About this mod
Dynamic weathers, lighting tweaks and additions with care for detection gameplay.
Choose from several styles, different tonemaps with optional interiors, choose dynamic, varied or specific season weathers.
Extended shadows, a darker environment, darker dungeons and caves, edits and additions to light sources.
- Requirements
- Permissions and credits
- Donations
It's simple to install, simple to place, lore-friendly, very immersive with dramatic lighting both inside and outside.
Adequate for a VANILLA PLUS overhaul, any other case please refer to Incompatibilities section.
If you find the interiors too dark, either use one of the recommended ENB or my ReShade preset I made specifically for this: WeReLight ReShade at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Dynamic weathers, lighting tweaks and additions with care for detection gameplay.
Choose from several styles, different tonemaps with optional interiors, choose dynamic, varied or specific season weathers.
Extended shadows, a darker environment, darker dungeons and caves, edits and additions to light sources.
Edits done to light source intensity and radius accordingly, including carriable torches and Candlelight spells.
Torches are now much more important always, but especially when you venture into caves and ruins. Some parts of dungeons will be totally dark if you don't have a torch!
I took HHaley's excellent LE Shadows - thank you to rhonjohnson for porting this to SE (ShadowSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)), it was your port that inspired me to make this mod -, edited it with Darkened Dungeons Lightning by Surjamte, replaced its weather tweaks with a combination of two of my favorite weather mods: RAID Weathers by the late great Olivier Doorenbos and Aequinoctium - Weathers and Seasons , by Arindel. I also edited the light (intensity and radius, I didn't touch the tint) given off by several light sources, including candles, dwarven lights, falmer lights and more, but most importantly, I edited values of torches and spell lights to be more intense and wider spread, as this mod makes Skyrim much more realistically darkened.
Notice: This mod has too many records to be ESL-flagged, and the need to place this at the end of a LO makes it not ESM-flaggable.
Installation:
Install with mod manager.
Place at THE BOTTOM of your load order.
Instructions in the case of using an ENB (which you'll probably use):
ENB ShadowCastersFix must be disabled with this mod.
Otherwise, window shadows will disappear.
enbseries.ini
[SHADOW]
ShadowCastersFix=false
ENB used in screenshots: Ruvaak Dahman ENB
Incompatibilities:
The lighting can be overriden by any mods that have edited cell records.
Just load this after those mods to apply this mod's base lighting modification.
Mods that make nights darker (these are fundamentally weather mods)
Mods that add new sounds such as Sounds of Skyrim or Audio Overhaul (those change the same areas used for seasonal weathers)
- Weather mods - you can eventually load a weather mod BELOW my mod, but there would be no point in doing so and keeping my mod installed - example Cathedral Weathers, Obsidian Weathers, etc.;
- Mods that make tweaks/changes to light sources/Image Spaces/torch and spell lights/Lighting Templates, etc. - This mod already makes those edits, again if you're wanting to have another mod on top, it won't work properly - example Relighting Skyrim, Lux, etc.;
- Mods that make changes to the Imagespace of caves and dungeons - example Darkened Dungeons Lighting (I actually included the changes from it in my mod);
- Mods that make torches or spell lights brighter/darker/insert edit, I did this already in my mod - example Brighter and Infinite Torches, this will conflict and whichever change is below will be the one that takes precedence. This means, and since it's a minor change my mod does, that if you have a mod with more changes such as duration or ability to ignite oil, you should place it BELOW my mod;
- Mods that alter the interior configuration of taverns, inns, houses, castles, stores, and other buildings, they may or may not be compatible with my mod, depending on how drastic the changes made to the interiors were. My mod adds several objects to inns and other interior spaces - please refer to HHaley's Shadows for more details on this, as the changes and additions I refer to come from that mod, some are positional fixes for existing objects in the vanilla spaces, others are additional candles manually placed, etc., so if you changed too much with another overhaul, there can be candles in mid-air and stuff like that - example JK's Sleeping Giant Inn;
- Mods that change the cell references for interiors of taverns, inns, houses, castles, stores, and other buildings, effectively rendering the overhauled spaces incompatible with any mod that makes use of them unless purposefully and painstakingly patched, and even then... - example The Great Town of Ivarstead SSE.
- EVLaS breaks sneaking in shadows, since its detection system still uses the old shadow positions.
- "R.A.S.S." may be incompatible. I don't know why, as "Wet and Cold" (a similar mod) works fine.
- Compatible with all new lands mods. WeReLight will not affect custom weathers in those mods, but will replace any vanilla weathers they use.
- Not compatible with "no bloom" and "no HDR" mods (WeReLight already has lower levels of bloom, and no laggy HDR).
Compatibility:
Uses vanilla weather IDs ensuring basic level compatibility with mods like Beyond Skyrim, however a patch for those mods is still needed for full functionality.
The following mods are fully compatible:
Frostfall
Wet and Cold
Wonders of Weather
Obsidian Mountain Fogs
Lightning During Storms Sse (Minty lightning)
Immersive Sounds - Compendium
If you enjoy this mod and/or my work in general, please take a moment to endorse.


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