Just want to clarify, ENB lights are still functional in the latest version. It is considered deprecated probably because developers are encouraging players to switch to Light Placer, and support for ENB lights might be discontinued in the future.
Some players may find that a portion of ENB light mods stopped working in the latest version of CS and LLF. For example in this comment. This is because the config file `ParticleLights/black.ini` is removed during one of the updates (see the commit here). CS uses such config files to recognize and render particle lights in game. Basically a config file named `xyz.ini` means CS will recognize meshes that use `xyz.dds` texture on Billboard/ParticleSystem nodes as particle lights. This config system is explained here.
A lot of ENB light mods use `black.dds` on the meshes to act as ENB lights (e.g., ElSopa potions), so there once existed this black.ini config for CS to recognize such meshes and render them as real particle lights. The problem is: black.dds is a vanilla texture, which means it could potentially be used in other meshes that weren't supposed to act like particle light. And with this `black.ini` config file, these meshes will be mistakenly recognized as particle lights. That is why this config is removed during the update.
However, if you want to take the risk, you could still add the config back. Just copy `enblightglow.ini` and rename it to `black.ini` and you are good. Personally I added this config back and haven't found anything wrong yet.
Found out that fact myself just recently, thank you for sharing! Two additions: - It's possible to combine the ENB lights with CS Lights and gradually move to a more future-proof method of adding lights - Particle Patch also places ENB lights and uses pp_black.dds, so for them to work there needs to be aParticleLights/pp_black.ini
Same here, not sure if it was caused by Light Limit Fix or something else, disabling Community Shaders temporarily can fix it, but it will disappear again when Community Shaders is enabled.
SAME so annoying. Restarting game should fix it, but that is not really a fix. Disabling 'lightning' in the advanced tap also fix it, but again, that is not really a fix. Maybe just to finish a mission or something.
It happens to me even without ELFX/shadows. It's just way more noticeable with those. If a light source is out of view or a certain distance away, it stops rendering it, even if it should still reasonably be there at that distance.
anyone else having a shadow striping problem occur from magic hand lights? very noticeable in first person while standing in daylight
Not a problem from this mod. Ran into a random zone along the road near Riverwood wolf ambush, and its like a weird, square screenspace fog-shadow im encountering that causes striping regardless of light sources or no. Spans only a short distance.
I just started using Community shader stuff so I dunno if it's this mod, but sometimes I get some weird light effects, like really ugly green light coming out of nothing, blue light coming out of dead enemies, and sometimes a really bad blue light glitch that takes my entire screen when looking at certain directions. Im clueless what causes it but turning off CS in-game fixes it so it's definitely a CS mod.
Hi i read people saying that this mod can make magic emit lights from first/third person, but i barely see any. There is some light when im close to a wall, but the area does not really light up. All installed CS addon works. Anyone know what to change to get this happening? Or do i really need a mod that does this?
This mod removes the light limit, and makes some magic hand lights work in first person, I created a small fix that makes all of spell hand lights work in first person: https://www.nexusmods.com/skyrimspecialedition/mods/142757?tab=description. The lights are not very strong though as you noticed
For more magic lights You can use https://www.nexusmods.com/skyrimspecialedition/mods/138443?tab=files
Does anybody know how to fix israns stendars aura spell brightness? The only way i can fix it is from community shaders own menu, by lowering "billboard brightness" in the light limit fix subsection, but i don't know if that will make other non bugged effects too dim. stendars aura is the only effect I've seen in 30 hours of gameplay, that has that problem with brightness. Any insight would be awesome.
Should Stendarr’s Aura assault thine vision with unholy brilliance, untick “LLF Particle Lights instead of Fake Glow” — and serenity shall be restored.
I'm having an issue; I need a tissue got one. the comment on this mod page say's that the enb lights will be faded out, but the problem of it is that I can get the enb effects to work with enb lights and light placer doesn't work without cs lights, or without placed lights and LLF is required. the biggest problem I'm having is the interior when I don't have any community shaders mods installed the lighting is not so dark and all the light sources except for a few cast light, I'm trying to get all the light sources to cast lights, but when I download these community shader mods it gets extremely dark and I have been trying to figure out what is the issue and I'm at a lost any suggestions please.
1173 comments
Some players may find that a portion of ENB light mods stopped working in the latest version of CS and LLF. For example in this comment. This is because the config file `ParticleLights/black.ini` is removed during one of the updates (see the commit here). CS uses such config files to recognize and render particle lights in game. Basically a config file named `xyz.ini` means CS will recognize meshes that use `xyz.dds` texture on Billboard/ParticleSystem nodes as particle lights. This config system is explained here.
A lot of ENB light mods use `black.dds` on the meshes to act as ENB lights (e.g., ElSopa potions), so there once existed this black.ini config for CS to recognize such meshes and render them as real particle lights. The problem is: black.dds is a vanilla texture, which means it could potentially be used in other meshes that weren't supposed to act like particle light. And with this `black.ini` config file, these meshes will be mistakenly recognized as particle lights. That is why this config is removed during the update.
However, if you want to take the risk, you could still add the config back. Just copy `enblightglow.ini` and rename it to `black.ini` and you are good. Personally I added this config back and haven't found anything wrong yet.
- It's possible to combine the ENB lights with CS Lights and gradually move to a more future-proof method of adding lights
- Particle Patch also places ENB lights and uses pp_black.dds, so for them to work there needs to be a
ParticleLights/pp_black.ini
Are you using ELFX btw ?
anyone else having a shadow striping problem occur from magic hand lights? very noticeable in first person while standing in daylight
Not a problem from this mod. Ran into a random zone along the road near Riverwood wolf ambush, and its like a weird, square screenspace fog-shadow im encountering that causes striping regardless of light sources or no. Spans only a short distance.Does this mean you guys are looking into a way to unlock this too?
https://www.nexusmods.com/skyrimspecialedition/mods/142757?tab=description. The lights are not very strong though as you noticed
For more magic lights You can use https://www.nexusmods.com/skyrimspecialedition/mods/138443?tab=files
the comment on this mod page say's that the enb lights will be faded out, but the problem of it is that I can get the enb effects to work with enb lights and light placer doesn't work without cs lights, or without placed lights and LLF is required.
the biggest problem I'm having is the interior when I don't have any community shaders mods installed the lighting is not so dark and all the light sources except for a few cast light, I'm trying to get all the light sources to cast lights, but when I download these community shader mods it gets extremely dark and I have been trying to figure out what is the issue and I'm at a lost any suggestions please.