Normally in vanilla, the lighthouse is off, and only lights for the quest, Lights Out!. When you turn it off during the quest, it stays off forever for the game like it was before the quest.
This mod makes it so the lighthouse is on at the start of the game, and then you turn it off during the quest, then it stays off forever? Is there any way to turn the lighthouse back on after the quest, or do you have to install this mod again after the quest to relight the lighthouse?
No, this mod allows the lighthouse light to turn back on after the Lights Out quest has completed instead of staying off forever as it does in vanilla.
Ok, that's cool. Not really a major impact on gameplay, but it might be nice to have for my elven noble character that spends lots of time hobnobbing in Solitude.
@Wolfpack49 In my game they have always returned after completing the quest. I just tested I completed "Light Out" a few days ago and the lights are there.
I can't turn the esl on... well I can in SSE but when I go to loot and reorder everything for my load order it shouts it down. If I reorder with the game's mod ordering it shuts down half my other esp (even though they're checked on there). I'm running SSE I have LOOT which claims to support SSE but caught in a catch twenty-two with your mod.
MO2 is treating the file like an ESM, refusing to reduce its load order priority below the last of the ESMs. xEdit also prefixes the mod with [ESM] even though it recognizes that it doesn't have an ESM flag.
Unfortunately, "Open it in xEdit" is the full extent of my modding ability, so I have no idea how to even investigate this further, much less fix it; but whatever the cause is, might be related to Eflat63's LOOT issues.
Plugins that end in .esl will be treated the same as .esm, it is a so called light master. If you want a light plugin that acts like an .esp you need to actually have the ending be .esp, and then you mark it as an ESL in xEdit for example.
I don't know if there are good reasons to make it an actual .esl file instead of an .esp marked as ESL, but I assume the author has a reason.
This worked great, and yes I could see it from my house Proudspire in Solitude, and also it fixes the worry I had of why can't I turn it back on. Being off permanently doesn't fit a gameplay where you take out Ja-Ree. MY Archer Hero Adventurer loved this option. Thanks for the mod.
it should be already fixed by ussep the USSEP version of qf_ms07_... script includes this bugfix https://afktrack.afkmods.com/index.php?a=issues&i=19942
21 comments
Normally in vanilla, the lighthouse is off, and only lights for the quest, Lights Out!. When you turn it off during the quest, it stays off forever for the game like it was before the quest.
This mod makes it so the lighthouse is on at the start of the game, and then you turn it off during the quest, then it stays off forever? Is there any way to turn the lighthouse back on after the quest, or do you have to install this mod again after the quest to relight the lighthouse?
I'm slightly confused.
In my game they have always returned after completing the quest.
I just tested I completed "Light Out" a few days ago and the lights are there.
Maybe It was fixed by USSEP at some point.
v3.0.4 (2016-06-11)
- After Lights Out! (MS07) the fire at the Lighthouse is never relit. (Bug #19942)
This is fixed by USSEP since 2016.
https://www.nexusmods.com/skyrimspecialedition/mods/34681
Unfortunately, "Open it in xEdit" is the full extent of my modding ability, so I have no idea how to even investigate this further, much less fix it; but whatever the cause is, might be related to Eflat63's LOOT issues.
I don't know if there are good reasons to make it an actual .esl file instead of an .esp marked as ESL, but I assume the author has a reason.
your plugin is named as "SolitudeLightHouseFix.esl". Do I have to rename the ending to .esp?
the USSEP version of qf_ms07_... script includes this bugfix https://afktrack.afkmods.com/index.php?a=issues&i=19942