Skyrim Special Edition

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CarpeNihil

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carpenihil

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9 comments

  1. JeanA882
    JeanA882
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    https://www.nexusmods.com/skyrimspecialedition/mods/97904?tab=description&BH=3

    This is a new riverwood overhaul and I was wondering if your addon can work with it? MA says it doesn't edit the landscape.
    1. carpenihil
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      You'd have to give it a try. Although its likely that there is no direct conflict, there could be a couple of issues that are all easy to test:

      • if the new mod places objects in the same spot as I put the lights, they might clip
      • if the new mod adds a bunch of lights, you might get flickering meshes
      • if the new mod isn't using LUX light sources, you'll get inconsistent light effects (the vanilla ones tend to be harsher, more intense with a more clear boundary). 
  2. predators9000x
    predators9000x
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    do you know when will the main lux orbis have this?
    1. carpenihil
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      Unfortunately I don't, GGUNIT just mentioned that an official take is coming when approving the patch. But it should be easy enough to run this for now and then remove it, right?
  3. snvern
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    This adds a really nice touch to Riverwood. Unfortunately, it also wipes out the shadow casting from the forge. Not sure if this was intentional, but if you can get that back then this would be a fantastic little mod.
    1. carpenihil
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      Right yes, I couldn't prevent some flickering while the forge light was shadow casting. Not sure what mesh caused it since the smithy itself it partitioned, so I don't think the new surrounding lights on other buildings should interfere, but for me they did in early testing. You can remove the edit to the forge yourself in Xedit to see if you get the same issue or not (please let me know if you do!).

      On a side note, does this bother you a lot? Just curious because I never really thought about the forge casting shadows, but you obviously noticed :)
    2. snvern
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      So turn shadow casting on and got the flickering you also experienced. I tend to spend quite a bit of time in forges so it's one of my priorities for lighting mods.
    3. carpenihil
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      Understandable, its a matter of priorities then. Still, I would like to understand why the shadows cause flickering there, I don't see how that works. In CK there isn't much overlap between what the lights hit at all except for the smith mesh itself, but that should be partitioned..
    4. snvern
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      I think it's simply just shadow casting limit per cell.