Sorry to all who got stuck with the LE version of the ESP. I don't know how many times I checked it, but clearly it wasn't enough. Anyway, new FOMOD and replacement ESP available now.
For those having a problem with MO2 complaining about daylighthoursutil.dll, just delete the .dll. My apologies. This has been fixed as of 1.02SE.
The 1.03SE update is to add the correct mesh for mnsglongpole02.nif. Previously, the same mesh was used for longpole02 and longpole03, which left 4 lanterns hanging in mid-air. Additionally, the lanterns outside the Jarl's hall in Dawnstar were moved to a better position to avoid collisions (moved ~1 lantern width further out from the door frame).
Hello mikeynexus, congratulations for your mod, it gives Skyrim a very nice touch and I've been using it for a long time... My problem is that I use a series of exterior city patches for which I haven't found any patches (Enhanced Solitude, Enhanced Solitude docks, JPsteel Widhelm entrance, JPsteel Markath entrance, JK skyrim and Dawn of skyrim) and I have some lanterns in the air. I understand that everyone has their life and I don't want to bother you asking you to start making patches (if you could do it that would be great) but I would like to know if I can delete the floating outdoor lanterns using the makefordelete command without having any kind of problem or what reappear...Thank you very much for your time and help. Greetings.
is there anyway i could convince you to make these lanterns wearable like cheskos wearable lanterns id really enjoy roaming around with a green lantern or another lantern like whiterun or solitude or morthal etc is this a thing you would be willing to do or no?
Very nice mod. I love the lamps, but as with mathy79 MLS, the light is too bright with Lanterns of Skyrim 2. I have them placed only in the exterior areas. When they interact with the LS-2 lamps the light is too bright and white. When they are on their own, the look much better. I use enb. Could it be possible to have a variant of the mod with the lamps only for sale or craftable to use and place in homes or wherever? Have a nice new year. Thank you for the mod.
I love the look of this mod. I was wondering if there was a way to make the colored light more saturated. Maybe through xEdit or something? What values would I need to edit? Also thanks!
At first I wanted to thank you for your mod, thank you so much! Now I have a question for you. I use the mod from mathy79 "Medieval Lanterns of Skyrim" and in the cities it turns out the overlap of lights. Do you have the opportunity to make a patch for compatibility with this mod? Yes, I read in the description that I can remove your lights in Skyrim in SSEEdit, but I would not want to lose them at all.
I downloaded the mod 3 days ago and Mod Organizer 2 shows that the file is Version 1.0.0. But this must be an error. Maybe the file info is not correctly set. But MO2 will show an possible update.
30 comments
For those having a problem with MO2 complaining about daylighthoursutil.dll, just delete the .dll. My apologies. This has been fixed as of 1.02SE.
The 1.03SE update is to add the correct mesh for mnsglongpole02.nif. Previously, the same mesh was used for longpole02 and longpole03, which left 4 lanterns hanging in mid-air. Additionally, the lanterns outside the Jarl's hall in Dawnstar were moved to a better position to avoid collisions (moved ~1 lantern width further out from the door frame).
Could it be possible to have a variant of the mod with the lamps only for sale or craftable to use and place in homes or wherever?
Have a nice new year. Thank you for the mod.
But this must be an error. Maybe the file info is not correctly set.
But MO2 will show an possible update.