Skyrim Special Edition

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  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. riverbord
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    I wish there was an option to disable Lux Via bridges but keep the rest
  4. AngryChickenZ95
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    Hello!

    Im using all 3 Lux mods including the Patch hubs along side with JK's Whiterun outskirts and im having this problem of clipping objects:





    how can i solve it?
    1. SirGodefroy
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      same problem
    2. SirGodefroy
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      https://www.nexusmods.com/skyrimspecialedition/mods/78920 problem resolved
  5. fantomala
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    Hello! All the exterior light sources from this mod like lanterns or braziers cast no shadow or it seems that the shadow is cast bellow my feet idk its strange to explain in words here is a screenshot https://ibb.co/9t602qh
  6. Cwronaga2167
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    Hey GG, I found a slight issue when using the mod Less Vanilla Trees at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) to save precious FPS with tree overhauls with Lux Via. It seems that at least one vanilla tree is used for your roadside lights in the reach but LVT disables that tree (at random). would it be possible to get a patch that specifically re-enables any vanilla tree locations used by your mod when using LessVanilla trees? Should be a simple patch but beyond my skill.

  7. NebulonRanger
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    When using Via together with JK's Riften Outskirts, there's a stray lantern with no pole just south of Riften attributable to the compatibility patch, at least in my LO. Also, when using JK's Whiterun Outskirts, Northern Roads and Via/Orbis together using patches from all three patch hubs, there's a stray unlit brazier next to the properly lit one supplied by Northern Roads's patch that disabling the JK's patch gets rid of, also at least on my end.

    I have a tabletop session in like ten minutes, so will grab screenshots later tonight if you need.
  8. sparklingsliver
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    I used the Amber Guard patch from the patch hub but there are still floating road sign? 

    nvm its my load order
  9. Xivkyn00X
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    Hi,
    This bridge
     near whiterun seems to have wrong footstep sound on some part of it. (dirt instead of wood)
  10. ServalKhajiit217
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    Hi,

    Does I need both Lux Via - More Lanterns Posts in Windhelm.esp and Lux Via - More Lanterns Posts in Whiterun.esp if I already have Lux Via - More Lantern Posts.esp?
  11. 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 :)
  12. 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.