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Changelogs
Version 3.0.2
Fix another reported crash
Fix far away lights not animating
Add missing config
Version 3.0.1
Prevent lights from attaching to DynDOLOD references which was the culprit in almost every reported crash.
Version 3.0.0
[Breaking] Removed addonNode attachment method. To attach lights to addon nodes, use nodes (ie. "nodes": ["AddonNode14"])
Lights can be attached to multiple nodes with the same name using "nodes"
Remove light culling feature since first person was broken and wouldn't work with offscreen GI mods.
Add lights to projectiles
Fix several reported crashes with Dyndolod meshes
Fix lights not detaching when harvesting plants (NiSwitchNodes)
Show hemisphere light markers for shadow hemisphere lights
Optimization pass
Version 2.5.3
Fix reported light re-attach crash
Version 2.5.2
Compiled plugin without AVX2 instructions so it works on older CPUs
Version 2.5.1
Add lights to tree objects
Whitelist/blacklist now supports base IDs
Version 2.5.0
Dynamically cull lights outside camera view (increased performance with lots of lights)
New animation controller - lightController for controlling multiple light values at once
Fix crash caused by broken mods not including an enchant shader for their enchantments
Fix visual effect lights disappearing across interior->interior transitions
Fix light index count for good
Version 2.1.1
Fix critical bug where lights from duplicate LP entries were not properly counted and added to the object
Added missing debug info to objects with only one light (logLP console command)
Version 2.1.0
Add whitelist for bDisableAllGameLights
Add SyncAddonNodes flag to toggle attached addons based on condition state
Add conditionalNodes to toggle specified nodes based on condition state
Add UpdateOnCellTransition flag to only evaluate conditions on exterior<->interior transitions
Add UpdateOnWaiting flag to only evaluate conditions after waiting/sleeping
Allow multiple light editorIDs to be chained together as fallback (ModdedCandleLight|VanillaCandleLight)
Allow negative light colors
Prevent fade/intensity from scaling with object size - should reduce "supernova" like lights
Fix VFX lights disappearing on exterior<->interior transitions
Minor optimization
Version 2.0.1
Fix bug where enabling bDisableAllGameLights didn't disable lights
Fix animated lights not being updated
Version 2.0.0
Features
Proper support for shadow casting lights and spotlights (light limit still in place, use sparingly)
Add option to disable all game lights/blacklist lights from selected mods
Effect lights are now stackable and fade out when finished.
Object scale now affects light intensity.
LogLP console command displays a scenegraph of all lights attached to the reference
Add rotation controller for spotlights
Add fov, shadowDepthBias, rotation and rotation controllers
Add RandomAnimStart flag to desync animations
Add CombatTarget as a conditions subject
Fixes
Fix temp effect crash
Fixed lights not attaching to armor
Fixed points and offsets not working properly
Add missing ref ID checks to whitelist/blacklist
Added a bunch of checks to avoid exceptions that could cause the DLL to stop working
Breaking
transformController has been renamed to positionController.
Version 1.0.2
Optimized long load times
Disable mod if no Light Placer configs are found
Version 1.0.1
Fix potential crash when adding visual effect lights
LIGHT PLACER
Requirements
SKSE64 Visual C++ Redistributables 2022 Address Library for SKSE Plugins powerofthree's Tweaks Community Shaders Light Limit Fix
Description
Light Placer is a framework for attaching lights to objects and actors, via configurable .JSON files.
Unlike ENB or Community Shader particle lights, Light Placer adds real light bulbs (omni lights, spotlights and shadow casting lights) with unlimited range and brightness.
They can flicker, affect detection, change color based on time of day (external emittance) and so on, just like regular Skyrim light sources.
This does mean they are subject to Skyrim's light limit, so Light Limit Fix is highly recommended. You can attempt to run this with ENB and lots and lots of split meshes but there will be flickering and other issues.
Special FX - Effect Shaders, Art Objects (spell hit effects, hit shaders, enchantments, casting art)
Light Placer lights can have conditions attached to them, so they can toggle on/off when needed. For instance, a glowing sword that only lights up in the presence of enemies. Magic lights that turn off when sneaking or while invisible.
They can also have custom animations controlling color, radius, fade, position, rotation.