File information

Last updated

Original upload

Created by

MyGoodEye and Scythe42

Uploaded by


Virus scan

Safe to use


  1. MyGoodEye
    • supporter
    • 3,986 posts
    • 623 kudos
    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

    Console Commands for WZ

    Console Commands for WZAA

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

    - MyGoodEye
  2. MyGoodEye
    • supporter
    • 3,986 posts
    • 623 kudos
  3. Scythe42
    • member
    • 784 posts
    • 40 kudos

    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
    * 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

    * 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

    * 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

    - 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.


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


    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.


    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. aegnesys
    • member
    • 5 posts
    • 0 kudos
    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
      • member
      • 10 posts
      • 0 kudos
      ELE made every interior shadows very dark too me.
  5. tigreton
    • member
    • 1,002 posts
    • 125 kudos
    Awesome mod thx.
  6. Elektrotubby
    • member
    • 4 posts
    • 0 kudos
    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 (?) :


    (Skyrim VR INI tweaker can't find them, adding them manually does nothing and input through console yields ""Not Found" error)
  7. WashableClub96
    • premium
    • 56 posts
    • 0 kudos
    IMO this is, without a doubt, the best mod on the Nexus.

    I've had this installed for over a year, and recently decided to go to the Claralux testing facility again. I just discovered the various lanterns that can applied to light posts, and had to come ensure that I had endorsed this mod.

    Thank you for your hard work.
  8. Mortsllem
    • supporter
    • 136 posts
    • 0 kudos
    What's the recommended dark night mod that works best with this mod?

    Edit: In addition does this work with wearable lanterns or is there a patch I can use? I'm getting my Skyrim just the way I like it and would love a pitch black night mod that can be offset with a bright lantern to see.
  9. MayheM7
    • member
    • 440 posts
    • 32 kudos
    AWESOME mod! Endorsed..
    One small thing, is there a way to disable/remove the testing facility?
  10. Dizzy_xc
    • premium
    • 1,115 posts
    • 14 kudos
    Patch refers to JK's Whiterun Outskirts, but in the AIO it's referred to as Exterior. They are different, apparently, however, depending on which version of JK's you use. So which one does your mod patch? And it would be so much easier if your patch auto detected my modlist. I think that's possible to setup, yes?

    I'm looking forward to trying this mod out... As my ENB is having a hard time with light luminosity and minimal settings with brightness control in darkened areas without light blowout. It's a tough balance. Your mod could fix it all... but the patch process is... scary. I have so many mods... And what if I DLed something that affects lights that isnt covered. Oh what a pita. I hate modding lol.
  11. fresssocke
    • member
    • 28 posts
    • 0 kudos
    How do I get a light distance like in this picture?:

  12. samaelxx46
    • member
    • 36 posts
    • 0 kudos
    Hello, thank you for this mod, really great to control the lights.
    I have a small problem, I can t disable the lanterns in riften add by this mod.
    it works well when I remove lanterns from small towns.
    I use dawn of skyrim for riften and I have the patch installed.
    how can i make it work?
    thank you
  13. jtcarc
    • member
    • 50 posts
    • 0 kudos
    Not sure if someone can help me here, but I saw on the description a sort of mini guide on merging patches for Claralux, but first let me preface this by saying that yes, I use NMM. I have tried MO and just didn't get it. Plus all of my mods were already in NMM and it said they were unmanageable in MO. Ok now that that's out of the way, I got all the way to the end by watching the video for the Merge Plugins app, did everything step by step in creating a new merge--it was green etc. I added it and activated it on NMM. However, when I go to my LO, I don't see the new ESP with my new name on it. I still see all of the other old files, but not my new merged patch (I'm merging Claralux patches) of which I named "Claralux Patches". I'm not sure if I did something wrong at the very end or why that merge is not showing up at the bottom of my LO so I can organize it with the rest of my mods. My second question would be as follows: once this is fixed (which I'm sure one of you can certainly help me), I'm assuming that my new merge would go towards the bottom of my LO below the lowest master? Any help would be most appreciated. Thanks!