IMPORTANT: Lux Via resources (if you're not using the mod, just download the resource pack) and Lux patch hub are now hard requirements. First includes all needed resources I'm relying on (lanterns and braziers), Second includes all Lux official patches. I separated both pages upon request cause the mod is now way too massive for me to update or even manage it. I'll also help users who just need to update their patches or resources without installing everything from scratch.
REMINDER 1: If you need the Lux - Resources plugin, I'm relying on resources I'm using in Lux Via, so if you're not a Lux Via user, you can still download the resource pack in the misc section of this mod.
REMINDER 2: Myrwatch & Xraithguard CC content CAN'T be patched in its current state because they're both ESM and ESL and thus has the infamous cell bug. To make my patch work you need to install Myrwatch - Editable Home Cells (Cell Bug Workaround) and Wraithguard similar fix cause that's the only way to patch both mods. FOMOD has been updated accordingly.
REMINDER 3: For now all optional overhauls, lighting variants and lightweight patches (for people looking for better performances in demanding areas) will be supported on their own mod page since a lot of people literally missed them, most certainly because Lux FOMOD is entirely automated and thus not much suited for optional choices. If you're looking for them check this page directly :
If you're looking for pre-releases or earlier updates, you can join my Discord.
LUX is NOT compatible with other lighting mods. (If you're experiencing issues cause you're using a ELE+ELFX+RLO+WindowShadows+Lux, don't even dare posting here - and stop combining stuff, pervert) ENB Compatibility
If your enb isn't compatible contact the author or try to tweak it yourself. Usually the quickest way to ajust your enb is to modify:
1. Point Lighting (interior day/night from the environment section) is controlling all lighting I manually placed, natural or artifical lighting. Be careful with the day/night cycle when tuning it cause it's controlling both candle or torches as well as sunlighting from windows, pits etc. 2. Ambient Lighting (interior day/night from the environment section) is controlling fake lighting (my own lighting templates). Increasing it will make the whole environment brighter overall, that part is mostly useful to set unlit areas brightness cause it won't change a thing about all light bulbs I'm actually adding. 3. Particle is controlling beams or mists if you chose the no effect lighting option in my FOMOD. As a general rule I would use effect lighting mists cause they tend to look a bit bad without that shader but not for beams. Particle settings are tuning water or wind effects as well as those beams used for most pits and windows. You can tune their intensity but also how much ambient or point lighting are affecting them. 4. Complex Particle lights is controlling anything related to ENB light nodes. If you're using ENB light of course. I would recommend quite a low intensity to complement my own lighting, so that every single candle gets that extra lighting even if it's barely noticeable. 0.2/0.3 values are usually looking quite decent, more could lead to overbright lighting cause those will stack with my own lighting so be careful. 5. Windowlight is controlling both windows and embers glow. You'll need higher values at day and quite low values at night for obvious reasons. You can add a bite of curve to crank whites up, that extra glow works well with ENB's own fake global illumination.
Load order
Put Lux at the bottom of your load order. Only Dyndolod and occlusion should be loaded after a lighting mod.
[Top/Loaded first] ESMs including Lux Resources and master plugins Most mods Lux Orbis/Via Water mods (except from Water for ENB which seems to have hidden conflicts with Lux main plugin) Lux main plugin Water for ENB Water for ENB patches Lux - Generic patches (USSEP, Water for ENB, Embers, Sounds of Skyrim, Distinct Interiors and such things) Lux - New Variants main plugins Lux - standalone mods patches Lux - crossover patches (my patches that are relying on other patches) ENB nightvision fix (not necessarily that low but since it's editing LTs, no one knows !) DynDolod Occlusion [Bottom/Loaded last]
How to quick patch content I didn't rework
Spongeman131 released a quite handy patcher one needs to run on xEdit to reduce or increase all lights at once: Global Lighting Patcher Script. You just need to set a factor for both templates and actual lights to increase or decrease all light bulbs from a plugin. It can be used to reduce overbright mods but it also can be used to increase my own plugin lights intensity, for non ENB users for example. Just find the right spot and run it on all plugins. One can also apply my own lighting templates to other cells, some mods are doing that already. Everything else needs to work on a patch in the CK and rework the whole lighting; basically what I'm doing for each patch.
Frequently asked questions
Q: Lux is crashing when using USSEP patch A: Since Skyrim latest update, some people seem to have issues with new headers, probably because they're using older exes. It's a bit of a mess and my patch doesn't have any obvious issue but one can try two solutions out, first using USSEP older (pre-update) version or perhaps using Backported Extended ESL support that seems to fix the issue.
Q: Clothes, potions or various items are glowing ingame A: Those item meshes are still using the bugged vanilla rim lighting shader that makes everything glow when a shadowcaster is nearby. You need to get rid of that shader on those items. If you're having glowing clothes and using CBBE bodyslides there's a fix on the Nexus cause all CBBE meshes are bugged to start with. You can also simply use Spongeman's batch processing script, run the rim lighting removal script from any xEdit session and select the folders you want to fix. It'll remove it from all meshes that aren't supposed to rely on it.
Q: Flames in Dwemer lanterns have purple squares A: Lux FOMOD is automatically installing a custom flame when detecting Embers plugin so that all flames I'm using are using Embers own atlas. You're probably using EmbersXD Lite or a version that isn't installing those modded flames. Just uncheck the Embers flame in the FOMOD then, or use EmbersXD complete version.
Q: There's no building in Riverwood Sleeping Giant inn when using JK's patch A: You didn't installed my optimized meshes, simple as that. Meshes I'm relying on are installed with all optimized meshes, you need to install them at least once if you're planning to skip that step if running the FOMOD again.
Q: Some dungeons are vanilla bright A: Something is overwriting my own cell settings where I'm changing all lighting templates and image spaces. If anything is loaded after Lux it'll need a patch as long as it's editing any interior cell.
Q: Lux makes my game too dark. A: That's quite a common misconception about what actually is a lighting mod. If you're using an ENB your game can't be too dark or too bright because of Lux, it just means you're using a badly tuned ENB or maybe an ENB not tuned for Lux at all. You just need to use a properly tuned ENB or even tweak it yourself. If not using an ENB you can run a script (read the section above) and/or use my optional brighter templates if you're looking for more fake lights.
Q: Lux makes my game too bright. A: ENB isn't correctly tuned or something is overwriting Lux lighting templates edits, hence why one should load it last in his load order. Any plugin editing a cell overwriting Lux will revert it back to vanilla.
Q: My game is crashing a bit randomly, especially in Understone Keep. A: You may be using the Minimap mod, which may be the only way to crash when using Lux because of a compatibility issue. I have no clue about what's going wrong there but that mod will cause crashes if being used along with Lux.
Q: Lux makes my game crash at launch. A: Lux isn't causing any crash at launch, this kind of crashes are usually caused by wrong load order, you're just trying to load a plugin where it shouldn't be in the first place. Really hard conflicts or outdated patches can also cause some crashes but they're usually quite rare.
Q: Lux makes my game crash at launch but I'm using Elianora's Breezehome. A: Lux Breezehome patch must not be installed when using Eli's Breezehome Optimizations packages and patches. As stated in the description page of the mod, using both patches will lead to CTDs, one just needs to use that mod's page own Lux patch.
Q: My saves are corrupted, landscape is disappearing, something really weird is happening to my game since I installed Lux. A: You may have reached the game's engine plugin limit, which is easily done if using a lot of mods and patches. Install Engine fixes and look for the ini/toml, edit it and increase the max amount of plugins.
Q: There are too many patches. A: Most of my game is modded and all mods I patched are made by talented people and trying to improve them as much as possible is as important to me as vanilla game, if not more. All patches are tagged ESL though so there's no way someone is reaching the 255 esp plugins limit with my patches, ESPFE don't count toward the 255 plugin limit.
Q: How can I remove this black bars ? Ask Zangdar, I'm pretty sure he'll answer in the most gentle way.
Q: That door isn't showing anymore, what can I do ? Ask Janquel, only he knows the truth about Skyrim doors.
what's the main difference between ur mod and other lighting mods such as ELFX Shadow, RLO, RS + ELE, Luminosity or even Ambiance? I want to know, the difference between ur and ELFX Shadow especially cause they seem to implement similar functionality such as window shadow on some interiors. I get it that ur mod is enb only but, what else should I expect and why would I chose ur mod over the other alternatives, besides personal preference ofc?
Nah it's not for ENB users only, console players are using it too. It may be a bit dark though hence why I'm adding a link to Spongeman's lighting script so that one can increase all light bulbs values at once if needed. Cause one can only tune point lighting with an ENB.
Main difference is that I'm reworking everything from scratch, including patches I'm working on, fixing and improving lots of things in the process. Every single cell from the base game has been reworked. When I'm patching I'm literally reworking all the lighting, not replacing assets for compatibility, which is more time consuming but I've always used a lot of mods so trying to improve them as much as I can wasn't an option. I'm relying on more shadowcasters too and focusing on natural lighting when it's possible, I like when interiors have a decent day/night cycle, window frame lighting is only a plus, both are definitely complementary. I also tried to make places as unique as possible, not mechanically repeating the same scheme everywhere. I'm replacing most braziers and lanterns depending on locations and regions with Orbis already but I'm planning to change all lanterns in Lux too for the next big 5.0 update.
Great explanation of what are the main differences. However I have a suggestion, the mod Window RT uses an emulated Ray Traced light bounce effect, which I don't see being promoted in any other mods which use window shadow as a base (if ur uses it at all, seeing ur reworking everything from scratch). If ur mod doesn't include that, I would suggest it as a feature to add after u feel the mod is "done". I know it might be quite an undertaking, considering ur method of work on it from scratch, but it would greatly add to ur mod's atmosphere, and, a new plus over other lighting mods. I would also suggest adding an option to use vanilla assets, instead of VIA, as some people might want to use their own mods for those assets. I understand what ur building is massive already, and adding more modularity to it, may make it not doable in the long run, but if it is possible, I'm sure a lot of people would appreciate that.
I also suggest u sticky this so that other people seeking to know the differences between these mods would benefit from this and u wouldn't have to answer it more then once(hopefully, but knowing how people are, I think there will still be some non readers that skip over it...). Anyway seems great judging by the screenshots, I'll give it a go, on my next playthrough.
Ray tracing is misleading cause it's only bounce lighting, which is already something I'm doing when it's possible but on a smaller scale cause giant ambient bulbs look bad in most cases when it comes to natural lighting since they're using omni. Most lights I'm adding often have two or more additional bulbs to simulate all the bounce and reflection, well when I can afford the budget of course cause game's engine is really limited in that department. But for natural lighting I prefer to rely on shadowcasters, one of the window frame and one for the ambient lighting in the whole room. That's how I make most farmhouses now.
Hi, Tnx for the mods but I have a problem when i enter sky haven temple get freezing or black screen i install 200+ mods and turn them off one by one and found conflict LUX with "Landscape Fixes For Grass Mods" we need patch for that
When installing obscure college, there's a high probability that entering one of the dorm rooms (I forget the name) will crash. No sure what cause this.
Check the bug report section about that, I uploaded a small fix in the patch hub optional section. I wasn't crashing but since it's related to occlusion I simply disabled it entirely.
too many bugs, too many violet meshes without textures. for example, what a hell the author replaced the smoke in the giants campfires? but the lighting is really cool )))
I think this mod is awesome. Is imposible 100% compatible, if you have so big world and so many other mods. I see in this only one problem - we still dont have Elders Scrolls 6.
Actually, he did. meshes\clutter\giant\giantcampfire01burning.nif and meshes\clutter\giant\giantcampfire01burningnoland.nif. as a result, floating semi-transparent squares.
Spoiler:
Show
One more example (Meshes\dungeons\nordic\exterior\nortmpextplatstairmid02.nif). Instead of this
Spoiler:
Show
I see this.
Spoiler:
Show
It's not cool to see such colored meshes (white, violet, brown or yellow) here and there. Removing meshes copied from the Lux mod archive solves the problem but it's not easy to find them ))) Partially solved (white, brown and yellow meshes). Wabbajack copied split meshes from "Split meshes (Parallax)" instead of "Split meshes" folder.
No shadow optional giant campfire comes from Giant Campfire Cast shadows mod, it's the ENB light option but obviously it's using missing particle textures. I'll replace it with the no ENB one for my next update to be sure it works for everyone out of the box. You can get the no ENB meshes on the original mod page if you need it now. You can also use EmbersXD which has the best campfires around and its giant campfire mesh shouldn't cast shadows either.
Whitish snowy meshes means you're using parallax along with not compatible snow mod or even not compatible meshes (vanille game isn't made to support parallax to start with). You can try Simplicity of Snow out or just install Autoparallax which should fix automatically all parallax issues. There's not much I can do on my side, so using that mod is the best thing to do if you don't know much about how parallax works.
Those are glow meshes, vanilla game is adding that everywhere. They're probably included into embers meshes, you can use a mesh replacer (EmbersXd for example, it has glow options to reduce it) or just use a glow killer mod, preferably one that is only tweaking the texture so it's compatible with any mesh out of the box.
That's Apocrypha final boss area, right ? It's a worldspace if I ain't wrong, maybe I can tweak that weather a bit. I'll crank that area lighting up a bit for my next update.
Yes, that's Apocrypha final boss area on the screenshot. But all other areas in the Mora's "library" are way too dark. And it would be cool to add an eye adaptation removing patch. And "Even more brighter" templates )))
In some Dwemer dungeons with long passages the distant blue fog is still visible. The fog is far away but it's visible. An additional mod (ex. Remove Interior Fog.esp) is needed to work properly. But the picture gets too contrasted. Not good.
Hey, I'm sorry if it's actually written here somewhere, i am notoriously blind when trying to find things i seek. Which textures did you use for these gorgeous screenshots? They can't be vanilla, right? Especially the first few screenshots of Dragonsreach and the Whiterun Inn make me want to get the exact same texture pack...
Edit: So... i just found out about ENBs. I guess i've been asking the wrong question. Since i am a total noob when it comes to modding the graphics of Skyrim, is LUX compatible with just any ENB? Since ENBs change stuff about lighting as well i am not so sure.
(Do you remember a texture pack that you used? If not maybe you can recommend any? I've tried using "Enhanced textures detail (UV-tweaks)" but i must've installed something wrong as i can hardly see a difference.)
I'm not sure if this is the right place to ask for Lux patches, but could you please make one for TBD - Statue of Dibella?
In the posts tab, there's a comment on page 4 by gades28 that details how the statue is the wrong size/position and further replies point to it being because of Lux.
Hi, I'm not doing such patches but one can just forward the mod's own changes so they're overwriting my own edits, or just delete my own edits so they're not conflicting anymore.
This mod is beautiful and it works wonderfully for me, but I have one issue that I'm unsure of how to fix. In Lakeview Manor, the lights in the armory, primarily the sconces on the wall with the mannequins and the lantern to the left, don't emit any light and it is incredibly dark. Im not sure if I have another mod that is messing with them, but I know for a fact I dont have any other mods that affect lighting (except Via :D) nor the Hearthfire Homes. I haven't checked this for the other homes' armories.
I reworked Hearthfire in my latest update, do you have a screenshot of that specific part ? It should be lit enough now but maybe I messed up somewhere since all lights are scripted there.
I'm sorry if I seem a little harsh in my questioning, but why the mod attempts to fix so many meshes? Would'nt that be more adequate into a separate mod? I was going to install but the fomod left me a little confused. To be more specific: - Optional effects: might they conflict with other mods? - Ice cave meshs: if I use a mod that replaces vanilla mesh, it will have any problem? And also I don't even know if my texture mods have this mesh or not (Noble Skyrim and Skyland AIO) - Optimized meshes (last option): if I'm using any mod that changes vanilla meshes, should I select Vanilla or none? It says that those meshes are mandatory to make the mod work as intended. And most important, where should I put LUX into MO2 left panel load order? I saw the FAQ above and mentions load order, but I guess it refers to the plugins load order or am I wrong? EDIT: I just realized I was just at page 1 of the FOMOD... there were 7 left. I give up :(
Meshes need to be optimized for lighting because of engine limitations. A single mesh can only be lit by 6 light bulbs so bigger or heavily lit meshes can break really fast hence why I'm uploading those. You can replace any optimized mesh but if the new one isn't optimized/split it may break here and there depending where it's being used ingame. Sometimes it's not much noticeable, sometimes it is.
Ice cave meshes I'm providing aren't optimized for lighting, ice caves rarely need it, but they're just fixed so rock isn't glowing like ice since, well...it's rock. It's just something that bothered me, feel free to overwrite with any kind of modded ice cave mod. My own edits are only optional like I wrote in the FOMOD description.
As a general rule you'd better let Lux win most conflicts, left or right panel. Meshes should only be overwritten by optimized meshes like I wrote above, and Lux plugins should be loaded quite low so nothing is overwriting my own cell settings edits or you'll get vanilla fake lighting back.
When you say "so bigger or heavily lit meshes can break really fast", what do you mean with "break"? Crash to desktop or just weird light effect? And optimized for lighting in what way? I understand a bit of nifskope, so you can get more technical if needed. I want to know because I need to know how can I identify if a mesh is optimized or not.
Just want to tell you, I installed this + Lux Via + Patches and... WOW! This is the best interior lighting for skyrim I've ever seen! I used ELFX for a long time but after taking a break and coming back, the weird shadows from ELFX threw me off (for example the torch inside Alternate Start prison, there's a huge shadow because of the torch support, but wouldn't be like that IRL..). Your mod is awesome, thank you very much for your work and for giving suport and answering all my questions!
Broken meshes are darker and can't receive any lighting at all. It's more noticeable in brighter environements but each time a mesh is too dark and can't be lit anymore, that's because it broke because of lighting. It won't make the game crash though, it's purely visual. Optimization is mostly about separating a single mesh trishape into multiple pieces since engine limitation relies on mesh actual bound. Smaller parts means smaller bounds. That's pretty much how ELFX started it all actually. ^ ^
For anyone having issues with High Hrothgar missing textures, I didn't realize there is a separate patch for this in files section, installed and it is fine. Has nothing to do with Auto Parallax.
I checked too but OCW patch and assets are still there. Look for Cities/College of Winterhold, perhaps it's not automatically installed on your side for obscure reasons. You can also just grab both the plugin (Lux- OCW patch) and all meshes from the Lux - OCW folder in the rar if the FOMOD doesn't work for you.
10380 comments
IMPORTANT:
Lux Via resources (if you're not using the mod, just download the resource pack) and Lux patch hub are now hard requirements.
First includes all needed resources I'm relying on (lanterns and braziers), Second includes all Lux official patches. I separated both pages upon request cause the mod is now way too massive for me to update or even manage it. I'll also help users who just need to update their patches or resources without installing everything from scratch.
REMINDER 1:
If you need the Lux - Resources plugin, I'm relying on resources I'm using in Lux Via, so if you're not a Lux Via user, you can still download the resource pack in the misc section of this mod.
REMINDER 2:
Myrwatch & Xraithguard CC content CAN'T be patched in its current state because they're both ESM and ESL and thus has the infamous cell bug. To make my patch work you need to install Myrwatch - Editable Home Cells (Cell Bug Workaround) and Wraithguard similar fix cause that's the only way to patch both mods. FOMOD has been updated accordingly.
REMINDER 3:
For now all optional overhauls, lighting variants and lightweight patches (for people looking for better performances in demanding areas) will be supported on their own mod page since a lot of people literally missed them, most certainly because Lux FOMOD is entirely automated and thus not much suited for optional choices. If you're looking for them check this page directly :
If you're looking for pre-releases or earlier updates, you can join my Discord.
If you like my work and want to support it:
Compatibility
LUX is NOT compatible with other lighting mods.
(If you're experiencing issues cause you're using a ELE+ELFX+RLO+WindowShadows+Lux, don't even dare posting here - and stop combining stuff, pervert)
ENB Compatibility
If your enb isn't compatible contact the author or try to tweak it yourself. Usually the quickest way to ajust your enb is to modify:
1. Point Lighting (interior day/night from the environment section) is controlling all lighting I manually placed, natural or artifical lighting. Be careful with the day/night cycle when tuning it cause it's controlling both candle or torches as well as sunlighting from windows, pits etc.
2. Ambient Lighting (interior day/night from the environment section) is controlling fake lighting (my own lighting templates). Increasing it will make the whole environment brighter overall, that part is mostly useful to set unlit areas brightness cause it won't change a thing about all light bulbs I'm actually adding.
3. Particle is controlling beams or mists if you chose the no effect lighting option in my FOMOD. As a general rule I would use effect lighting mists cause they tend to look a bit bad without that shader but not for beams. Particle settings are tuning water or wind effects as well as those beams used for most pits and windows. You can tune their intensity but also how much ambient or point lighting are affecting them.
4. Complex Particle lights is controlling anything related to ENB light nodes. If you're using ENB light of course. I would recommend quite a low intensity to complement my own lighting, so that every single candle gets that extra lighting even if it's barely noticeable. 0.2/0.3 values are usually looking quite decent, more could lead to overbright lighting cause those will stack with my own lighting so be careful.
5. Windowlight is controlling both windows and embers glow. You'll need higher values at day and quite low values at night for obvious reasons. You can add a bite of curve to crank whites up, that extra glow works well with ENB's own fake global illumination.
Load order
Put Lux at the bottom of your load order. Only Dyndolod and occlusion should be loaded after a lighting mod.
[Top/Loaded first]
ESMs including Lux Resources and master plugins
Most mods
Lux Orbis/Via
Water mods (except from Water for ENB which seems to have hidden conflicts with Lux main plugin)
Lux main plugin
Water for ENB
Water for ENB patches
Lux - Generic patches (USSEP, Water for ENB, Embers, Sounds of Skyrim, Distinct Interiors and such things)
Lux - New Variants main plugins
Lux - standalone mods patches
Lux - crossover patches (my patches that are relying on other patches)
ENB nightvision fix (not necessarily that low but since it's editing LTs, no one knows !)
DynDolod
Occlusion
[Bottom/Loaded last]
How to quick patch content I didn't rework
Spongeman131 released a quite handy patcher one needs to run on xEdit to reduce or increase all lights at once: Global Lighting Patcher Script. You just need to set a factor for both templates and actual lights to increase or decrease all light bulbs from a plugin.
It can be used to reduce overbright mods but it also can be used to increase my own plugin lights intensity, for non ENB users for example. Just find the right spot and run it on all plugins.
One can also apply my own lighting templates to other cells, some mods are doing that already. Everything else needs to work on a patch in the CK and rework the whole lighting; basically what I'm doing for each patch.
Frequently asked questions
Q: Lux is crashing when using USSEP patch
A: Since Skyrim latest update, some people seem to have issues with new headers, probably because they're using older exes. It's a bit of a mess and my patch doesn't have any obvious issue but one can try two solutions out, first using USSEP older (pre-update) version or perhaps using Backported Extended ESL support that seems to fix the issue.
Q: Clothes, potions or various items are glowing ingame
A: Those item meshes are still using the bugged vanilla rim lighting shader that makes everything glow when a shadowcaster is nearby. You need to get rid of that shader on those items. If you're having glowing clothes and using CBBE bodyslides there's a fix on the Nexus cause all CBBE meshes are bugged to start with.
You can also simply use Spongeman's batch processing script, run the rim lighting removal script from any xEdit session and select the folders you want to fix. It'll remove it from all meshes that aren't supposed to rely on it.
Q: Flames in Dwemer lanterns have purple squares
A: Lux FOMOD is automatically installing a custom flame when detecting Embers plugin so that all flames I'm using are using Embers own atlas. You're probably using EmbersXD Lite or a version that isn't installing those modded flames. Just uncheck the Embers flame in the FOMOD then, or use EmbersXD complete version.
Q: There's no building in Riverwood Sleeping Giant inn when using JK's patch
A: You didn't installed my optimized meshes, simple as that. Meshes I'm relying on are installed with all optimized meshes, you need to install them at least once if you're planning to skip that step if running the FOMOD again.
Q: Some dungeons are vanilla bright
A: Something is overwriting my own cell settings where I'm changing all lighting templates and image spaces. If anything is loaded after Lux it'll need a patch as long as it's editing any interior cell.
Q: Lux makes my game too dark.
A: That's quite a common misconception about what actually is a lighting mod. If you're using an ENB your game can't be too dark or too bright because of Lux, it just means you're using a badly tuned ENB or maybe an ENB not tuned for Lux at all. You just need to use a properly tuned ENB or even tweak it yourself. If not using an ENB you can run a script (read the section above) and/or use my optional brighter templates if you're looking for more fake lights.
Q: Lux makes my game too bright.
A: ENB isn't correctly tuned or something is overwriting Lux lighting templates edits, hence why one should load it last in his load order. Any plugin editing a cell overwriting Lux will revert it back to vanilla.
Q: My game is crashing a bit randomly, especially in Understone Keep.
A: You may be using the Minimap mod, which may be the only way to crash when using Lux because of a compatibility issue. I have no clue about what's going wrong there but that mod will cause crashes if being used along with Lux.
Q: Lux makes my game crash at launch.
A: Lux isn't causing any crash at launch, this kind of crashes are usually caused by wrong load order, you're just trying to load a plugin where it shouldn't be in the first place. Really hard conflicts or outdated patches can also cause some crashes but they're usually quite rare.
Q: Lux makes my game crash at launch but I'm using Elianora's Breezehome.
A: Lux Breezehome patch must not be installed when using Eli's Breezehome Optimizations packages and patches. As stated in the description page of the mod, using both patches will lead to CTDs, one just needs to use that mod's page own Lux patch.
Q: My saves are corrupted, landscape is disappearing, something really weird is happening to my game since I installed Lux.
A: You may have reached the game's engine plugin limit, which is easily done if using a lot of mods and patches. Install Engine fixes and look for the ini/toml, edit it and increase the max amount of plugins.
Q: There are too many patches.
A: Most of my game is modded and all mods I patched are made by talented people and trying to improve them as much as possible is as important to me as vanilla game, if not more.
All patches are tagged ESL though so there's no way someone is reaching the 255 esp plugins limit with my patches, ESPFE don't count toward the 255 plugin limit.
Q: How can I remove this black bars ?
Ask Zangdar, I'm pretty sure he'll answer in the most gentle way.
Q: That door isn't showing anymore, what can I do ?
Ask Janquel, only he knows the truth about Skyrim doors.
Main difference is that I'm reworking everything from scratch, including patches I'm working on, fixing and improving lots of things in the process. Every single cell from the base game has been reworked.
When I'm patching I'm literally reworking all the lighting, not replacing assets for compatibility, which is more time consuming but I've always used a lot of mods so trying to improve them as much as I can wasn't an option.
I'm relying on more shadowcasters too and focusing on natural lighting when it's possible, I like when interiors have a decent day/night cycle, window frame lighting is only a plus, both are definitely complementary.
I also tried to make places as unique as possible, not mechanically repeating the same scheme everywhere. I'm replacing most braziers and lanterns depending on locations and regions with Orbis already but I'm planning to change all lanterns in Lux too for the next big 5.0 update.
I also suggest u sticky this so that other people seeking to know the differences between these mods would benefit from this and u wouldn't have to answer it more then once(hopefully, but knowing how people are, I think there will still be some non readers that skip over it...). Anyway seems great judging by the screenshots, I'll give it a go, on my next playthrough.
But for natural lighting I prefer to rely on shadowcasters, one of the window frame and one for the ambient lighting in the whole room. That's how I make most farmhouses now.
Update: extracting the two .esps from the zip and dropping them in Vortex worked.
I see in this only one problem - we still dont have Elders Scrolls 6.
Glad you like the lighting though.
One more example (Meshes\dungeons\nordic\exterior\nortmpextplatstairmid02.nif).
Instead of this
I see this.
It's not cool to see such colored meshes (white, violet, brown or yellow) here and there. Removing meshes copied from the Lux mod archive solves the problem but it's not easy to find them ))) Partially solved (white, brown and yellow meshes). Wabbajack copied split meshes from "Split meshes (Parallax)" instead of "Split meshes" folder.
Whitish snowy meshes means you're using parallax along with not compatible snow mod or even not compatible meshes (vanille game isn't made to support parallax to start with). You can try Simplicity of Snow out or just install Autoparallax which should fix automatically all parallax issues. There's not much I can do on my side, so using that mod is the best thing to do if you don't know much about how parallax works.
Most of them look this way, way too bright and foggy inside. Maybe replacing some specific .nif in "effects" will do the job?
In Apocriptha it's a little too dark taking into account the green sky above ))) It's not a dungeon to be that dark...
That's Apocrypha final boss area, right ? It's a worldspace if I ain't wrong, maybe I can tweak that weather a bit. I'll crank that area lighting up a bit for my next update.
This mod is so easy to break... What's the reason that in two dungeons of four I see the distant fog and Lux is not working?
https://drive.google.com/file/d/1NeVLsjRjtYczAyXn4Dftke2626lHGqhC/view?usp=sharing
Updated: the culprit is a little unexpected ))) Realistic Water Two. As usual, the load order matters )))
The latest vertion. This is in the Understone Keep (near Markarth). Please, remove this fog.
BTW, is it nesessary to install Lux Orbis too? For now I use only Lux Via and Lux without ENB.
I'm sorry if it's actually written here somewhere, i am notoriously blind when trying to find things i seek.
Which textures did you use for these gorgeous screenshots? They can't be vanilla, right?
Especially the first few screenshots of Dragonsreach and the Whiterun Inn make me want to get the exact same texture pack...
Especially since I repacked everything into a BSA a while ago.
Edit: So... i just found out about ENBs. I guess i've been asking the wrong question. Since i am a total noob when it comes to modding the graphics of Skyrim, is LUX compatible with just any ENB? Since ENBs change stuff about lighting as well i am not so sure.
(Do you remember a texture pack that you used? If not maybe you can recommend any?
I've tried using "Enhanced textures detail (UV-tweaks)" but i must've installed something wrong as i can hardly see a difference.)
In the posts tab, there's a comment on page 4 by gades28 that details how the statue is the wrong size/position and further replies point to it being because of Lux.
To be more specific:
- Optional effects: might they conflict with other mods?
- Ice cave meshs: if I use a mod that replaces vanilla mesh, it will have any problem? And also I don't even know if my texture mods have this mesh or not (Noble Skyrim and Skyland AIO)
- Optimized meshes (last option): if I'm using any mod that changes vanilla meshes, should I select Vanilla or none? It says that those meshes are mandatory to make the mod work as intended.
And most important, where should I put LUX into MO2 left panel load order? I saw the FAQ above and mentions load order, but I guess it refers to the plugins load order or am I wrong?
EDIT: I just realized I was just at page 1 of the FOMOD... there were 7 left. I give up :(
You can replace any optimized mesh but if the new one isn't optimized/split it may break here and there depending where it's being used ingame. Sometimes it's not much noticeable, sometimes it is.
Ice cave meshes I'm providing aren't optimized for lighting, ice caves rarely need it, but they're just fixed so rock isn't glowing like ice since, well...it's rock. It's just something that bothered me, feel free to overwrite with any kind of modded ice cave mod. My own edits are only optional like I wrote in the FOMOD description.
As a general rule you'd better let Lux win most conflicts, left or right panel. Meshes should only be overwritten by optimized meshes like I wrote above, and Lux plugins should be loaded quite low so nothing is overwriting my own cell settings edits or you'll get vanilla fake lighting back.
Just want to tell you, I installed this + Lux Via + Patches and... WOW! This is the best interior lighting for skyrim I've ever seen! I used ELFX for a long time but after taking a break and coming back, the weird shadows from ELFX threw me off (for example the torch inside Alternate Start prison, there's a huge shadow because of the torch support, but wouldn't be like that IRL..). Your mod is awesome, thank you very much for your work and for giving suport and answering all my questions!
Optimization is mostly about separating a single mesh trishape into multiple pieces since engine limitation relies on mesh actual bound. Smaller parts means smaller bounds.
That's pretty much how ELFX started it all actually. ^ ^