Skyrim Special Edition

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StarShowMaster

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StarShowMaster

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About this mod

Only for ENB users (2019 or newer).
Compatible with torches, lanterns or candlelight spells.
Does not count for light level.
No Scripts.
Craftable for just one goldcoin.
Don't use any slot - wearable besides other rings.
Compatible with any character lighting mod - or any mod that adds lights to your character.

Requirements
Permissions and credits
Changelogs
Only for the ENB users (2019 or newer). Sneaks some ENB Lighting Rings into your inventory.
Compatible with any character lighting mod - or any mod that adds lights to your character.

This is basically an standalone ENB duplication of my Lighting Rings, just exchanging the lights with glowing ENB particles.
The effect is mostly visible in darker environments, in bright sunlight it is barely noticeble.
Aaand it is purely cosmetic, because the game AI should not be able to detect something injected per ENB.
You may check it yourself, just intall "Detect Light Level". (Spelltome is in Helgen Keep.)
That's the main reasons this mod is in the visuals section, as it is in no way gameplay related.

"IT JUST WORKS (finally)", even if it started basically as a test of what is possible to do with ENB particle lights as light sources.
Yes, there are some limits as well, but also some real improvements, like compatibility with each and every mod that adds light to any character.
So good news for people who like to light their faces or love to incarcarate torchbugs in lanterns.
the enchantments are set up to give a more subtle effect, which can be tuned by changing the ENB "BigRangeRadius" in "ComplexParticleLights".
(In my game set to 0.64 to give those bugs made by rudy102 a more realistic glow.)
You also could open up the "magic" meshes with NifSkope and expand until you see the "BSEffectShaderProperty".
Click on it for details and ajust the "Base Color Scale", set to mostly around 0,25.
But that's a task for maniacs, as each of those has at least 3 - 11, the surround meshes 27 68 69 of those values.
Added more particles to reduce "wandering shadows" and give smoother lighting.
Surround 1 now dimmed for people who don't want to glow like torchbugs, rings 2 and 3 increasing brightness, all stackable.
Added some "normal" rings for the usual ringslot, as followers seem to reject custom ring that do not use the ringslot.
Big Thank You and Kudos to Gawad for reporting this back!

New 1.4 Update: Vanilla lightspell-flashes are beeing swapped for the particles Powerofthree used in his awesome ENB Lights For Effect Shaders.
They gave my character such a nice, smooth glowing butt that I tried them on these meshes, too. Muuuch better!
Wandering shadows/stripes only show up in my  game if I decrease the "BigRangeScale" of the ENB settings below 0.08, so these will help with FPS on older Computers.



You will get the best effect just using the "surround" ring and can double that with the "surround 2"  and "surround3" with 27 68 69 lights each.
Adding the "front" and "front2" to that combination will light up your face even more (147 more than 220 particles).
Should be enough for ENB presets with lower setings, eg Culminated, but may be to much for older Computers.
Otherwise just crank up the "BigScale" a bit, which gives a smoother lighting, too.

The rings are also craftable at any forge for one gold coin. Because they are even smaller as such a coin it seemed to be right to use the metal of a coin to craft them. The recipes will only show up when you don't have that special ring in your inventory already, and wear the "surround" ring to keep the crafting menue cluttering down. (If you need more, just store the first set in a container.)
More than one of the same ringtype won't work anyways, you would have to make a copy of ring and enchantment in the CK to use both at the same time.
See Surround and Surround Addon for example. Thats limited by the game.

Limitations of particle lights:
- Small range, usually about one ingame unit. So not useable for big radius lighting (but good for small radius and things like torchbugs).
- As effect shaders of this type are mostly blocked through water surfaces or other alpha using meshes, particle lights are invisible in certain sutuations. So the light used by the rings themselves is not visible if they are underwater and you above. But the good ole membrane shader does the trick, so you can find them. Haven't tested the lights wearing bound daedric armors, but with it works fine with Dragon Aspect (effect shader).
- when using chameleon like alpha shaders (ghostveil) ENB lights don't work, vanilla lights do. Can be seen as pro or con.
- Several effects on a single enchantment don't work. One of them wins, the rest is invisible. (The same as with vanilla lights.)
- Sometimes strange lighting behaviour, such as flickering. (The same as with vanilla lights.)
  Flickering can be substantially reduced by adding more lights. (just the opposite behaviour as vanilla lights.)
- Illuminating ground when camera is hovering above character. More so if "BigRangeRadius" is set to high or using high "Base Color Scale".
- Lights are not stored in saves. Sometimes they don't show up on loading savegame or passing loaddors. Just reequip ring(s).
- ENB Lights on your character do only work in 3rd person view!


Improvements compared to game lights:
- Many lightsources possible in addition to the already used vanilla lights. so even if they flicker a bit (hey, this is Skyrim), you will notice it less if using many of them with lower intensity each.
- Muliple effects using the same skeleton bone are viable, even using the same effect mesh. "Surround", "surround addon" and "front" use the head bone in peaceful coexistence. 57 147 more than 200 lights added to one bone! the limit is your GPU.
- Theoretically it is possible to use every bone of the player skeleton. (Description how to below.)
- when using chameleon like alpha shaders (ghostveil) ENB lights don't work, vanilla lights do. Can be seen as pro or con.
- Do not count towards your light detection level, as they are post-processing-injected. (Until Bethesda makes a patch for that.)
- Lights are not stored in saves. No savegame bloating.


With those "real light" rings I got the severe limitation to using one light per character.
Not one per spell or one per skeleton bone but one per character.
Using some lighting mod to enhance your character brightness together with my beloved Sneak Rings is simply not possible.
So grudgingly I installed the newest ENB series, just to try if that new particle system could work around that limitation.
(The last time I used that was for Oldrim on my old computer. But it slowed down my FPS to a crawl and got ditched really fast.
My new machine seems to  handle it well, so this is my first attempt to do something ENB related.)

The Inspiration for this were rudy102's mods, turning torchbugs, moths and whatnots to "real" lightsources.
They turned out to be real help in making this too, as he provides a tutorial "ENB Particle Light - How to tweak and add" in some of his mods.
In his permissions in that mod he wrote:
"You are allowed to use the assets in this file without permission or crediting me"
So that was what I did - using one of his billboard nodes. But he does not get away without his deserved credits. THANK YOU!!!
Saved a lot of time tweaking my own billboard node.

A requirement (for me, as it is my first installed ENB preset) is 4109's ENB Light. (but every preset enabling particle lights will work, too.)
But his "Guide" and "Knowledgebase" helped a lot, too.

Micro-Tutorial:
If you want to make your own glowing feet or butt, open nif in NifSkope and change attachpoint. (nif pic 1)
Move the lightsources (billboards) until they fit best. (nif pic 2)
Change color and intensity as you like. (nif pic 3)
You won't see the results until you use your created items ingame, so it may take some time switching between your personal test cell (any dark room will do) and NifSkope.
Took me some hours to get the surround mesh as desired.

Ich könnte ja auch noch 'ne deutsche Übersetzung hochladen, aber ich glaube, bei den paar Ringen lohnt das nicht wirklich, oder?
Mein eigenes Spiel ist nach weniger als einem halben Jahr schon wieder ziemlich bilingual,
alleine schon, weil es für viele vertonte Mods keine gute Übersetzung gibt.