A very minor issue, though: the mod for version 1.3 (ESL version) is still labeled as 1.2 within Vortex, along with the zip it's contained within (1-2-1611293699), and recommends an update despite downloading the same zip.
Ah, I forgot that changing the file's title in Nexus doesn't change its name. I simply relabeled the ESL version to 1.3 to encourage new users to get the ESL file, but forgot to reupload it. Should be fixed now.
This worked great, thanks for this. Love the color changes and I am so glad that you moved the position of Candlelight. That shine in the eyes was a bit much and this made it perfect with the light moved above my head rather than in front of my eyes. Thanks.
Why did you preserve the duration aspect of the candlelight spell? One thing that annoyed me is that candlelight wasn't like a torch so you had to constantly recast it. That's why I have better candlelight installed, so it's just a toggle and not another thing I have to juggle. I'm curious why you decided to implement the mod this way.
I feel having a given amount of Magicka as the supply source for a given amount of duration and intensity of light helps make the use of that spell somewhat more believable even for the fantasy world setting.
There are two perks that allow the duration to be extended by 2.2x to 132 seconds (dual casting) and then another 1.5x to 90 seconds (stability) or using both for a total of 3.3x to 3 minutes and 18 seconds.
So....can I just use the nifs to REPLACE the Game Nifs without having to use the ESP?
They have the same paths as the game nifs do Just puttings the NIFS in the Meshes\magic folder should override the original spell effects without needing the ESP
Yes. The .nif files will only affect the particle glow and position of Candlelight. The .nif and .esp files are independent of each other, so either can be used separately, you will simply not get all the changes.
I've just uploaded a new 1.2 version with a slight reduction in brightness. I realized that the brightness in my Skyrim settings was 2 steps lower than the default middle setting while making the mod and as a result I've made the light slightly brighter than intended.
No, the changes only affect vanilla lighting system and do not require ENB lighting mod. If you have ENB it should be able to handle the new changes and display them correctly as they only alter the lighting effects already in place for the two spells .
You should let your ENB mod override the files from my mod, so in your load order place this mod before your ENB mod. I don't think an ENB mod will override any of the changes besides the particle effects so they should be compatible. If you encounter any issues let me know and I'll look into it.
I just looked up the changes made by "Skyrim SE Particle Patch for ENB" and also "ENB Light" mods. If you only use the Patch it will override the .nif files which means you'll not get the reduced particle glow and Candlelight reposition from my mod, but all other changes should work fine. I can do a patch for that mod easily enough since I'll only have to modify the .nif files to use ENB particles.
If you use the ENB Light mod depending on what options you choose during installation you might end up getting only the toggle functionality from my mod, so I'd call them incompatible. Because ENB Light has an installer with different options if a compatibility patch was to be made it'll have to be done inside that mod's installer.
The four .nif files change the position of Candlelight and the particle glow of both spells. You can use the .esp without the .nif files if you do not want these changes, they are not dependent on each other.
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Thank you :)
They have the same paths as the game nifs do
Just puttings the NIFS in the Meshes\magic folder should override the original spell effects without needing the ESP
If you use the ENB Light mod depending on what options you choose during installation you might end up getting only the toggle functionality from my mod, so I'd call them incompatible. Because ENB Light has an installer with different options if a compatibility patch was to be made it'll have to be done inside that mod's installer.