Skyrim Special Edition

2134 comments

  1. GGUNIT
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    2.2 Update

    Patches are now hosted on Via own patch hub mod page, click on the banner right below for the page link.

    Separate resource packs are now available in the misc section since I'll now rely on some Lux Via assets in my other mods. I don't want to force people to use Via to get those if they don't want to so now they'll be available separately too.
    If you're using Lux Via main FOMOD do not download assets in the misc section, they're only for non-Via users.

    Recommended complementary mod :
  2. TheHessiJames
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    Is it compatible with "Skyrim Better Roads", "Point The Way" and "Interesting Roads" ?

    If not, could patches be provided?
    This mod you created here looks amazing, but due to fact that many other very popular mods are already integrated in our mod lists, we need a maixmum of compatibility (patches). Thanks for your effort! :)

    PS: The fact that it is out of right now incompatible with "Lanterns of Skyrim II" is a dealbreaker for me and probably many other users here. Of course, I do respect it if you want Lux Orbis to be preseted as an alternative, but that would be a pity since LOS II is such a loved and outstanding mod many people are not willing to ban from their mod lists. Please create a patch that merges both of your guys work!
    1. DrasMods
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      I haven't noticed any issues with Interesting Roads so far. Lux Via adds its own custom road signs so Point The Way might as well be redundant from my understanding.

      I personally don't see any point in making a patch for LOS II. If you use them both together you will have an obscene amount of light sources along the roads that can potentially cause overlaps and visual issues (flickering lights and too many light casts on meshes, etc). If you prefer TML over Lux Orbis, the standalone version of TML should be compatible though if GGUNITs comment in another post proves correct.
    2. GGUNIT
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      Such mods are definitely redundant unless you want twice the amount of clutter. LOS is adding lantens already, so it would be a real mess I guess. Some assets I'm using are also used in LOS, I've added and tweaked some more to be sure that all models make sense where I'm using them (Using dwemer materials for the Markarth lantern, adding a bit of fantasy for one of the Winterhold lantern etc.). It would definitely need a patch then but some areas around cities may cause lighting overloads especially if using additional mods. Too much landscape lighting is a no go in exterior cells, quad meshes are easily broken.

      Same thing for roadsigns mods, they will be highly redundant and may lead to floating signs unless patched of course.
    3. Czasior
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      You know, LoS II might be compatible (I haven't checked it, don't have time for it now) with Lux Via - if memory serves, there's an option in mods MCM to disable the lanterns on roads and leave only those in cities and other settlements.
    4. GGUNIT
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      Such option should work you're right. I tried to not add much around city gates so it would make sense.
    5. TheHessiJames
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      For me the question is if Lux Via completely overwrites all features of "Lanterns of Skyrim II" and "Point The Way" or just many which does obviously not mean all. In that case, we'd loose some very well lit and beautifully designed areas from "Lanterns of Skyrim II" and a lot of additional road signs to smaller towns & locations from "Point The Way".

      I know, a merged patch of both mods could take a very long time, but that would probably be 100% worth it, especially in regards of "Lanterns of Skyrim II". Of course, all assets and changes from Lux Via can and should be prioritised, which means loads of lanterns from LOS II would need to be deleted - but in the end, there would probably be areas where the Lanterns could stay, due to the fact that Lux Via doesn't touch the spot at all or both mods light up the space together beautifully.

      PS: I'd still like to know if Lux Via clashes with "Skyrim Better Roads". This is one of the most downloaded locations/terrain mods ever which almost everybody has in his mod list. If so – a compatibility patch would be hardly needed.

      Edit: Wizkid34 just gave permission to create a merged patch between "Lanterns of Skyrim II" and "Lux Via" on the condition that the author of the patch shows it to him before the release!
      Together they would merge into the best exterior lighting mod pack we've ever seen – if we received a compatibility patch which picks between the best lights arrangement in every scene.
    6. GGUNIT
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      Tbh I really can't tell. Better roads is quite an old mod but I never used it. From the screenshots I would say that some bridges would need to be patched cause they're already reworked in Via. Usually I'm adding lightsources near stone/wood walls or trees so with enough luck it shouldn't conflict much on most roads.
      I'm busy with other projects and Lux patches right now but I don't mind if anyone is working on such patch. Unless we're speaking of lanterns/braziers/torches most hard conflicts will always be bridges I think.
      Edit. Maybe you can try the no bridge version of Better Roads, it may help with most bridge conflicts. At worse you may get minor clipping but nothing critical I guess.
    7. InstantKor
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      There wont be any compatibility patch for LOS2 as we are not allowed to create such a patch due to that author's wishes. Back when Orbis was released, I tried to get permission to patch them together and was told no so we started on the journey of a new lantern mod which ended up becoming more then just a lantern project lol
  3. fuknukl
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    Ooofff, the renaming of the esps broke about 30 dozen dependencies :)

    Is there a quick fix, or rebuild of load order required?
    1. fuknukl
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      A thought occurs, could I merge 2.2 with 2.1, leaving the 2.1 plugins, and replacing the Lux - Resources.*** with the new ones?

      Is the anything that would break there?
    2. fuknukl
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      Well it seems to be a solution until all the patch authors update masters to match the naming convention. Nothing game breaking so far...
    3. GGUNIT
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      What ? I never renamed anything. Latest update is mostly about new patch and resource updates. Everything else should be similar to all previous versions, especially plugin names.
    4. fuknukl
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      Well, now I'm confused too :) It must have been a weird download or a MO2 glitched out. I swear all it installed was Lux - Resources.***. I thought you'd split and changed stuff with the new Via Patch Hub.

      Now it's back to normal. I can't explain it :) Please ignore!

      Carry on :)
  4. shawnb34
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    Help     Record [STAT:FE077DE4] in file Lux - Resources.esp is being overridden by record [REFR:FE077DE4] in file Northern Roads - COTN Morthal - Lux Orbis Patch.esp Texgen Error
    1. matax3000
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      I have the same error
    2. GGUNIT
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      Did you contact Northern Roads patch mod author ?
    3. matax3000
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      Yes, he is already aware of the bug. Thanks for your attention in any case.
  5. xcal68
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    Was running along, under the Solitude Arch, and noticed 3 light sources but nothing placed.  The ground was glowing, but the lanterns/posts were missing.  I cracked open xedit and noticed "Lux Via - plugin.esp" was overwriting "Lux Orbis.esp", and disabling the 3 lanterns and their posts, but the light remaining (guessing the light was from Orbis, but I stopped looking).  000FF740/000FF741, 000FF73D/000FF73E, 000FF73A/000FF73B.

    Should they all match?
    1. GGUNIT
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      Weird. Latest update should fix Orbis/Via conflict by default, lanterns should share the same placements now cause I changed how Via edits had been made (disabling vanilla lantern - replacing it to replacing it only).
      Did you update both mods ? Cause Orbis and Via have been updated at once.
    2. xcal68
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      Ya, 100% both mods updated.

      Example
  6. Cangar
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    hey it seems that the lanterns do not have a LOD, at least not for me, after running dyndolod 3.0 latest version. this is a pity because i set fire light distance to further away for immersion and that means i see the fire before i see the lantern. i'm using all three Lux mods, updated a few weeks ago, so should be the latest version, but maybe not that of Lux itself...

    is this user error, or are there in fact no LODs for the lanterns?
    1. GGUNIT
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      I can't remember adding LODs for them, I'll check how it works with moveable statics since most hanging lanterns are having physics. If I can fix that I'll add it to my upcoming update.
    2. Cangar
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      Thanks for the response and consideration! It is not that big of a deal, I was just curious.
  7. busybobo
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    I'm surprised nobody else ran into this issue. The braziers in Whiterun are pointing a mesh called LuxOrbiswrbrazier01.nif, but the actual meshes in the archive are called lux_qwafeewrbrazier01.nif. Extracting and renaming them fixed the purple texture issue I was having.
    1. GGUNIT
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      That's probably because you're using outdated unofficial patches that are reverting my latest texture paths changes back. Do not replace my brazier resources, meshes or textures, my latest version should work fine.
    2. busybobo
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      I updated to the latest version of all three of your LUX mods, updated all patches, and got rid of unofficial patches. The braziers outside of Whiterun are fine, but now the ones in Riverwood are purple, despite them being the same mesh. Is your mod add/changing the braziers in Riverwood, or could that be either JK's Skyrim or LoSII? Because I have patches for some combinations of Lux, LoSII, and JK's, but I don't think I have a three-way patch.
    3. GGUNIT
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      Something is wrong on your side then, the same braziers should all look the same unless something is messing things up in your game. I mean I'm relying on one single brazier mesh and textures. That's weird, maybe you should double check your mod folder and track all brazier meshes with a similar name to be sure.
      As a side note I'm not adding braziers in Riverwood, Via isn't editing inner cities and villages. If I ain't wrong I only added torches between Riverwood bridge and the lake.
    4. busybobo
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      To be honest, I didn't think it was your mod, but I was only hoping it was your mod because it'd be the easiest fix, since you're still active in the comments section. I have no idea what mod is adding it, or why it's missing textures. I'm in VR, so trying to check with the console is an ordeal, so I can't just click it to get the ref id. I've gone through MO2 and nothing is conflicting with any braziers either loose or archived. It's really frustrating.

      Edit: I finally figured it out. It was Lux Orbis, which was winning a conflict against Via. Lux_Qwafeewrbrazier01.nif from Orbis is pointing to texture set at textures\qbrazier.dds but the actual file, both in your mod resources and the vanilla game, is called qbraziers.dds. Because other mods are using the Qwafee brazier, your mod was overwriting them with missing textures.
  8. xcal68
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    Hi GGUNIT,

    I remember a while back it was mentioned a couple times you were considering adding lighting to vanilla towns.  I was just wondering if this is still on the table?  Or maybe it snuck in and I missed it?  My issue is, I don't want to need a town mod in order to get the lighting from your mod.  Just wondering before I consider doing it myself haha...

    Edit - Never mind.  I created a towns only version of JK's Skyrim so I could get your lights there.  Was easier that way haha...
  9. TheCheeseman05
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    Vortex isn't detecting the plugin "Solitude Docks patch.esp" I've tried redownloading and reinstalling all of the involved mods, and nothing has worked. What's going wrong? Do I need to disable the Lux patches in the Solitude Docks patch hub?
  10. zaqzaqzaq1
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    which one is better ,enb light verson or no enb verson, to use with community shaders
    1. Zanderat
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      ENB by a mile.  If you are on a potato, then CS.  But note that if you install the full suite of CS shaders, the fps hit is about the same as a medium quality ENB.
  11. WallRockTree
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    When you reference ENB Light, in the FOMOD and here in the comments, are you referring to light that comes from ENB? Or the actual mod, ENB Light?

    Also, do you recommend the mod ENB Light? I am not using it now, though I had used it in the past...

    Thanks yet again!
    1. GGUNIT
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      The actual mod. ^ ^
      I recommend it yeah, adding a light bulb on every single lightsource is impossible ingame so it's highly complementary no matters what lighting mod you're using, especially with glowing effects or even enemies that can't have imbedded vanilla lighting. I mean a glowing nirnroot or fire atronach always look good.
      ENB light isn't messing with game engine so it's also a big plus when it comes to engine limitations.
  12. AdonisBatheus
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    I was about to make a comment because I was getting the message "Lux Via - CC Farming Patch.esp is missing", but then I actually READ the mod description and it says there's a Lux Via patch hub now lmao

    If you're a dumbass like me going to the comments about this, the patch hub is here.
    1. GGUNIT
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      You can also click on the banner I made, it has a link to the mod page. ^ ^'