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MyGoodEye and Scythe42

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MGE

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  1. MyGoodEye
    MyGoodEye
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    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
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  3. Scythe42
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    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. fresssocke
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    How do I get a light distance like in this picture?:

    https://staticdelivery.nexusmods.com/mods/1704/images/2371-0-1483811819.jpg

    1. HeadSpace10
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      DYNDOLOD
  5. belovedReader
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    hi, im using this with ELE-RS. the question: how is the load order? should this replace RS record or the otherwise?
  6. blehmeh
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    Once again, I must praise this mod. It really makes cities and settlements glow.

    And with the MCM menu, it becomes more convenient than ever.
  7. Aszkarath
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    Hi folks,

    I've got a little problem using Claralux with Elysium Estate player home. All exterior lanterns (and their corresponding light sources) are floating, as it seems the author of Elysium Estate moved the entire buildings further backwards.
    I tried repositioning the lanterns and light sources in CreationKit, what I managed in the end although I'm totally inexperienced in modding and using the CK.
    When loading the game though, the floating lanterns are still present additionally to the repositioned ones. I did not copy them, I moved the existing ones in CK and saved (Claralux Elysium Estate Patch was loaded as active file).

    Or could it be, that I somehow messed something up while installing Eylsium Estate, that the buildings have been moved backwards on the game map and I'm the only one having this floating lantern issue? (What I don't think is possible as the positioning of buildings are set in the mod files..I guess^^)
  8. jacovny
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    Endorsed -- fantastic addition to Skyrim! One question -- Jk's Skyrim has an optional add-on that disables exterior lighting. I notice that Claralux also includes patches for JK's Skyrim components. So if I'm using the latter, do I still need the JK add-on for disabling exterior lighting? Thanks to anyone who knows the answer!
  9. CaptMidnightuk
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    Love this mod no issues unlike with lanterns of Skyrim


    I recommend CLARALUX SSE MCM (search it) so you can change lights without the testing facility that breaks immersion.
    1. dubdan
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      yay! :)
      note: "read before spellwealding"
  10. dubdan
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    #castspell [Resurrection; modifier:skse, mcm]

    ;)
  11. aegnesys
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    My shadows appear to be way too dark, pitch black in some places. Any idea why? I use ELE, VW (with Tech's guide Patch) and Rudy enb
    1. Zhico
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      ELE made every interior shadows very dark too me.
  12. tigreton
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    Awesome mod thx.
  13. Elektrotubby
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    Anyone get this mod to work with skyrim VR ?? This mod was looking so good, but it's useless in VR as I'm not able to increase draw distance for light. Basically lights will turn on when I'm 50 meter or so away from the lights :(

    Seems like these parameters are missing all together in the VR edition (?) :

    fSpecularLODStartFade
    fSpecularLODMaxStartFade
    fLightLODMaxStartFade

    (Skyrim VR INI tweaker can't find them, adding them manually does nothing and input through console yields ""Not Found" error)
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