So, I've noticed that in the vanilla game, there are two versions of each .nif provided by this mod - the ones in this mod (which I will call the "on" .nifs as they all end with "on") and the "off" .nifs, which don't have a visible light burning, but still emit a white light in vanilla. Most lighting mods have fixed this by either removing the bulbs or by changing these "off" .nifs to have a real flame (like Lux).
If you use a more vanilla+ lighting mod (I'm currently using Skyrim Is Luminous + Luminosity), the result is this - a sconce with no visible light source that still emits a white light.
To resolve this, I simply made a copy of the "on" .nif from this mod, removed the "on" and saved it. The result of that is this - a sconce that at least has a visible light source burning.
I don't see any downside to just replacing all of the vanilla meshes with this new lit mesh from this mod, as the worst case scenario is I have some lit Dwarven lights that the devs intended to be unlit, but that can be explained away by Dwarven technology or whatever.
Would I be able to receive permission to upload these copied + renamed meshes as a separate mod? Thank you.
Also, if anyone has any insight here and thinks this is the wrong approach to solving this problem, I would be more than happy to hear it. Thanks!
This may be a dumb question, but how do you install the base ENB series package in the first place? And is there a way to basically have it do nothing but these lamps, leaving everything else as it was?
Hello, modkin! Is it o.k. if I copy\pasta this branch to a few meshes and hand it off to yet another mod author in order to spice up their sweet azz player home for ENB users? LoL! I'll leave links here and creds there and all that fun stuff, of course! Cheers, Mr. Signal! LoL! Here's a renegade video showing these branches in action. LoL! Might want to skip ahead quite a bit to get to the dwemer goodies.
Legendary. Thank you, modfriend! Since I wrote this, the OG mod author decided it would be better if I made my own mod page, instead of uploading my tinkerings as an optional file. If that changes anything just let me know. Cheers!
Thanks for this great mod. I had an issue with the 2 exterior sconces at Mzulft (the main entrance, just outside): they were creating a black glow (dwewallsconce02on.nif). Not sure the cause, I just hid the file.
sure thing, here you go: https://drive.google.com/file/d/1DU0J4Q1EiIe9QAJWaQLQmffa-bsoltRl/view?usp=sharing https://drive.google.com/file/d/1WraIcGILOde2DeGbZeVDDDzDt6YntUGK/view?usp=sharing
It is not ELFX or ENB Light. thanks for looking into it!
Whoa never seen that before, that's a full-on graphical glitch happening. I don't think it's the meshes but I'll have a look anyway. (Could be the ENB)
you are right, it was the ENB settings (I should have thought about it): specifically the "curve" setting in Complex Particles Light. Lowering it removes the issue. See pics with before and after: https://imgur.com/a/frBdGHD
i'd really love to see a pseudo light source using enb light that a guard could carry. like the mods that make guards carry lanterns except the lantern would be solely an enb light source. i've been stacking candle nifs on top of one another in some interiors and have achieved some good looking "lighting" without the flickering. so i think a guard carrying a lantern would look good. since lantern candlelight is much smaller that torches, it'd look natural
114 comments
If you use a more vanilla+ lighting mod (I'm currently using Skyrim Is Luminous + Luminosity), the result is this - a sconce with no visible light source that still emits a white light.
To resolve this, I simply made a copy of the "on" .nif from this mod, removed the "on" and saved it. The result of that is this - a sconce that at least has a visible light source burning.
I don't see any downside to just replacing all of the vanilla meshes with this new lit mesh from this mod, as the worst case scenario is I have some lit Dwarven lights that the devs intended to be unlit, but that can be explained away by Dwarven technology or whatever.
Would I be able to receive permission to upload these copied + renamed meshes as a separate mod? Thank you.
Also, if anyone has any insight here and thinks this is the wrong approach to solving this problem, I would be more than happy to hear it. Thanks!
Without
https://imgur.com/tqDlniU
with Mod
https://imgur.com/puDiTap
Here's a renegade video showing these branches in action. LoL! Might want to skip ahead quite a bit to get to the dwemer goodies.
I had an issue with the 2 exterior sconces at Mzulft (the main entrance, just outside): they were creating a black glow (dwewallsconce02on.nif).
Not sure the cause, I just hid the file.
https://drive.google.com/file/d/1DU0J4Q1EiIe9QAJWaQLQmffa-bsoltRl/view?usp=sharing
https://drive.google.com/file/d/1WraIcGILOde2DeGbZeVDDDzDt6YntUGK/view?usp=sharing
It is not ELFX or ENB Light.
thanks for looking into it!
https://i.imgur.com/iwV399G.jpg
https://i.imgur.com/8EsPXz6.jpg
i'd really love to see a pseudo light source using enb light that a guard could carry. like the mods that make guards carry lanterns except the lantern would be solely an enb light source. i've been stacking candle nifs on top of one another in some interiors and have achieved some good looking "lighting" without the flickering. so i think a guard carrying a lantern would look good. since lantern candlelight is much smaller that torches, it'd look natural
I have made dwemer lantern meshes parallax compatible for use with Frankly HD Dwemer Ruin Expansion and Pipework Parallax.
Dwemer Lanterns Parallax Meshes
Would it be possible to either upload this as an optional patch on the parallax page, or can I send them to you for optional files?
Thank you!