So in the patches page it says this mod can be used to get consistent pitch black darkness, but is that only if you're also using lux? Just looking for a mod that can get a realistic amount of darkness in interiors regardless of other lighting mods, and any advice on how to do that would be much appreciated. The closest I've gotten to lighting I'm looking for is ELFX shadows hardcore, but it also turns off all the braziers in nordic ruins so I can't use mods like your excellent eternal flames mod
Exterior ambient light is handled by weather mods. A weather is sort of like a lighting template, in that aspect. Climates of Tamriel should have a few different light levels to pick from during fomod configuration, and there may be other weather mods that suite your light level tastes.
Might be a dummy question: This will affect "real" light levels, not just what a pixel shader does, right? I'm asking because of the impact on stealth.
good to know! so I should stop using realistic ai detection since I made interiors brighter with synthesis patcher or do the opposite if you use default values or don't use synthesis patcher at all
You fixed the problem I had with interiors that even great lux could not.thank you for this essential mod
synthesis patcher seals the deal .no need to worry about patches and changing brightness in setting according to user set up. wish I could give you 10 endorsement
yes I still have lux installed. no way I uninstall lux but I prefer the brightness levels of vanilla interior
I used even brighter template of lux but even then I can't see stuff without a torch
for more info if it's any use to you, in the end I settled for lightning level setting of 60 in the synthesis patcher, would be similar to vanilla levels
Thanks for the quick response. So you gave up on the default 15 of this mod and went back to 60? The default brightness of Lux is just ridiculously dark.
yeah this one setting in the synthesis patcher fixed one of my biggest problems with skyrim lighting mods:D now I increased the setting to 80 but I can't tell the difference with 60.
I can't seem to reproduce on my end, but I do recall there being an old version of StandardLightingTemplates that had that issue with several windhelm locations. Make sure you have the most recent version of StandardLightingTemplates. You might try moving StandardLightingTemplates to load last (after every mod). Things that edit cells can reset the cell's lighting template away from accepting overrides, which could also cause this, hence loading mine last. Anything that places items would cause a cell edit, for example.
You can also see if the issue is tied to your save via executing `coc windhelmwhitephial` from the main menu (before you've clicked to continue a game).
If your 2.1MOD is loaded last, it is normal. But it lost the effect of ELFX and became less ideal and very dark.So I will load ELFX behind your MOD to maintain bright and beautiful lighting.
They're partially incompatible but it won't cause harm. You'll have to choose whether you want ELFX's lighting templates or my dark ones. If you want ELFX's brighter templates, there's no point in having my mod installed. If you want my darker templates, you'll still get the other benefits of ELFX like particle effects, shadow casting lights, added/corrected light casters, etc.
I understand, so to put it this way, if your MOD loads at the end, I want it to light up a bit. I need to adjust which 15 value of yours needs to be above 35
That's exactly right. You can use something like the synthesis patcher linked to on my description page, or manually tweak my mod's non-zero values using something like SSEEdit to be brighter :) If you go that route, it would be brighter and you would still avoid fog, and lighting template transitions would be seamless.
We have also discovered some issues that conflict with some residential MODs. For example, Halls of Dovahndor and others, when they enter, everything turns white and they can't see anything. How to solve this? Is there a patch available?
You'll need to make a patch for mod-added locations. Open up the location mod's plugin along with your StandardLightingTemplates plugin in SSEEdit and copy the buggy cells as overrides into a new ESP, which will be your patch. Once the buggy locations are in the new ESP, ensure they are set to inherit all values from lighting templates and that they have a lighting template associated with them. They will need a lighting template from the base game or any of the three main DLCs. You can load this patch after the StandardLightingTemplates plugin.
I am a beginner and don't know how to modify. After reading what you said, I went to SSEDIT for inspection and found that there was no direct conflict between the two ESPs. The residential MOD did not edit the lighting area.
The content between two modules is different.
halls of dovahndor https://www.nexusmods.com/skyrimspecialedition/mods/2821
I have noticed that many newly added residences or buildings will appear as a white expanse upon entry. After canceling this MOD, everything will return to normal. It seems that it conflicts greatly with the new building, but I cannot repair it and can only give up temporarily.Looking forward to updates from the big shot later.
That's the same as "Luminosity Lighting Overhaul.esp", right? They're partially compatible. That plugin makes template edits, cell edits, imagespace edits, light, and weather edits. My mod only makes cell edits and lighting template edits. Load my mod last, and you'll get my mod's templates but LLO's light/imagespace/weathers.
Ah yes! Think I saw this on Reddit earlier. This one will be similar. It appears to place lights in the world as worldspace edits, and edits lights themselves as well as imagespace stuff and weather. That mod also has some optional plugins like "SIL - Somber.esp", "SIL - Ominious.esp", etc. Those are purely lighting template plugins and are pointless to use alongside my mod, so you can skip those (unless you like those template better, in which case you don't need my mod).
To use them together let my mod win conflicts and you'll get my templates but their imagespace/weather/lights/placed lights.
When I tryed used ELFX - hardcore (without main Fx, only Hardcore) and All Lux - Dungeons was super cool visually, sometimes was not logic, but looked cool. I want simillar result, but with logic. What about fix ? Delete more space light . Have light only with light resurses (when we have candle and etc). What do you think about it? More dark dungeons
You might enjoy Relighting Skyrim, which removes fake lights and moves lights to appropriate emitters. That combined with a dungeon darkening plugin (like this or ELFX - hardcore) will give you the most realism. It won't necessarily look super fancy next to something like ELFX or Lux but it is quite immersive and personally my favorite way to set things up.
I installed LUX in front of me, and after installing this module, I feel that the effect is very good, but the value of 15 appears too dark. Perhaps it should be mentioned that 25 or above may be better?But how to adjust it?
Oh nice, I knew I had one up for 25 at one point but I wasn't sure whether it was the old file that's up or not. The only thing that would have been updated is the lighting value, so it should be fine.
Woooow (in my best Owen Wilson accent)... I tried this out as I like darker darks/shadows and as someone with vision issues, I have to be pretty specific. I am using Cabbage+Lux and also the nvidia overlay to darken shadows and such... after installing this, I NO LONGER use the nvidia overlay and this is the perfect tweak of darkness and shadows! Well done and thank you!
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synthesis patcher seals the deal .no need to worry about patches and changing brightness in setting according to user set up. wish I could give you 10 endorsement
I used even brighter template of lux but even then I can't see stuff without a torch
for more info if it's any use to you, in the end I settled for lightning level setting of 60 in the synthesis patcher, would be similar to vanilla levels
If you cover ELFX, the effect seems to be worse.
You can also see if the issue is tied to your save via executing `coc windhelmwhitephial` from the main menu (before you've clicked to continue a game).
The content between two modules is different.
halls of dovahndor
https://www.nexusmods.com/skyrimspecialedition/mods/2821
EDIT:
Removed the video that was previously linked here because version 2.2 and up no longer require patching to fix mod-added interiors.
I can't see your video, it seems to be blocked, it may be related to the network environment I am in.
To use them together let my mod win conflicts and you'll get my templates but their imagespace/weather/lights/placed lights.
I don't know if there is any conflict with LUX, but now I will put LUX at the back.