ECPLW adds complex particle lights to the windows of all major cities (except Windhelm currently in WIP) , DLC2 Skaal Village, Solitude and Whiterun farmhouses. The aesthetic result mainly depends on the ENB preset used and the screenshots you can see were taken using Rudy ENB. ECPLW is 100% compatible with everything.
for all those who have flickering issues due to the ENB Light node this is the solution: copy/paste/replace the whole [COMPLEXPARTICLELIGHTS] section inside your enbseries.ini with the one inside the spoiler below.
all patches for the old LoS II - Tamriel Master Lights.esp have been updated and sent to the respective authors so please do not ask for more information about these patches or I will be forced to close the posts section!
thank you for your attention and above all for your understanding.
Hey there. Perhaps a strange question regarding LoS II / WiZ Signs & JK's Skyrim, but, i read at desc page:
"Note 1) if you want both the lanterns and signs movable by the wind, you can download my mod WiZkiD Signs".
So, i disabled LoS II, and switched to WiZkiD Signs ,to get the best of both of your mods, (LoS II+W/Signs), yet no lanterns at all around if i use only Signs mod. If i enable back LoS II, road lanterns are back, but then, even with LoS II+JK's patches, still getting duplicate Lanterns at buildings, both in WR/RW.
The patch for Midwood Isle contains two `Could not be resolved` errors under Worldspace > Block -1, -1 > 0xDC0 (FlorinCity04Stables), which block dyndolod generation. Fix is easy but it will be good to update the patch.
I had the original Lanterns of Skyrim installed, is it safe to install this mod and remove the 'old' one mid playthrough? Also, Is it necessary to remove the original Lanterns of Skyrim? NMM doesn't detect conflicts
I'm so confused. Is the cities version compatible with LOS II cuz I'm seeing two lanterns occupying the same place and with the informative console command mod I found that both TML and LOS II are trying to place lanterns in the same spot.
from the description page: With this new 4.0 version LoS II - Tamriel Master Lights.esp has been merged with Lanterns Of Skyrim II.esm and this makes it a complete overhaul of all Skyrim exterior lighting system. This will not only save a plugin slot but will make it easier to update the entire mod if necessary. I have personally taken steps to update all the patches, including those included in the various collections created by Janquel.
obsolete I would say no, users who don't like lanterns on roads can still choose TML, although to tell the truth LoS II allows you to disable the lanterns both on roads and in settlements
3402 comments
ECPLW adds complex particle lights to the windows of all major cities (except Windhelm currently in WIP) , DLC2 Skaal Village, Solitude and Whiterun farmhouses. The aesthetic result mainly depends on the ENB preset used and the screenshots you can see were taken using Rudy ENB.
ECPLW is 100% compatible with everything.
IgnoreWeatherSystem=true
EnableBigRange=true
EnableShadow=true
ShadowQuality=1
IntensityDawn=0.11
IntensitySunrise=0.1
IntensityDay=0.1
IntensitySunset=0.3
IntensityDusk=0.3
IntensityNight=0.15
IntensityInteriorDay=0.2
IntensityInteriorNight=2.0
CurveDawn=1.8
CurveSunrise=1.8
CurveDay=1.8
CurveSunset=1.8
CurveDusk=1.8
CurveNight=1.8
CurveInteriorDay=1.5
CurveInteriorNight=1.5
SpecularAmountDawn=1.0
SpecularAmountSunrise=1.0
SpecularAmountDay=1.0
SpecularAmountSunset=1.0
SpecularAmountDusk=1.0
SpecularAmountNight=1.0
SpecularAmountInteriorDay=1.0
SpecularAmountInteriorNight=1.0
DistanceFadeDawn=0.3
DistanceFadeSunrise=0.3
DistanceFadeDay=0.3
DistanceFadeSunset=0.3
DistanceFadeDusk=0.3
DistanceFadeNight=0.3
DistanceFadeInteriorDay=0.6
DistanceFadeInteriorNight=2.0
EnableNormalMappingShadows=true
NormalMappingShadowsQuality=1
SpecularPowerDawn=12.0
SpecularPowerSunrise=12.0
SpecularPowerDay=12.0
SpecularPowerSunset=12.0
SpecularPowerDusk=12.0
SpecularPowerNight=12.0
SpecularPowerInteriorDay=12.0
SpecularPowerInteriorNight=12.0
BigRangeScale=0.6
EnableSeparateInteriorParameters=true
BigRangeScaleInterior=1.0
thank you for your attention and above all for your understanding.
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Weather mods
Obsidian Weather and Seasons
Vivid Weathers Definitive Edition
Climates of Tamriel
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Lighting mods
Enhanced Lights and FX without the exteriors addon
Realistic Lighting Overhaul SSE without the exteriors addon
Luminosity Lighting Overhaul - The Cathedral Concept
***********
The list is anything but complete, I will gradually add other mods that work very well with LoS II
Do they disable laterns for this town or something?
Edit: I already understand, no need to answer
"Note 1) if you want both the lanterns and signs movable by the wind, you can download my mod WiZkiD Signs".
So, i disabled LoS II, and switched to WiZkiD Signs ,to get the best of both of your mods, (LoS II+W/Signs), yet no lanterns at all around if i use only Signs mod.
If i enable back LoS II, road lanterns are back, but then, even with LoS II+JK's patches, still getting duplicate Lanterns at buildings, both in WR/RW.
https://pasteboard.co/fIFaKtEfhppF.jpg
https://pasteboard.co/FFAJUV2zszwX.jpg
Is there some other patch that needed? Searched all around, and nothing. Thanks in advance.
Also, Is it necessary to remove the original Lanterns of Skyrim? NMM doesn't detect conflicts
With this new 4.0 version LoS II - Tamriel Master Lights.esp has been merged with Lanterns Of Skyrim II.esm and this makes it a complete overhaul of all Skyrim exterior lighting system. This will not only save a plugin slot but will make it easier to update the entire mod if necessary. I have personally taken steps to update all the patches, including those included in the various collections created by Janquel.
EDIT: I figured it out, Sort of. Modding Skyrim changed me into a mindless angry troll lately >_<
error in lanterns of skyrim 2.esm CELL:0000BD0E WRLD:0000003C at 46-26
any help is appreciated