I'll try it out. 
    2. golivie
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      Mod author is constantly online... The mod is what hasn't been updated in years. 
      But it's better to complain i guess?
    3. mattjames2010
      mattjames2010
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      > Mod author constantly online
      > "Hasn't been active since June 2021"

      So no, actually, he isn't constantly online. And it's fine to complain, I'm tired of important mods having closed permissions while the creator abandons it in an alpha state rather than allowing the community to build upon it. 
    4. mooit
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      @golivie 4109 was last active/online 13 Jun 2021 9:24PM, I just clicked his name. If he's online, it's not under the name of 4109 then.

    5. elpuertorro
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      @mattjames2010
      So mod creators must do as you say?
      It's the authors mod, was testing things out with a new feature at the time added to ENB and happen to be good.
      The author left and didn't share the code /open permissions? so what, make a mod to replace it or move on, the nerve and entitlement of some of you is baffling.

      Modding/creating mods is a hobby, mod authors don't owe us/you anything, so be grateful with what is out there, and if they can't/don't want to update, they don't have to, simple as that.
      Be happy that it was made and if you don't like that it doesn't get updated It's easy, then MAKE YOUR OWN MOD and share it.

      BTW Did you ever consider or think maybe RL happened? for all we know maybe the author is no longer with us, also we did have a pandemic and there is still a war going on, we don't know anything but that the author created this mod, so before complaining and demanding think.

      Last if you would have bothered to read the description instead of shooting off the hip, you would know there is an included zip file in the mod's folder with the script needed so you can make your own patch for your mod list! so go read then do some work and your problem will be resolved.
  5. jasspnolloo
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    Anyone else getting a permanent red ENB light source inside their character when using hemalurgic spike from better vampires mod?? Cant seem to get it to go away or figure out exactly how/why vampire spells triggered it
  6. FrostBank
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    How do you edit how bright it is? I've found no option in enb that edits it
  7. joecasper
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    Generally speaking, should this overwrite other mods or be overwritten? I see it is conflicting with Audio Overhaul Skyrim (magic effects) and NAT NEB (torches). I currently have it after those mods in my load order so it wins the conflicts, but not sure if that is correct or not
  8. egoxxl
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    I just stumbled apon "ENB Light Detection Fix"
    https://www.nexusmods.com/skyrimspecialedition/mods/107693?tab=description
    In regards to that and in general theres a mod that removes the glow form the muffle spell - just found that myself, and thought i would let others know (this annoyed me for years)
    Muffle Feet Visual Effect Removed
    https://www.nexusmods.com/skyrimspecialedition/mods/74668?tab=description
  9. bloxhead39
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    Use this mod to add NPC detection to ENB light sources.
    ENB Light - Detection Fix
  10. DeLaPoutana
    DeLaPoutana
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    Can someone please remake this mod, with focus on CS compatibility, more performance friendly, and perhaps a bit less messy file section?
  11. Fox123qwe
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    Can It works with community shaders?
    1. golivie
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      I don't see why not. Read the light limit fix mod page description.
    2. Toxological
      Toxological
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      enb lights do work with CS. I just found out today by trying the torchbug enb lights
  12. jz3515
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    would anyone still recommend this mod for a 2023/2024 modern skyrim that uses lux, evlas, & particle patch???
    1. Monlyconc
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      No, most people use this with window shaders and skyrim is luminous
    2. goat9988
      goat9988
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      They are doing different things
    3. golivie
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      Monlyconc They didn't ask for you opinion on what lighting mod to use.
  13. Rafaelkai
    Rafaelkai
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    Could the .esp be eslfied? A free LO slot is always welcome :)
    1. Shaithos
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      did you try it?