Skyrim Special Edition

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Sasquatch678

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Sasquatch678

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33 comments

  1. Sasquatch678
    Sasquatch678
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    I updated all of the patches after running them through quick auto clean. Let me know if anything broke. 

    I am not taking requests for more patches. Don't ask. I have provided more than enough information for you to do it yourself. If anyone does create a patch and wants me to host it with credit towards them, I don't have a problem with that. 
  2. mrbusiness
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    Just wanted to give you a shout-out for your video guide for Lux patches. I couldn't for the life of me find a way to create them and with your video I created one within minutes!

    I created one for an older player home (Riverwood Keep) and now it looks incredible! 

    Thank you for sharing with the community!!
    1. Sasquatch678
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      Glad it could help. This was my first mod so I’ve learned a lot since then. Be sure to use quick auto clean on the patch afterwards else you’ll end up with many hundreds or thousands of itm’s.
  3. LionCerieals
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    Heya! Love your work! Could you also make a Lux patch for the new Shadetree Lodge creation?

    I absolutely love the home and have been using it as my main housing as it fits my woodelf character perfectly and it would be amazing to have Lux's beautiful lighting in there too.
  4. SkyFall69
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    Hi, I've the mod "Hearthfire Extended??" and at the cellar of "Lakeview Manor" there is a cell extension in which there is some lighting incompatibility, not with the cellar itself, but with the extra cell which comes from the "Hearthfire Extended?" mod.

    The specific cell creates 2 additional cells which are attached/connected to that extra cell, so those 3 extra cells so NOT carry on the lighting modifications from "LUX", it's quite obvious in the ambience of those rooms and it would has been something I could ignore, but it's not the only issue over here, when entering the main extra cell, approximately 33.3% of the total area/space is entirely/completely dark, by moving farther inside that cell the vanilla lighting appears, but in those initial 2-3 meters when entering that extra cell are always completely dark and this is where the design and work benches are being placed.
    These 2 benches are available to activate but it's impossible to see them!

    Could you please provide a patch which addresses the issue at the Hearthfires homes?
    1. Sasquatch678
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      Watch the video so you can create these patches yourself. It's very simple
  5. cooperbh
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    Thank you for the tutorial.

    Unfortunately, copying over the Lux Lighting Template and Image Space settings (to the fish monger's home added by Riften Docks Overhaul, in my case) had zero effect on its own. So, I went into the Lux esp and found a similar Riften interior cell (I chose Egrim's Elixirs) and then edited the RDO patch cell to have the same DATA - Flags, XCLL - Lighting, Inherits and XCCM - Sky/Weather entries as the Lux cell. Viola! Proper Lux lighting for RDO!

    Probably not necessary to edit all of those records to get the desired effect, but I was too lazy to go back and pinpoint exactly which of them was responsible for making it work. I'm sure someone with more knowledge than me can answer that.
  6. fly80high
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    Hi,

    thanks for this. One question:
    is an ENB light patch still needed to reduce the light intensity or should i exclude f.e.the bruma plugins from the ENB light patcher if i use your patch?
    1. Sasquatch678
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      Sorry for the late reply, but yes you should still use an enb light patch
  7. urbon
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    Thanks a lot for the tutorial!
  8. deleted74338003
    deleted74338003
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    Thank you! A Wyrmstooth patch would be awesome

    EDIT: Loool already included in Lux installer. Ignore. 
  9. Masterlix1982
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    Thanks for saving us the heavy lifting. I'm looking at the Vigilant patch (and will track this for Bruma )

    Small point but the 73k+ ITM's needn't be there, a QAC in xedit does the trick.
    1. Sasquatch678
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      Im not sure how, I never even opened the CK when making this. Unless they were copied over from the main VIGILANT mod. Opening my patch in LOOT it doesn't even say there are any ITMs
    2. LUkaZZZ007
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      There is no reason to use the CK for this, just load the plugin in the QuickAutoClean mode in xEdit.
      Most of the ITMs will be the lIghting templates and Imagespaces and potentially cell records you copied over but didn't actually edit.
      Also I'm pretty sure LOOT relies on user data, so it won't show ITMs unless someone tells it to.
    3. Sasquatch678
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      Okay, will look into it tonight after work
    4. Sasquatch678
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      Would you mind telling me how you see the ITMs?
    5. LUkaZZZ007
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      In xEdit the're a darker shade of green, also anything that you copied to the patch but didn't edit is also an ITM (so all the templates and Imagespaces).
  10. nonolepetitrobot
    nonolepetitrobot
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    1. Sasquatch678
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      I am not taking requests, these are just patches for mods I use in my own game and I figured other people might benefit. If you want to do your own patches for these, I uploaded a video to show how it’s done. It’s literally just changing two references in xedit.
  11. saaaaty
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    Thank you for the work, but I found out there is over 60k references in Beyond reach patch and 80k+ in Vigilant patch, not sure if this is really necessary?
    1. Sasquatch678
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      Im not sure how, I never even opened the CK when making this. Unless they were copied over from the main mod.