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Relighting Skyrim SE
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Version3.0
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This page was last updated on 10 December 2024, 5:38PM
- Changelogs
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Version 3.0
- MAJOR VERISON CHANGES
Relighting Skyrim 3.0 is here!
Just In Time Remastered =============================================
The first major change with this release is the reintroduction of 'Just In Time' scripts from 'Just In Time Remastered'. Just In Time was once included in a version of RS for 'Skyrim Legendary Edition', but it was eventually abandoned due to various limitations with the old scripts; causing them to be messy to implement. However, 'Just in Time Remastered' (JITR) fixed all the issues with the original mod and improved upon it's implementation. JITR scripts are very lightweight too; only running when a cell is loaded and the player walks into an invisible box.
JITR provides a way for lights to be disabled/enabled based on the player's movement around a space. For example, lights on a second floor that are out of the player's view can be disabled until the player is on that floor. This allows our team to add additional lights without encountering light limit issues for a better lighting experience. These scripts also offer the ability to have lighting that automatically disables/enables based on the time of day. This gives our team the possibility of adding lighting in the future that is triggered at certain times of the day.
Lighting Design =====================================================
Relighting Skyrim is taking a new design direction regarding the lighting design. The following changes will be the standard going forward:
Originally, unused light sources (candlehorns, chandeliers, etc.) would be disabled and removed from the space. This results is less cluttered interiors due to there being less objects that produce light sitting around. Going forward, RS will replace these unused light sources with copies that don't have a flame. This new approach will keep interiors even closer to vanilla. Most interiors will require a revisit to reset light sources to their original positions, so they can be switched out with their unlit versions. This will be completed over time, but the interiors listed below have already had this completed for this release.
Secondly, the lighting design will be more compatible with ENB Particle Lights going forward. RS's original design is to place the light on top of the light source. The issue with that is Particle Light meshes, typically, have their lights in the same location. This creates an overly bright light that can be hard for ENB authors to compensate for. To address this, any redesign will have bulbs placed near light sources, but not directly on top of (exception for shadow bulbs). Bulbs will never be too far away to appear as a "floating light", though.
Finally, RS has always meant to maintain a vanilla style; however, over time there has been some straying off this path. This takes the form of light references being changed from the vanilla reference to a matching 'Default*' light reference. The purpose of these changes were to 'normalize' some of the lighting, but we think this is no longer necessary. Going forward, any of these changes will be reverted back to vanilla references, with the exception to correct inconsistencies. This ensures mods that alter the light colors, etc. will remain true to their intended visual appearances. This includes removing the 400+ custom "JZ" lights that are from an abandoned feature.
Interiors ===========================================================
The following interiors received additional tweaks to their lighting. Basically, this is all of Riften for this release and it was very much needed, as much of the lighting was far too dark and not implemented to current RS standards (it's been a while since Riften as revisited).
(JIT) = Just In Time scripts were added to these interiors.
- Aerin's House
- Bee and Barb (JIT)
- Beggar's Row
- Black-Briar Manor (JIT)
- Black-Briar Meadery
- Bolli's House
- Dragonsreach (moved a candle from Farengar's bedroom to his desk to light scripted scenes)
- Elgrim's Elixirs
- Haelga's Bunkhouse (JIT)
- Hall of the Dead (Riften)
- Honeyside
- Honorhall Orphanage
- Marise Aravel's House
- Mistveil Keep
- Mistveil Keep Barracks
- Mistveil Keep Jarl's Chambers
- Pawned Prawn
- Ragged Flagon
- Ragged Flagon - Cistern (Thieves Guild Headquarters)
- Ratway
- Ratway Vaults
- Ratway Warrens
- Riften Fishery
- Riften Jail
- Riften Stables
- Riften Warehouse
- Riftweald Manor
- Romlyn Dreth's House
- Scorched Hammer (Riften Blacksmith)
- Sewer (RiftenJail02)
- Snow-Shod Manor (JIT)
- Temple of Mara
- Valindor's House
- MAJOR VERISON CHANGES
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Version 2.2
- MINOR VERSION CHANGES
- Fixed a few light sources in Frostfruit Inn (thanks Tronizen)
- Heljarchen hall fireplace was missing. It's been switched out with an unlit version (thanks Hermisky)
- Removed showdow fixes in Breezehome and changed out one light from shadow to normal (thanks andyand92 and others)
- Reworked a few lights within Winking Skeever in hopes of preventing light flickering (thanks EternalRaven19)
- Reworked a few lights within Silverblood Inn in hopes of preventing light flickering (thanks EternalRaven19)
- Reworked a few lights within Temple of the Divines and set a missing flag (thanks AliHNGL)
- MINOR VERSION CHANGES
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Version 2.1.0
- MINOR VERSION CHANGES
General ===================================================
How the USSEP is handled has been reworked. The two lights that required USSEP within a Windhelm interior have been removed; so there are no longer any lights requiring USSEP. USSEP still changes the ownership of one cell; however, this has been resolved by using an injected record in the Relighting Skyrim plugin. This means USSEP will no longer be a master of any of the RS plugins. How USSEP is handled may change in the future, but for now this is how this single edit is forwarded.
Whiterun is awful for lighting in a large part due to the white walls in many interiors. This leads to overblown lighting when lights are placed too close to these wall. Candles add to this issue when ENB Complex Particle Lights are incorporated as any candle too close to a wall quickly oversaturates the wall. Therefore Whiterun was reworked with the goal of, hopefully, finalizing a design that balances a vanilla/RS style that also works with or without Particle Lights. To achieve this many candle objects where relocated or removed, light brightness reduced, and light placements and ranges were tweaked across all Whiterun interiors; most had improvements all the way around.
Additionally:
- Dimmed sun spotlight in Dead Man's Drink causing overly bright effects. Shout out to 'MrBananaxx' for the report.
- Corrected cut shadows in Retching Netch and dimmed a few overly bright lights. Shout out to 'spockthewok' for the report.
- Braziers outside Dragonsreach were redesigned, again, after reports of them stopping NPC traffic. New design was taken from concept art. Shout out to 'ElderThing' for the report.
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- MINOR VERSION CHANGES
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Version 2.0.0
- MAJOR VERSION CHANGES
General ===================================================
Some maintenance was completed that is strictly to help ease development. None of the following affects the user experience besides some clutter reappearing in some interiors:
- All "Casts Shadows" record flags were removed since the flag is depreciated
- All disabled references have had their Position Z-value set to '-30000'
--- Other changes within these references were reverted back to vanilla/USSEP to keep the edits minimal and clean.
--- If a variant without a flame existed for a disabled reference, then it was re-enabled and switched out with the flameless variant.
Additionally:
- Removed several unnecessary edits
- Removed several unused lightbulbs
- Removed several wild edits
- Updated to reflect latest USSEP
--- (There may be some ITMs. These are currently intended, but it will not hurt anything to clean them, if desired.)
. - What's New ================================================
Backstory...several years ago RS was in the works to be completely overhaul from the ground up and re-released as "Relighting Skyrim Remastered". Though that project never came to fruition, this release aimed to introduce a few of the elements from that project into the mod.
Emittance =============================
All sunlight-related lightbulb emittances were added or updated to reflect the region's weather. These bulbs will now change their tint to match the day/night and weather cycles. This creates more realistic lighting for these bulbs, which are meant to produce natural light. This change has been completed for all interior locations.
In addition to the lightbulbs, the emittance for beam, fog, glow, and mist effects around these lights, as well as, interior windows have all been set to reflect the region's weather. Many windows in the vanilla game are already set correctly for this, but RS has added missing ones and corrected any that were set to the incorrect region. This particular feature adds many effect and window references to the mod.
Light Occluder ========================
The Light Occluder is new feature that blocks light to replace the previous methods of doing this. This includes a new mesh and static object, which is hidden within larger objects where light shines through them, but shouldn't (floors, hearths, walls, etc.). This provides more natural shadowing without the need to edit vanilla meshes, which would result in a lot of compatibility issues. The feature's initial release includes the following interior locations:
- Riverwood (used within 6 interiors)
- Solitude: Pelagius Wing (inside Blue Palace)
- Whiterun (used within 13 interiors)
- Windhelm: Hjerim (thanks to WingoEthan for bug report, black panes switched out for single Light Occluder and enabled properly)
New Interiors =========================
There were several interiors that hadn't had the RS treatment. As such, the following interiors were added, which means RS now includes all of vanilla interiors (minus AE DLC):
- Alftand Ruined Tower
- Bleakcoast Cave
- Daighre's House
- Dark Chasm
- Goldenglow Estates
- Half-Moon Mill
- Mauhulakh's Longhouse
- Pelagius Wing (Blue Palace, Solitude)
- Temple of Miraak
- The Katariah
- Skaggi's House
Versions ==============================
A new USSEP-free version is now available!
Since RS was built around USSEP and its edits to light positions, there were many light reference that had to be duplicated in RS to achieve this; else users would be missing many position corrections. Users should be aware this version simply strips out any USSEP references. Also without USSEP there may be some occasional oddities, such as lights not positioned quite right, missing lights or even disconnected lights from their sources. Such occurrences should be uncommon, but where they may exist is due to not having the USSEP position edits for all the light sources (candlehorns, stands, etc.) or because the USSEP has added lights that are now missing.
Additionally, the Exterior and Interior Only versions have been updated to reflect the latest changes.
Bug Reports with any of these alternative versions will NOT be addressed. They are simply provided for users convenience.
Additional Changes ====================
- Markarth Stables: switched out the Bleakfalls Burrow light at the Dwemer chandelier for a Dwemer light
- Ogmund's House (Markarth): switched out the Bleakfalls Burrow light at the Dwemer chandelier for a Dwemer light
- Riverwood Trader: disabled the vanilla glow in the fireplace that causes over-brightness with most setups
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- MAJOR VERSION CHANGES
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Version 1.4.0
- MINOR VERSION CHANGES
The brazier high on the bridge at Dragonsreach has been removed, since it's been a common complaint. The original vanilla brazier next to the door has been restored, and an additional brazier has been added at the start of the bridge to fill out the lighting.
Other changes include:
- Fixed some black panes showing through the firepit in Riverwood's Inn
- Fixed flickering from using a single torch within Folgunthur
- MINOR VERSION CHANGES
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Version 1.3.1
- HOTFIX VERSION CHANGES
- Added makeshift fix for one issue in Whiterun Jail.
- Corrected a couple issues in Justiciars Headquarters
- Removed one large reference bug (00099370) as reported by DynDOLOD 3
- HOTFIX VERSION CHANGES
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Version 1.3.0
- MINOR VERSION CHANGES
Fixed a couple errors in the plugin and added the following missing interiors:
- Falion's House
- Hollyfrost Farm
- The Icerunner
- Reeking Cave
- Thalmor Embassy, Dungeon
- Thonnir's House
AE Content Addon
This has been removed until the ESL cell bug has been worked around.
- MINOR VERSION CHANGES
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Version 1.2.2
- HOTFIX VERSION CHANGES
This was a small update to address a couple of the bug reports. Besides addressing those interiors, some housekeeping was done to clean out old references that were no longer being used. Any necessary USSEP edits were also forwarded.
Reworked College of Winterhold a bit. There shouldn't be any lights flickering as there is only 2 meshes at the limit within any of the interiors. If any remain, it's more than likely another mod pushing you over the limit. Overhaul mods that place their own lights *will* cause flickering when combined with RS!
Reworked Darkfall Cave. The lights have been expanded to more realistic distances, but this interior is designed to be extremely dark. There are torches on the walls that can be lit to help, but you'll need your own torch or spell for this interior.
(optional) AE Content
The new optional file includes RS style edits for the interiors added by the Anniversary Edition. Several of the new interiors lighting were already quite good, therefore, they weren't included here. The following content was covered:
- Bloodchill Manor (Bloodchill Cavern)
- Buttercup (Eslaf's Room, Giant's Tooth, Iron Tusk Cave, The Pit, The Pit Dungeon, Watchtower Barracks)
- Elite Crossbows (Ironback Hideout Cellar)
- Farming (Goldenhills Farm Bunkhouse, Goldenhills Plantation)
- Ghosts of the Tribunal (Ashfall's Tear, Fahlbtharz Forge, Old Attius Farm Cellar)
- Goldbrand (Sivdur's Respite)
- Myrwatch
- Saints & Seducers (Solitude Sewers)
- Shadowfoot Sanctum
- Sunder & Wraithguard (Sightless Vault)
- The Cause (Mythic Dawn Temple, Red Scar Cavern, Rielle, Rielle Crypt)
- Umbra (Champion's Rest)
- HOTFIX VERSION CHANGES
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Version 1.2.1
- HOTFIX VERSION CHANGES
- Forwarded some USEEP changes
- Fixed some lighting issues in High Hrothgar
- Fixed some lighting issues in Whiterun's Hall of the Dead
--- General cleanup of these two locations above
- Removed both 'Torch' Light references from the mod to reduce conflicts with other lighting mods
- Removed unused custom image space and light references
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- HOTFIX VERSION CHANGES
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Version 1.2.0i
- This is an often requested version of the mod that is interiors only.
- Removed all exterior locations
- Forwarded a few new USSEP changes
This one still has USSEP as a master due to some forwards to interiors.
- This is an often requested version of the mod that is interiors only.
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Version 1.2.0E
- This is an often requested version of the mod that is exteriors only.
- Removed all interior locations
- Removed USSEP as a master. There are two conflicts, but they are handled correctly within RWT.
- This is an often requested version of the mod that is exteriors only.
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Version 1.2.0
- General ===================================================
- Cleaned up the Nexus page a bit.
- Reduced conflicts with USSEP and forwarded some updates.
- Removed dirty edit from Sleeping Giant Inn. (Thanks, lilebonymace!)
- Potential fix to performance drop within Riften Jail. (see bug report)
- Increased the radius of the lantern light on the post in front of Katla's Farm. (Thanks, cjamesmac001!)
- Fixed the fireplace fire in Fort Kastav, which was missing an Enable Parent. (Thanks, Cornathan & ikonomov!)
- Changed emittance on all "sunlight" bulbs, effects, and windows in the Winking Skeever to provide better effect blending.
- Some tweaking to Folgunthur to try to reduce reported flickering issue. It should be mostly fixed without a torch. With torches there is one small corner that flickers. (Thanks, CaliburnusPDX!)
- General ===================================================
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Version 1.1.0
- Changes from 1.0.9 to 1.1.0
BUG FIXES: - - Fixed light flickering in Windhelm the White Phial interior
OTHER CHANGES: - - Altered a light bulb in Halldir's Cairn, the FX/Magic light bulb in the beginning turns itself off now when you kill Halldir
- Changes from 1.0.9 to 1.1.0
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Version 1.0.9
- HOTFIX VERSION CHANGELOG v1.0.1-1.0.9
General ============================================
- Updated for latest version of the Unofficial Patch.
- Removed a few wild edits (fixes Old Hroldan too).
- Fixed light flickering in Jarl's longhouse, Falkreath and Winterhold
- Fixed Dawnguard HQ quest lighting, light beam that "hits" the player and surrounding NPC's. Now light should be there afterwards
- Adjusted or disabled several lights in IlinaltasDeep01 to fix light flickering throughout (thanks phpones)
- Disabled the lantern and light on Fletcher's sign in Solitude to fix light flickering (thanks piot2rek)
- Replaced light source objects in IlinaltasDeep01 with unlit assets where lights were disabled to fix flickering
- Disabled the fire behind the market in Solitude due to not being able to light this source (thanks greyjedi11)
- Forwarded some changes from Unofficial Patch
- Altered light bulbs and light sources in Whiterun exterior
- Changed torches Fade, Radius, RGB color and light animation
- Fixed misaligned torch at Riften entrance
- Fixed torch not giving of light in Dushnikh Yal's Mine
- Fixed lighting flickering in New Gnisis Corner club
- Fixed bad aligned shadow light bulb in silent moons camp
- Fixed slowdown in Riften Jail
- Fixed bad aligned shadow light bulb in High Moon Hall
- Fixed bad aligned shadow light bulb in House of Clan Shatter-Shield
- Fixed bad aligned shadow light bulb in Falkreath Jarl's Longhouse
- Fixed Roomarker and Portal occlusion clipping in Smelter Overseer's house
- Fixed Yngol Barrow light not turning off as they should
- Fixed Fort Dawnguard "skylight" lighting in the opening hall
- Fixed see through wall in Solitude The Winking Skeever
- Lowered the light cast fixes in all the inns
Fixed light flickering in the following locations:
--- Dragosnreach main hall
--- Embershard Mine light
--- Nightcaller Temple
--- Markarth City exterior
--- Sven & Hilde's house in Riften
--- Dawnstar Quicksilver Mine
--- Jarl longhouses located in Dawnstar and Falkreath
Additions ============================================
- Added vanilla asset boulder meshes in Embershard Mine, to cover up light flickering surfaces that was otherwise impossible to remove without sacrificing several light bulbs.
- Added missing light to archway in Solitude (thanks greyjedi11)
- Added light bulb to Dawnstar forge and smelter
- Added light cast fix to all locations that had either the FarmIntLHFirePit02 or the FarmIntLHFirePit03 with a shadow light bulb
- Added light cast fix to all locations that had either the WHfireplace01 with a shadow light bulb
- Added missing light bulb to light source at Wayward Pass
- Added missing Light bulb at Frostflow Lighthouse
- Added missing Light bulb at Dawnstar Blacksmith forge
- HOTFIX VERSION CHANGELOG v1.0.1-1.0.9
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Version 1.0.5HF
- Changes from v1.0.5 to v1.0.5HF
BUG FIXES;
* - Changes from v1.0.5 to v1.0.5HF
BUG FIXES;
* Removed ITM records
- Changes from v1.0.5 to v1.0.5HF
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Version 0WS
- Window Shadows
> v2.0.0
(based on RS v1.3.x)
This major version update for the Window Shadows version fully incorporates the core meshes, textures and plugin changes from WS v7.7.5. What is NOT included from WS v7.7.5 are the optional features nor the patches. All the optional features conflict with most lighting mods, thus RS will not include them for support. They can be used as standalone options, but users will still have to get thoses files from the WS page.
This means users that aren't using the optional features (enhancer, brighter glow maps, light fader) will NOT need to download the original mod. Since the base WS mod is now fully incorporated, these users can skip downloading Window Shadows...saving a plugin slot in the process.
Thanks to HHaley and Dlizzio for the open permissions to allow this merger.
> V1.2.2
The following interiors have been revisited and reworked for use with Window Shadows. This completes "Act I" locations and some random locations.
- Angas Mill
- Angarvunde
- Battleborn Farm
- Bleak Falls Barrow
- Helgen's Keep
- High Hrothgar
- Honningbrew Meadery
- Ivarstead
- Pelagia Farm
- Missed Whiterun interiors
New meshes are included to support candlehorn assets without flames. Other light source assets in vanilla have versions for this purpose, but for some reason Bethesda didn't include them for candlehorns. These new assets are used to support more natural lighting without the need to remove (disable) clutter. Some assets are still removed, however. This is mainly done to provide style differences between interiors; mixing up Bethesda's cookie-cutter style from obvious copying & pasting.
There are probably some ITMs in the plugin. Feel free to clean them. I'll have them removed by the next release, though. They're just a result of the version still being a WIP.
> V1.2.1
Revisited and reworked all the interiors for Riverwood and Whiterun. These locations now all have WS at the base with RS built around it.
> V1.2.0
This is an initial release of a version compatible with Window Shadows included:
https://www.nexusmods.com/skyrimspecialedition/mods/37831
Basically all that has been done is the conflicting interior and exterior locations between RS and WS were removed from this version of Relighting Skyrim. This means that the spaces that Window Shadows edit are 100% purely from that mod (nothing is provided by RS). Thus, the only remaining locations that this version provides are locations that Window Shadows doesn't edit (basements, dungeons, caves, etc.).
Use only one main version!
- Window Shadows
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- Author's activity
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December 2024
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10 Dec 2024, 5:38PM | Action by: TechAngel85
Attribute change
'Description changed.'
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09 Dec 2024, 3:05AM | Action by: z929669
Attribute change
'Description changed.
Mod version changed to 3.0.'
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04 Dec 2024, 10:33PM | Action by: TechAngel85
Mod edited
'Frequently Asked Questions'
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04 Dec 2024, 10:09PM | Action by: TechAngel85
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'Static Mesh Improvement Mod Patch [version 3.0]'
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'Description changed.'
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'Change log added for version 3.0'
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'Description changed.'
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29 Aug 2023, 2:32AM | Action by: TechAngel85
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'Change log added for version 2.2'
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Endorsed
'Relighting Skyrim SE'
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23 Nov 2022, 11:49PM | Action by: TechAngel85
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23 Nov 2022, 9:02PM | Action by: TechAngel85
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'Change log added for version 2.1.0'
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06 Oct 2022, 7:35PM | Action by: TechAngel85
Mod edited
'Frequently Asked Questions'
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06 Oct 2022, 7:16AM | Action by: TechAngel85
Changelog added
'Change log added for version 2.0.0'
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06 Oct 2022, 7:14AM | Action by: TechAngel85
File added
'Relighting Skyrim SE v2.0.0 [version 2.0.0]'
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