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.
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!
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.
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.
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.
For me the question is if Lux Via completely overwrites all featuresof "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.
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.
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
Apologies if stupid question but is there a version with just the road lights and no bridges so I can replace Lanterns 2 with this and use it with Northern Roads?
I enjoy the roads, road signs and the small stories you added here and there. and damn I like the crucified skeletons and how they tell a story of their own about the stormcloak "rebellion".
but there seem to be two issues I sadly ran into with this mod so far:
the unfinished bridge between valtheim towers and Whiterun is not traversible for NPC-Followers.
And the candles on the path up to Hillgrund's tomb seem to rather float above the stacked stones. This might be a compability issue with "dynamic candles" (maybe) but if not, it might be good to solve this please https://ibb.co/ZDjgHGg https://ibb.co/LzcvR2k5
I would love to know as well. If im just here for the (Optional lux resource pack (ENB Light)). Is the updated resources file under updates for this file as well?
Hi everyone, I'm currently modding my Skyrim LE setup and I have Lux (Main) already installed. I'm now trying to figure out whether I should install the full Lux Via mod, or just the Lux Via - Resources Pack. Here’s my current setup:
Legacy of the Dragonborn (LOTD)
JK’s Interiors and Exteriors (JK’s Skyrim)
I’m aiming for a beautiful and immersive lighting experience, but I also want to avoid conflicts or unnecessary performance loss. I’ve heard some people recommend installing only the resources pack and not Lux Via itself if you’re using mods like JK’s Skyrim, and I’m not sure what the best choice is. So, what would you recommend in my case? Should I install Lux Via (main mod) along with the patches for JK’s mods? Or is it better to skip it and just use the resource files? Thanks a lot in advance for any guidance!
Hello, by any chance does this mod (or any Lux component) include a loose winterholdextbridge01.nif ? I am trying to use a mod that has its own, custom, scratch-built version of this nif that is completely repaired. However the bridge is still the vanilla broken model despite the nif file definitely being present and deployed.
There are like half a dozen people all experiencing the same thing. So something popular, somewhere out there, is touching the College of Winterhold bridge but keeping the broken-up Vanilla mesh for it.
Lux Via - plugin.esp has one Navmesh conflict at 000E8679 with Ryn's Bleakwind Basin's USSEP patch. Does someone know if it's alright to overwrite it with Lux Via?
Could a patch be made for Unique Eastmarch Bridges by wSkeever ? the bridge to the left of the main windhelm one seems to be jamming into the one from this mod and it looks rather awkward
2348 comments
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.
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!
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.
Same thing for roadsigns mods, they will be highly redundant and may lead to floating signs unless patched of course.
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.
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.
but there seem to be two issues I sadly ran into with this mod so far:
the unfinished bridge between valtheim towers and Whiterun is not traversible for NPC-Followers.
And the candles on the path up to Hillgrund's tomb seem to rather float above the stacked stones.
This might be a compability issue with "dynamic candles" (maybe) but if not, it might be good to solve this please
https://ibb.co/ZDjgHGg
https://ibb.co/LzcvR2k5
thanks.
If im just here for the
(Optional lux resource pack (ENB Light)).
Is the updated resources file under updates for this file as well?
I'm currently modding my Skyrim LE setup and I have Lux (Main) already installed. I'm now trying to figure out whether I should install the full Lux Via mod, or just the Lux Via - Resources Pack.
Here’s my current setup:
- Legacy of the Dragonborn (LOTD)
- JK’s Interiors and Exteriors (JK’s Skyrim)
I’m aiming for a beautiful and immersive lighting experience, but I also want to avoid conflicts or unnecessary performance loss. I’ve heard some people recommend installing only the resources pack and not Lux Via itself if you’re using mods like JK’s Skyrim, and I’m not sure what the best choice is.So, what would you recommend in my case? Should I install Lux Via (main mod) along with the patches for JK’s mods? Or is it better to skip it and just use the resource files?
Thanks a lot in advance for any guidance!
I am trying to use a mod that has its own, custom, scratch-built version of this nif that is completely repaired. However the bridge is still the vanilla broken model despite the nif file definitely being present and deployed.
There are like half a dozen people all experiencing the same thing. So something popular, somewhere out there, is touching the College of Winterhold bridge but keeping the broken-up Vanilla mesh for it.
I am not sure how this could be happening.
Is your mod compatible with Lanterns of Skyrim ?