Skyrim Special Edition

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Mikey

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mikeynexus

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About this mod

201 designs of stained glass lanterns, craftable, placeable, moveable, with 6 touch-activated levels of lighting. Animated candle effect visible through the glass & coloured lighting effects. Custom fittings for hanging lanterns. A port of my LE mod of the same name.

Permissions and credits
Donations
* Added patches for the Great City series 
* Added patches for all of Arthmoor's towns and villages that need them 
* Added patches for latest ETaC (modular and complete)
* 1.03SE corrects 2 poorly placed lanterns in Dawnstar and replaces 1 faulty mesh (mnsglongpole02.nif).


This is a collection of 201 designs of stained glass lantern that can be crafted in-game and placed around the home, campsite, or anywhere else you might desire. Lanterns are also distributed throughout Skyrim in towns and cities and as loot.

Each lantern has 6 levels of lighting (7 if you include "off") with radii of 128, 256, 512, 1024, 2048 and Glow. Brightness also increases with radius.

Each lantern casts light of a colour corresponding to its stained glass colour (blue glass casts blue light etc.), with low or high saturation depending on the colour density of the lantern glass.

V1.SE available now! Includes:


* nicer fixtures for hanging lanterns
* better compatibility; lanterns have been removed from signposts wherever possible
* better meshes, better glass, better transparency, corrected glow effect, texture sets (finally!)
* new animations re-purposed from Vanilla candles (for swaying lanterns only - other lanterns still use SRramrod's awesome originals)
* vast improvement in angle-dependent transparency glitches...in fact, that's fixed completely now
* better textures...actually, I just figured out how to correct the aspect ratio in blender instead of fudging it in the texture
* fixed lanterns no longer ask you to touch them (oooh! Stop touching me!)
* fixed hanging lanterns now swing in the wind (except embiggened lanterns that are switched on - they kept going berserk so upscaled ON hanging lanterns do not swing...OFF ones do though, so that's cool)
* optional SMIM-style lanterns! Not a cut&paste; made from scratch in Blender to suit the stained glass
* optional dayglo fixed lanterns
* optional reduced glow levels for ENB users (like me)

* working texture sets means you only need to tweak one mesh to suit your lighting
* unlike the LE version, there is no capability (yet) to autodetect sunrise/sunset times in the game world, so lanterns switch on at 7pm and switch off at 5am.

As ever, let me know of any problems or patch requests.

***




If you just want the lanterns for yourself, not placed all over Skyrim, open the mnsglanternSE.esp in TESxEdit and delete the entire "Cell" and "Worldspace" entries.

All 201 lanterns (and all fixtures) can be picked up in the QAsmoke cell (open the console, type "coc qasmoke") in a custom-made lantern container (look around; you can't miss it once you get there).


Lighting Options


All lanterns can be set to Off - Glow - Level 1 - 2 - 3 - 4 - 5 - and then Off again. By default, light sources are omnidirectional and cast no shadows.

Texture Options and Designing Your Own Textures


NOTE: The (future) patch for Weissadler's Hamlet (will) use lantern #198, so don't overwrite that if you use that mod.

Lanterns from #178-200 use marble or oil patterns that are fairly generic. I did this deliberately so that players can use these lanterns to add their own designs without losing any of the original designs. All you have to do is create a new texture with an aspect ratio of 1.6:1 (1.73:1 for SMIM lanterns) and then squash it down to the usual 256x256, 512x512, etc. to use it in your game. 

All texture options for the frames of the lanterns are now included in the FOMod.


Where are they?

Lanterns can be bought and used by the player at most merchants. They can also be stolen from shops and houses if you are that way inclined. Due to limitations (i.e.; I don't know how to do that) if you turn on a lantern in someone's house it will cancel their ownership, so you can steal them with impunity.
They can be crafted at a forge or ordered using the console (search for stainedglasslantern).

#150 is a special lantern that cannot be bought (it can be crafted) or found as loot and only exists in one instance throughout all of Skyrim. If you want to "collect" it you will have to steal it but there's no normal theft penalty so, whatever...it's your conscience. True collectors will be satisfied with making the pilgrimage to see it.


Other Notes

* It is highly recommended that you use Jaxonz Positioner to place the lanterns, because it is totally awesome. Once the lanterns have been placed, touch (Activate) them once to lock them in place. They can be moved after this, but will not respond to gravity. Touch (Activate) them again to cycle through their light settings. Press and hold your "Activate" key at any time to return a lantern to your inventory.

* If you are not using Jaxonz (or Cobb) Positioner, you MUST move and place the lanterns BEFORE locking them. This is because the lanterns will follow their own script once they are locked, which means that the normal "grab" command (hold-Activate) will pick them up and place them in your inventory.

* Whether or not you are using a Positioner, once you return a lantern to your inventory it can be dropped and placed again normally, returning to its unlocked state.

* Moving a lit lantern does not move the light source; you need to cycle through the on/off settings to put the light back on the lantern's new location.

* If you are using iActivate the "Take or Lock" interface message will be truncated to "or Lock"...unless I fixed that...I think I fixed that...it was late...

Patches and Updates - pseudo-ESL/ESPFE files.

ETaC patches now available.
Patches for Arthmoor's towns and villages now available.
Patches for the Great City series now available.

Future Plans

* I am still hoping to implement support for Wearable Lanterns but that is an extremely complex mod and Chesko is extremely busy. If anyone knows how to add recipes to WL's crafting and item lists, let me know.

For now, you can use these textures for SRramrods wearable stained glass lanterns, freely.

F.A.Q.

1) Your textures suck/Can I make my own textures?

Absolutely! I'd love to see more talented people make special texture sets. Just credit this mod when you release them.

2) When Wearable Lanterns? I don't know. If you want to, you can use this mod from SRramrod to use stained glass wearable lanterns, and then use my textures as you wish. Ultimately I want to have 201 recipes for Travel Lanterns in an add-on, but that may not be feasible.

3) Why oh why 201 lanterns???

That's just what happens when you let people with OCD make mods.

Known Issues

* Sometimes after turning on a lantern you have to walk around for a minute before the flame animation becomes visible.
* If you're using the Snazzy Furniture and Clutter Overhaul or Unique Shops and Stores, both of these mods add a lot of items to Farengar's study and will clash badly with some lanterns I've placed there. A patch is coming soon, or you can convert the patch from the LE installation FOMOD.


Credits

This mod is a testament to the effectiveness of Cargo Cult Programming and would have been impossible without the amazing work of brilliant people.

Thanks especially to all the early adopters who gave me some great advice on how to make the mod bigger and better.

The lantern meshes and candle animation were originally created by SrRamrod as a modder's resource. Their operation is WAY over my head and he was very supportive of my efforts to get this mod out. The first 11 lanterns use his original designs, out of respect for his work.

Mentilreq's fantastic mod "Lanterns and Candles" was a great inspiration for this mod. My sequential activation script is based on his work (but heavily modified).

Lantern #150 is based on the TARDIS meshes and textures from TwistingVortex's freely available resources. Without his work, my TARDIS would have been a blue box.

Hold symbol vector illustrations are from the artist's resources by Polykobus.

Magic school symbols are from the resource by jeclxohko.

Shadow Marks were drawn by me and are free to use. Other images were carefully sourced from public domain resources or from my own photographs collected when travelling in Europe.

Images of the Nine Divines are from the Elder Scrolls Wikia. Other factional/commercial patterns are drawn by me based on default Skyrim signs.

The image used for butchers' lanterns is "The Slaughtered Ox" by Rembrandt, in the Louvre.

Great thanks are due to MissJennaBee, the creator of Expanded Towns and Cities, for her help in creating the ETaC patches and the FOMod installer.

Thanks to kojak747 for advice and testing, and for his great mods.

Thanks to all the great modders who let me make patches for their mods, and for the support and encouragement they offered me.


Shameless Promotion of my Other Mods

Seasonally/locationally adjusted daylight hours with realistic noon-sun height: Daylight Hours

A monumental carved wooden backdrop for Dragonsreach: Dragon Throne Wall

Nordic wallbaskets: My most popular mod. Ultra-high poly hand-carved replacers for crappy wallbaskets.


Permissions

I drew on the work of those listed above, but all resources from them are available for use in unpaid mods; you just need to credit them.

You don't need to ask permission to release your own textures for use with this mod, but please credit this mod as inspiration, and let me know because I'd like to see them!

You are free to use my custom meshes, textures and scripts in your own free mods.