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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. Tar
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    Truly amazing mod, well done.
  5. hielkeskyrim
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    I have installed the mod but the MCM does not appear. What could be wrong?
    1. hielkeskyrim
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      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
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      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
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      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
  6. hielkeskyrim
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    First of all, your mod is great, but I got an issue.

    Upon uninstalling some light sources stayed present. How do I successfully deinstall this mod?
  7. coltlacey1
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    Is "blowing in the wind" still working for anyone? My lights that claralux adds are not moving at all for some reason. Have tried the lantern weight setting and it hasn't helped. Not sure what the deal is. From what I understand, claralux had these meshes built in? Any help here?
    1. H4RDC0R3V1B3Z
      H4RDC0R3V1B3Z
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      I use Skyrim Is Windy, and it works perfectly fine with that.

      You could go to the testing facility and see if the lantern weight is too high. Default should be medium, AFAIR.
    2. coltlacey1
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      running Blowing in the wind and skyrim is windy with lanterns of skyrim and having issues
    3. H4RDC0R3V1B3Z
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      Well, I can't help you there. I don't use that combination of mods.
    4. Tkohr
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      Dont use Lantern of Skyrim with Claralux, they do the same, but claralux is much bigger and makes lantern of Skyrim obsolet for me, blowing in the wind is for Inn signs and lantern, you need only Skyrim is windy for more realistic swinging, and claralux, the lanterns swinging without extra mods in claralux !! You have to uninstall Lanterns of Skyrim, and load blowing in the Wind before Claralux.
  8. anvilton
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    Been using this mod now for a while and I like the way all the lights have the appearance of always been there. Though with one exception. The tower lights at Fort Dawnguard. Conceptually I get the idea of some "sun level" bright lights to burn any vampires that might approach. But their looks are very much out of place and causes me a sore thumb.
  9. Kushranada
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    Does anyone know how to get the missing briazer back in Windhelm? It's the second one out from the palace. Not sure why it would need to be removed in a mod that adds lights.
  10. godescalcus
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    Thank you for this mod and for the work of rebuilding it for SSE. Now that SKSE64 has been officially in beta for a while (besides having been running without issues since last fall), will there be an MCM version of Claralux? Could it have FISSES integration, maybe a couple of default presets (like "lighting edits only", "more lights but no paths or roads" and "complete", or something of the sort). Having to set things in the test cell is a lot of hassle...
  11. kernmcnutt
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    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!
  12. Ray84
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    Hello dear community. I wanted to briefly ask here how to make the lights darker. I love this mod, but with my ENB even the darkest settings seem far too bright. A candle lantern shines like an LED lamp, can the light be dimmed even more?
    1. coltlacey1
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      try a different enb? the one i am running is very dark. actually pretty realistic, it can get annoying at times because you need a torch in dark areas or have to cast a light spell
  13. nerjaveika
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    Does lanterns supposed to react to the wind? it's not working for me...checked weight, it's medium
    1. coltlacey1
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      same issue here. running Blowing in the wind and skyrim is windy with lanterns of skyrim and having issues
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