Works in VR. Only mod of this kind that works in VR for me. Didn't use LOOT or nothing cause I was giving up at that point lol. Just installed and it works for me. Thanks heaps.
I use Darker nights(on medium) and i was about to uninstall cause I couldn't find a proper solution to the darkness lol but now I don't have to uninstall cause I use my hands for light. Thank you so much again. Perfect amount of light, its not too much but its enough for you to see around you in dungeons and outside at night. Did I say thank you? Not sure why other mods weren't working in VR but I'm glad I tried this one.
Cheers, glad it's working well for you! :) I've never actually figured out the reason why I had such trouble with player-attached light mods-- anecdotally probably something with first person camera, though I've seen other people say they've gotten it working-- but this mod's simple approach has always worked for me.
Might just be me but when I have dawnbreaker and a spell equipped, no light is provided when I draw my weapon. If I manually equip dawnbreaker after having something else out it works, but if i sheath then unsheathe I get no light
It sounds like Dawnbreaker is attaching a light to the player on its own-- not sure if that's a vanilla thing or added by another mod you have. Afaik it's just an engine limitation that only one light can be attached to the player this way at a time, it's the same reason that this mod only shows one light even if the player has two different types of spells equipped at the same time & won't show a light if you have Candlelight active.
it does emit some light, but barely any. i have a bunch of other mods installed from a modpack so idk which one is causing it, but good to know its not something with the mod
THANK YOU for this mod! I find the light a little too illuminating distance wise - i dont see anything in MCM the nor the optional plugin mentioned in the description?
Yep, radius is correct. There should be a 'smaller lights' plugin in the FOMOD that has the necessary record edits, I think that one reduces all the light radii to 256.
This wiki page lists out what each of the properties do. Seems like falloff only applies to spotlights which these aren't. 'Fade' setting controls base intensity according to the page, have never played with it much myself.
Great mod. Love it. I notice there is a 1/2 second or so delay between equipping a spell and the lights actually coming on. Minor quibble at most and I presume it has something to do with scripting, but is it possible to reduce the delay at all? Again, really minor quibble and love the mod. Thanks for making this!
This mod's lights don't use scripts, the delay would actually be less on most setups if they did (although there would be minor additional script load which could impact already script-heavy load orders, which is why I chose to avoid it-- plus Player Spell Lighting was already out at the time iirc, this mod was more intended to fill the niche of minimal perf impact & complexity). This half second delay is because the lights are turned on and off with Skyrim's built-in magic effect conditions. After equipping a spell of a type that this mod has lights for, it takes until the next time this evaluation pulse happens, roughly once a second, for the lights to turn on. Unfortunately this is a built-in limitation which I'm guessing would require either a dll or something even more involved to alter, so there's not much I can do about it!
Good mod. Weird question: would it be possible to add Candlelight+Magelight into the list? It feels weird to bust out those spells and not have light and then suddenly have light when they're cast. Maybe increase their radius compared to the other spells to the other lights, to give them a little more utility?
It's an interesting idea! The hand art for those spells looks like a smaller version of the light orb, so it would make sense for them to cast some light. Not 100% sure but I think the reason I didn't do it originally is because light spells don't have a keyword and I couldn't work out a good way to set the conditions for these lights up without one. Either way I'll put it on the list to take another look at sometime.
VR user here. Endorsed. Thanks for a fun and practical mod. Would like to see light enabled for the Ward spells, if that's possible. That way I can traverse a dungeon with both light and shield at the ready. Wouldn't mind seeing the light spells emit light while in your hand too.
Wards should be doable if I recall correctly how they're tagged. Light spells aren't straightforward to add because they don't have a unique keyword; I've been meaning for some time to add some sort of default light option that would cover such cases, though. I don't have a lot of time for modding atm, but I'll make a note to try it out when things ease up. :)
Finally, a "spell casting hand lighting" mod that actually works in first person!
Enb light has always worked for me on spell casting hands in third person, but never seems to work in first person. I have tried both "Player Spell (and Weapon) Lighting" & "(SJG) Lights On" to no avail.
This, on the other hand works instantly! I am still using enb light and get the best of both worlds now (e.g. enb light adds a cool flickering light effect to spell casting hands that still (& only) works in third person but this mod covers first person & adds extra lighting in third person).
Unfortunately afaik the limitation that prevents it (the game renders only one light attached via magic effect) isn't altered by Light Limit Fix, although it does reduce chance of flickering.
On the other hand LLF has support for attaching particle lights to first-person meshes and iirc there was at one point a plan to add spell hand lights with that method, so perhaps we'll see such a mod sooner or later. :)
Nope, sorry, as far as I'm aware the one light at a time thing is an intrinsic limitation of the method I used. (It's the same reason this mod's light and Candlelight's can't be on at the same time.) The alternative mods at the bottom of the mod description support this sort of thing if you'd like to try those, though!
44 comments
Only mod of this kind that works in VR for me. Didn't use LOOT or nothing cause I was giving up at that point lol. Just installed and it works for me. Thanks heaps.
I use Darker nights(on medium) and i was about to uninstall cause I couldn't find a proper solution to the darkness lol but now I don't have to uninstall cause I use my hands for light. Thank you so much again.
Perfect amount of light, its not too much but its enough for you to see around you in dungeons and outside at night. Did I say thank you? Not sure why other mods weren't working in VR but I'm glad I tried this one.
What should be changed in the xEdit?
edit: i think i got it
where would the light intensity be? i've been playing around with the falloff but that doesnt seem to do anything
This mod's lights don't use scripts, the delay would actually be less on most setups if they did (although there would be minor additional script load which could impact already script-heavy load orders, which is why I chose to avoid it-- plus Player Spell Lighting was already out at the time iirc, this mod was more intended to fill the niche of minimal perf impact & complexity). This half second delay is because the lights are turned on and off with Skyrim's built-in magic effect conditions. After equipping a spell of a type that this mod has lights for, it takes until the next time this evaluation pulse happens, roughly once a second, for the lights to turn on. Unfortunately this is a built-in limitation which I'm guessing would require either a dll or something even more involved to alter, so there's not much I can do about it!
Would like to see light enabled for the Ward spells, if that's possible. That way I can traverse a dungeon with both light and shield at the ready.
Wouldn't mind seeing the light spells emit light while in your hand too.
Enb light has always worked for me on spell casting hands in third person, but never seems to work in first person. I have tried both "Player Spell (and Weapon) Lighting" & "(SJG) Lights On" to no avail.
This, on the other hand works instantly! I am still using enb light and get the best of both worlds now (e.g. enb light adds a cool flickering light effect to spell casting hands that still (& only) works in third person but this mod covers first person & adds extra lighting in third person).
A big thank you LeucisticDinosaur!
On the other hand LLF has support for attaching particle lights to first-person meshes and iirc there was at one point a plan to add spell hand lights with that method, so perhaps we'll see such a mod sooner or later. :)