File information

Last updated

Original upload

Created by

MyGoodEye and Scythe42

Uploaded by

MGE

Virus scan

Safe to use

625 comments

  1. MyGoodEye
    MyGoodEye
    • supporter
    • 3,986 posts
    • 616 kudos
    Locked
    Sticky
    Ladies and Gentlemen, I present the SSE VERSIONS for WARZONES, WARZONES : Assault Attack and CLARALUX.

    I am thrilled to report that they all work better than expected! Very much how they were intended!

    All tested in SSE. All saved/edited in CK64. And all cleaned in SSEEDIT.


    CLARALUX : More and Brighter Lights for SSE
    How to adjust CLARALUX LIGHTS and OPTIONS in real-time in the game



    WARZONES : CIVIL UNREST for SSE
    Console Commands for WZ


    WARZONES : ASSAULT ATTACK for SSE
    Console Commands for WZAA

    Any questions/comments/troubles? Leave 'em here!

    - MyGoodEye
  2. MyGoodEye
    MyGoodEye
    • supporter
    • 3,986 posts
    • 616 kudos
    Locked
    Sticky
  3. Scythe42
    Scythe42
    • member
    • 784 posts
    • 40 kudos
    Locked
    Sticky


    UPDATE TO 1.20
    * Added a couple of lights to locations we previously didn't add any.
    * Fixed some lights that were not visible before because of wrong enable parents.
    * Reduced the spawn chance for CLARALUX engineers. And they got some combat training at the Black Marsh facility. Bandits beware!
    * All support patches have now 'Blowing in the Wind' support in-built. That was a grindy task...
    * Updated the mod description page with information that was often requested.
    * Documentation site will follow soon. MGE's duty.
    * Added a couple of new support patches, see mod description for a full list.
    * Addressed the positioning of a few lights and some minor tweaks
    * Windhelm bridge is now lit again - it even flickers when guard with torches pass by without any lights, so nothing was gained.
    * FormID xx12AF83 was added since version 1.10. All other text stayed the same, so it should be an easy update for translators.
    sed on used feedback. Probably in late July.

    UPDATE TO 1.21
    BUG FIXES
    * Fixed a bug that made it possible for dragons outside the Facilty to be pulled into the Facility worldspace
    * Fixed a problem with an implicit type cast that resulted in day/night transitions to be an hour later
    * Minor cosmetic changes to a few lanterns and lights
    * Fixed bounds of Solitude worldspace
    * Some housekeeping in the ESP

    NEW FEATURES
    * Added additional pull chains in the Facility, so that light settings can now be independently increased or decreased
    * Added an additional weight (extra heavy) to the lanterns for users with very windy weather mods

    NOTE FOR TRANSLATORS
    * Message xx1C7B35 message was showing "Off" instead of "On"
    * Message xx1D6F68 had an unneeded space
    * Message xx0420E9, xx1D6F69, xx1D6F68, xx1D6F6A had a special character removed
    * Message xx0420E9, xx1D6F69, xx1D6F68, xx1D6F6A, xx1DC09C were shortened to fit better inside the popup window.
    * New String added for extra heavy lanterns xx2503FF
    * New Switches have IDs: xx25A69A to xx25A6A9

    NEW SUPPORT PATCHES
    - Skyrim Bridges
    - Provincial Courier Service

    As always with an update new bugs are possible and likely. If you encounter any problems pls. leave a comment / file a bug report.

    Update for XB1 will follow after we made sure everything is stable in the 1.2x releases. Probably late July.


    UPDATE INSTRUCTIONS

    Save in an interior cell before updating so that no CLARALUX lights or light fixture are active. Check the mod description for more details.


    DEVELOPMENT UPDATES

    Currently experimenting on some code injection to see if some ideas we have are feasible to be implemented in a future release to push the boundaries beyond what we can do at the moment. This will be for a 2.0 release that might be released by the end of the year until then the 1.x series will of course keep getting updates.


    JULY UPDATE

    Experimenting with some changes and preparing some additional requested features (e.g. alternative Facility access) for the next update.

    Bruma Support will come, probably as a Work-In-Progress patch, as the new world space is quite large and a lot of lights need to be added. Bruma itself only comes with about 100 lights. Don't hold your breath though...

    Expect the next update (unless a bug fix is needed) in September as I am mostly out of town in August.
  4. hielkeskyrim
    hielkeskyrim
    • supporter
    • 265 posts
    • 1 kudos
    I have installed the mod but the MCM does not appear. What could be wrong?
    1. hielkeskyrim
      hielkeskyrim
      • supporter
      • 265 posts
      • 1 kudos
      Update: I have tried installing this mod manual and via NMM. The mod seems to be working (added light sources) but the MCM is nowwhere to be found.
    2. hielkeskyrim
      hielkeskyrim
      • supporter
      • 265 posts
      • 1 kudos
      I see that there is none, but I do have another problem. I have JK's skyrim installed but you don't offer patches for JK's Skyrim as a whole. Only for the individual cities, which causes issues with Loot load order.
    3. MrPavoni72
      MrPavoni72
      • member
      • 570 posts
      • 14 kudos
      Do not install ANY of the Claralux - Jk patches, but the JK's Skyrim No Lights patch from the JK's Skyrim optional files:
      https://www.nexusmods.com/skyrimspecialedition/mods/6289/?tab=files&topic_id=6536476
      LO:
      JK's Skyrim AIO
      JK's Skyrim No Lights Patch
      Claralux
    4. laelipoo
      laelipoo
      • premium
      • 158 posts
      • 3 kudos
      Thank you for this.
  5. laelipoo
    laelipoo
    • premium
    • 158 posts
    • 3 kudos
    Also, if you have the JK Skyrim all in one installed, you cannot use the patches, as they require the individual mods.

    FYI Riverwood Keep is slightly incompatible - it is very close to the testing facility and has some mesh issues because of it. Just wanted you to know.

    http://i63.tinypic.com/2i266ox.jpg
  6. kernmcnutt
    kernmcnutt
    • premium
    • 115 posts
    • 1 kudos
    Hello and thank you for this wonderful mod! A question, if I may.

    Now that JKs Skyrim All-in-one has been released (https://www.nexusmods.com/skyrimspecialedition/mods/6289?tab=description), I was wondering if you will make a patch for it? The existing individual JK patches will not work (for obvious reasons). I'm not averse to trying to make my own patch, be thought perhaps others would also find use for such a patch.

    In any case, thanks again for the great work!
    1. Adicne
      Adicne
      • supporter
      • 36 posts
      • 0 kudos
      I'd love to see this as well.
    2. Ray84
      Ray84
      • member
      • 307 posts
      • 26 kudos
      +
    3. Gunnarr117
      Gunnarr117
      • member
      • 4 posts
      • 0 kudos
      pls.....
    4. DarkDominion
      DarkDominion
      • supporter
      • 4,615 posts
      • 86 kudos
      already asked that in a PM to the authors, this was the answer :
      Hi DD!
      As of this moment, both of us are too busy with real-life obligations to continue to update the mod, sadly... and technically, it seems Bethesda is continuing to update SSE
      (although I have no longer got it installed, so I'm not 100% sure where it's at).
      [...] for now and the foreseeable future, I don't anticipate being able to create compatibility patches and the like. If time presents, I may jump in to scratch the itch.
    5. Khumak
      Khumak
      • member
      • 2,329 posts
      • 17 kudos
      All the patch does is make the lights added by JK's controllable. You can play it without the patch and it works fine. You'll just have lights outside of cities that are not the same brightness/glow/etc as the ones inside of cities.
    6. RexJayden
      RexJayden
      • member
      • 1,014 posts
      • 9 kudos
      This is good to know...thank you!
    7. KorruptkSwades
      KorruptkSwades
      • premium
      • 866 posts
      • 16 kudos
      That is not exactly true. each of the JK patches is written this : Hands over the control of exterior lights added by this mod to CLARALUX and fixes compatibility issues. Several compatibility issues fixed. Recommended for all users of this mod. in the fomod installer.
  7. Silverylos
    Silverylos
    • member
    • 358 posts
    • 0 kudos
    removed
  8. RavenX13
    RavenX13
    • member
    • 182 posts
    • 0 kudos
    So is there no way into the testing facility if I use Riverwood Forest?
    1. catbert7
      catbert7
      • member
      • 185 posts
      • 1 kudos
      I dunno about that mod but you could always no clip your way in with the console. Not like you should need to access the place often.
  9. Hazado
    Hazado
    • premium
    • 179 posts
    • 18 kudos
    https://www.nexusmods.com/skyrimspecialedition/mods/18573
    Posted a version of Claralux SSE with the MCM built in.

    Check it out.
    1. krrptd
      krrptd
      • premium
      • 316 posts
      • 2 kudos
      Did you upload the whole mod or only MCM add on?
    2. Khumak
      Khumak
      • member
      • 2,329 posts
      • 17 kudos
      It's the whole mod plus the MCM. Just tried the version without the testing facility and it works.
    3. DarkDominion
      DarkDominion
      • supporter
      • 4,615 posts
      • 86 kudos
      if I were to update to the MCM version midgame, can I expect trouble ?
    4. Khumak
      Khumak
      • member
      • 2,329 posts
      • 17 kudos
      FWIW, I upgraded mid game and I'm having no issues so far. I used the version without the testing facility. I'm also using it with DynDOLOD without any issues although I didn't add that til v2.41 came out just recently.
  10. obligatorysperm
    obligatorysperm
    • member
    • 102 posts
    • 0 kudos
    Looks great. Really could use some open cities compatibility though *winky face*
    1. ChiefZigZag
      ChiefZigZag
      • premium
      • 168 posts
      • 4 kudos
      Simply run this script on it.. https://www.nexusmods.com/skyrimspecialedition/mods/6536
  11. anonymous75
    anonymous75
    • member
    • 44 posts
    • 1 kudos
    Will this work in the city areas if open cities is used? I'm guessing no. Tons of people use that, including myself. Patch?
    1. ChiefZigZag
      ChiefZigZag
      • premium
      • 168 posts
      • 4 kudos
      I got it working in Open Cities using the following xEdit script.. https://www.nexusmods.com/skyrimspecialedition/mods/6536
  12. rei321
    rei321
    • member
    • 141 posts
    • 2 kudos
    jk skyrim would be awesome, its already on sse.
  13. dutem
    dutem
    • member
    • 126 posts
    • 3 kudos
    Is there a way to remove this border around the light sources?

    https://i.imgur.com/qXX3ODN.jpg
    1. skyrimplayer89
      skyrimplayer89
      • member
      • 1 posts
      • 0 kudos
      open console click on the object and type "disable" to remove it.
    2. LupusHegemonia
      LupusHegemonia
      • premium
      • 6,995 posts
      • 310 kudos
      It will remove the entire object (LIGHT) too, "genius"!
    3. DarkDominion
      DarkDominion
      • supporter
      • 4,615 posts
      • 86 kudos
      Use ingame settings, look for “ glow “ to reduce it
REPORT BUG
Top