You can already use a custom candle effect with no conflicts in case you want more or less particle light intensity for candles since the effect comes from a separate particle system that's attached to these models, in the same fashion as in the vanilla game.
I tested it with both this and with the medieval. complex particle lights in not a substitute for ENB Light, which adds a node or something to the mesh. overwriting the mesh means you're entirely dependent on the complex particle lights feature and the ENB Light effect is lost, which could create inconsistencies with other light sources.
With this the aura of light is much smaller and dimmer compared to that of medieval. You can compare them here with the same ENB settings. although to be honest this is prolly a bit more realistic, the ENB light candle effect is pretty intense. Seems to be brighter then the fire place :P
The thing is that the game already has particle light emitter for each point light, i.e. candle, and ENB Light adds another, larger one in the middle of the sconce. I don't personally think this is realistic either, not to mention that having more particle light emitters will also take a toll on performance. But I'm not to judge how anyone wants their game to look, as long as they like it themselves that's what counts. The patch solves this incompatibility, adding those additional emitters. ENB Light 0.98 Alpha is naturally required for them to work.
Yah I'd be keen to do away with ENB light and rely on specialized mods like rudy's more lights n just complex particle lights but wouldn't I lose all the sweetsauceness added to spells n such?
You could always install just the components from ENB Light that you want, I think that's the way 4109 intended it as well. The installer is a bit confusing especially with all the different ones out there but content has been broken down into separate components so you could install just the spell effects, for example.
Some more details: Vanilla game uses the exact same particle effect file for every candle flame in the game. Every candle mesh refers to the same file, so it is easy to adjust that one file in order to change all candles. However (and I believe I've already explained this on my mods page) The ENB particle light effect is driven by particle systems with very specific settings and the vanilla candle flame effect includes a glow particle (besides the flame particle system) which matches these requirements and therefore is the source of the light (the flame particle system itself produces no light); that particle IIRC has a size of 50 or so, which produces a relatively large light radius compared to what you would expect (when all ENB particle light radius settings are maxed). In my mod I reduce this to about 30, which produces what I find to be balanced and better performing, esp. in areas with many candles. I do this by changing the glow particle settings so that it no longer produces the light, and adding an additional particle system which drives just the light. However for many meshes which have more than one candle flame I actually completely disable the light from the flames and have separate single lights built in with larger light radius (e.g. a candelabra with 4 candles in my mod produces as much light as a torch). This performs better and works well with ELFX since ELFX removes a lot of interior lights and without particle lights interiors are just too dark. I actually have an unreleased ESP which reverses a lot of ELFX's edits and even adds more candles in many locations. Basically the game I play is mostly lit by particle lights. In the installer all this is optional if it doesn't work for your build. If you do not use my mod and rely on vanilla candles for particle lights I still recommend using an optimized (smaller light) candle flame. OR just reduce the particle light radius in your ENB settings but that will affect all particle lights. So I still recommend my mod because vanilla particle systems are just not designed for ENB and sometimes it works OK but most of the time the effects are too small or too large or too bright or too dim etc.
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+1
Candles cast complex particle light right out of the box even in vanilla and this mod doesn't affect the effect anyhow.
You can already use a custom candle effect with no conflicts in case you want more or less particle light intensity for candles since the effect comes from a separate particle system that's attached to these models, in the same fashion as in the vanilla game.
Here's a quick patch: https://drive.google.com/file/d/1CLK-EmqSGGCp4RN5sRqLe3-v6qYfkLBj/view?usp=sharing
Automatically (meaning that it's supported but not required) compatible with STAC as well.
With this the aura of light is much smaller and dimmer compared to that of medieval. You can compare them here with the same ENB settings. although to be honest this is prolly a bit more realistic, the ENB light candle effect is pretty intense. Seems to be brighter then the fire place :P
https://imgur.com/a/KkBzHPI
Does your patch solve this?
If this could be added to the nexus page here that'd be stellar
Horncandles - ENB Light - Horncandles ENB Light Patch??
Vanilla game uses the exact same particle effect file for every candle flame in the game. Every candle mesh refers to the same file, so it is easy to adjust that one file in order to change all candles.
However (and I believe I've already explained this on my mods page)
The ENB particle light effect is driven by particle systems with very specific settings and the vanilla candle flame effect includes a glow particle (besides the flame particle system) which matches these requirements and therefore is the source of the light (the flame particle system itself produces no light); that particle IIRC has a size of 50 or so, which produces a relatively large light radius compared to what you would expect (when all ENB particle light radius settings are maxed).
In my mod I reduce this to about 30, which produces what I find to be balanced and better performing, esp. in areas with many candles. I do this by changing the glow particle settings so that it no longer produces the light, and adding an additional particle system which drives just the light.
However for many meshes which have more than one candle flame I actually completely disable the light from the flames and have separate single lights built in with larger light radius (e.g. a candelabra with 4 candles in my mod produces as much light as a torch). This performs better and works well with ELFX since ELFX removes a lot of interior lights and without particle lights interiors are just too dark. I actually have an unreleased ESP which reverses a lot of ELFX's edits and even adds more candles in many locations. Basically the game I play is mostly lit by particle lights.
In the installer all this is optional if it doesn't work for your build. If you do not use my mod and rely on vanilla candles for particle lights I still recommend using an optimized (smaller light) candle flame. OR just reduce the particle light radius in your ENB settings but that will affect all particle lights. So I still recommend my mod because vanilla particle systems are just not designed for ENB and sometimes it works OK but most of the time the effects are too small or too large or too bright or too dim etc.
thx
What mod adds these lamps to Dragon's Reach, as in the picture - 4,7,12,21?
Many thanks ReTr0TeK ! :D
Dragons Reach's Stand Candle is another mod?