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godescalcus

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godescalcus

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124 comments

  1. hschneider052
    hschneider052
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    hey I just giving a heads up with this link the ele, is there away to change the link to the new ele since the old one has been removed from the nexus.
  2. hschneider052
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    hello godescalcus if your still around I'm about to jump into the water with both feet on this but my question is this will it work with with elfx shadows?
    1. godescalcus
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      It's been a while since I used ELFX Shadows. I remember having issues with it, not because of this patch. Currently using the original ELFX, along with parallax meshes. The community updated ELE still works with these patches, the darkness/light contrast is not as radical but still stark, some people will surely prefer it this way. If you use Community Shaders with ReShade, or ENB, with decent light adaptation, it's now possible to see in pitch darkness because of the very low ambient light added to ELE allowing for light adaptation adjustments (helps gameplay but may break immersion for those who enjoy playing in the shadows).
    2. hschneider052
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      thank you for the response now I just got to get my game working again 
  3. henryslim
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    Interiors are good but when I enter in Embershad mine it's very bright in the bridge of the cave.
     :( 
    Sleeping giant inn perfect and riverwood trader too but mines are very bad.
    1. godescalcus
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      You should check if you have any other plugin overriding ELE's cell records.

      Also, ELE has been taken down by its author, and the refurbished version that's been uploaded is different. Don't expect the pitch black darkness you see in the screenshots here with the new version - JawZ's original ELE had very, very little ambient light, so pairing it with any lighting mod that removed vanilla fake lights resulted in areas of absolute darkness, very good for those who enjoy stealthy gameplay, but requiring you to have a portable light source of some kind.
  4. Monsyer
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    The contents of the folder <date> does not look suitable, setting the <date> as a directory did not help
    1. godescalcus
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      Which mod manager are you using? This mod installs automatically if you use a mod manager capable of handling FOMODs, otherwise, you have to unpack it and install manually.
    2. Kulharin
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      I remember an old RS for ELFX+ELE combo, is that still available anywhere?

      is it this one here?  https://www.nexusmods.com/skyrim/mods/77331/?
    3. godescalcus
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      That's the one. But I realised over time hat RS had very little left to do, Hearthfires homes mostly, and there are multiple mods dedicated to Hearthfires ligting that do the job better.

      Also note that Relighting Skyrim has seen recent development, and that plugin you can download from the old guide page will not have recent tweaks or additions. And, finally, if using the stripped down plugin for ELFX, don't install any RS patches whatsoever.
  5. nanashi50
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    Anyone use this with the new ELFX Shadows? It replaces supercedes ELFX Fixes and the ELFX SMIM patch.

    Safe to assume no issues?
  6. AtsushiATS
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    can anyone help me with dungeon became soo dark? im using ELFX + ELE + this patch and vivid weather
    1. godescalcus
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      It's normal that they become dark where there is no light source. Dungeon imagespaces with ELE have next to zero ambient light. Check the lighted areas - if those are still dark, than likely you should check monitor calibration and/or ENB. Otherwise, enjoy and... shadow guide you ;)
    2. AtsushiATS
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      hmm well i guess you have a point, guess i'll let that shadow lead me lol

      anyway thx for the answer its very helpful, very appreciated
  7. MegaVIP98
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    is this compatible with Sounds of Skyrim?
    1. godescalcus
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      You should probably have a SoS + ELE patch. The AIO and the cavern worldspace plugin in this set will conflict and you should forward it, with SoS sounds to a conflict resolution patch that would sit below both mods.
  8. Sasquatch678
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    Could you do something for the Ragged Flagon? It's insanely dark there, very similar to the winking skeever.
  9. Antirekt
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    Thank you so much! This is exactly the thing I was looking for. The no invisible light sources of ELFX and the improved light from ELE. Just perfect.

    I am also using this with Window shadows and its patch for ELXF and the results are just superb. I would also recommend ELFX fixes and ELFX door light remover.
    1. StarPlatinumTheWorld
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      What load order are you using with window shadows and the patch if you don't mind me asking?
    2. godescalcus
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      I couldn't get satisfactory results with the exclusion patch. Cells where ELFX gets removed look strange (straight examples: Dragonsreach, Bannered Mare) because Window Shadows is based on vanilla lighting, which looks much different than ELFX. That said, I can't say I don't recommend it, just that I don't find it as interesting. Which is a shame - Window Shadows is a great idea and a great enhancement if you're playing with vanilla lighting or Luminosity. Ambient Lighting Combined was the most interesting take on blending the two, precisely because it attempts to blend them, not simply move ELFX out of the way, but that hasn't been updated since October and Window Shadows has come a long way since that. I just hope the MA or someone else takes up the challenge of maintaining such a blended patch - but I understand it takes an insane amount of time. Literally rebuilding the lighting in the entire game. More or less the same work involved in making either of the original mods.
  10. cleon06
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    Hi, I just want to check something before installing, you see ..
    ( Sorry, i do not speak english)
    I used to use ELFX before, but it was not compatible with the new lands like Beyond Bruma, Beyond Reach, Falskaar, Forgoteen city, Moonpanth to elwery, etc ...
    I switched to ELE and I have patches for all those mods
    And I wanted to know if I understood it correctly ...
    Do I have to install ELFX ice version and then ELE lower than ELFX and the ELE new lands patches lower than ELE? or is there something incompatible here?
    1. godescalcus
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      There is nothing incompatible between elfx and new lands. Those lands simply won't have anything ELFX. As for ELE, there isn't any incompatibility either. What those patches do is replace the mods' original imagespaces and lighting templates with those of ELE, improving consistency across your setup. They are not essential and have nothing to do with this patch. If you use loot to sort your load order, everything will come out correctly, but it's as you put it, ELFX first, then most of your load order, then ELE towards the end, then patches that require ELE.

      You don't have to install the ice version at all, I'll correct my description to make that clear - ice is optional and also has nothing to do with this patch... I just think it's very much worth it.
    2. cleon06
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      Ahh okay, but I have one more doubt, I know that it does not have much to do with the mod but now I have the doubt, there is a way to configure a similar patch like this, so that ELFX works in the land of skyrim vanilla and in the new lands work ELE?
    3. godescalcus
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      ELFX and ELE don't do the same things (for the most part). ELFX changes light sources and static objects so they match one another (for example, every lit candle has a light source attached, every torch, etc... And removes "fake lights" (light sources that don't correspond to an object or opening that would cast light). ELE doesn't do that, ELE handles the base records for light sources (their colour, intensity, flicker, etc), lighting templates and imagespaces (in short, the stuff that tells the game how to render lights in each cell). ELE and ELFX overlap only in that they both change light source settings, hence this patch.

      "ELFX works in the land of skyrim vanilla and in the new lands work ELE" - if you prefer ELE lights, don't use the patch, just let ELE override ELFX and you're good to go. Or don't use the AIO, use only the modules you want. You can't make a patch that changes light settings for specific worldspaces without editing every single light bulb placed in it. It would be an immense undertaking, although xEdit scripts might help. As for imagespaces and lighting templates, what you want woudl require a replacer ELE_SSE.esp that doesn't include any cell edits. Simply removing the cells group and using ELE patches for the other worldspaces could work. But why do you want to do that?
    4. cleon06
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      Ahh, then I would have to have ELFX cancel the ELE cells in vanilla Skyrim and in turn ELE work on the New Lands, adding the lands it has installed, so if it can be done ...
      The reason is that every time I see something relatively incompatible, I see if I can fix it, it was more for that reason that I asked
      And I wanted to know if it is possible; As I realized that other mods that I use are not compatible with ELE like Lanters from skyrim 2 and some others about vanilla and with your explanation I understood why ELFX would not work elsewhere and what exactly ELE does,
        I asked you precisely now that in my country there are no people who do these things and I am "learning" to make patches that are very basic and I wanted to know more about this, but I know that this is much more advanced and I would have to handle the creationkit well ; Your explanation and your patience helped me a lot and try to understand my English, Thank you