UPDATE TO 1.20 * Added a couple of lights to locations we previously didn't add any. * Fixed some lights that were not visible before because of wrong enable parents. * Reduced the spawn chance for CLARALUX engineers. And they got some combat training at the Black Marsh facility. Bandits beware! * All support patches have now 'Blowing in the Wind' support in-built. That was a grindy task... * Updated the mod description page with information that was often requested. * Documentation site will follow soon. MGE's duty. * Added a couple of new support patches, see mod description for a full list. * Addressed the positioning of a few lights and some minor tweaks * Windhelm bridge is now lit again - it even flickers when guard with torches pass by without any lights, so nothing was gained. * FormID xx12AF83 was added since version 1.10. All other text stayed the same, so it should be an easy update for translators. sed on used feedback. Probably in late July.
UPDATE TO 1.21 BUG FIXES * Fixed a bug that made it possible for dragons outside the Facilty to be pulled into the Facility worldspace * Fixed a problem with an implicit type cast that resulted in day/night transitions to be an hour later * Minor cosmetic changes to a few lanterns and lights * Fixed bounds of Solitude worldspace * Some housekeeping in the ESP
NEW FEATURES * Added additional pull chains in the Facility, so that light settings can now be independently increased or decreased * Added an additional weight (extra heavy) to the lanterns for users with very windy weather mods
NOTE FOR TRANSLATORS * Message xx1C7B35 message was showing "Off" instead of "On" * Message xx1D6F68 had an unneeded space * Message xx0420E9, xx1D6F69, xx1D6F68, xx1D6F6A had a special character removed * Message xx0420E9, xx1D6F69, xx1D6F68, xx1D6F6A, xx1DC09C were shortened to fit better inside the popup window. * New String added for extra heavy lanterns xx2503FF * New Switches have IDs: xx25A69A to xx25A6A9
NEW SUPPORT PATCHES - Skyrim Bridges - Provincial Courier Service
As always with an update new bugs are possible and likely. If you encounter any problems pls. leave a comment / file a bug report.
Update for XB1 will follow after we made sure everything is stable in the 1.2x releases. Probably late July.
UPDATE INSTRUCTIONS
Save in an interior cell before updating so that no CLARALUX lights or light fixture are active. Check the mod description for more details.
DEVELOPMENT UPDATES
Currently experimenting on some code injection to see if some ideas we have are feasible to be implemented in a future release to push the boundaries beyond what we can do at the moment. This will be for a 2.0 release that might be released by the end of the year until then the 1.x series will of course keep getting updates.
JULY UPDATE
Experimenting with some changes and preparing some additional requested features (e.g. alternative Facility access) for the next update.
Bruma Support will come, probably as a Work-In-Progress patch, as the new world space is quite large and a lot of lights need to be added. Bruma itself only comes with about 100 lights. Don't hold your breath though...
Expect the next update (unless a bug fix is needed) in September as I am mostly out of town in August.
FWIW, I upgraded mid game and I'm having no issues so far. I used the version without the testing facility. I'm also using it with DynDOLOD without any issues although I didn't add that til v2.41 came out just recently.
Something about the lights at Fort Dawnguard is causing me massive FPS drops when looking at certain areas. I don't know what exactly is it that is causing the FPS drops, but removing the Dawnguard lights fixed it.
this looks amazing, this doesnt even look like skyrim anymore, it looks like a majestic 3d painting i have to thank you for such a wonderful mod transforming the visual aspect of the game.
im using Elfx Hardcore. i ditched RLO exteriors, because it was incompatible, but its really quite inferior to this. it doesnt compare im using Darker Nights Level 1
when its night, and all the citizens are walking around with torches. its just really magnificent
i was using Open cities for awhile, really liked jumping over the walls to get in and out, but im sacrificing and uninstalling open cities, because its not really compatible, and without open cities, it looks vastly better.
i went to your custom area CLUX facility. it was interesting. i really didnt like pulling those chains. but eventually i got all my settings how i wanted them, i dont need to use that area. i tried Imaginator, it was interesting. but ultimately it got boring changing settings. i wanted a one-size-fits-all areas setting for a more immersive gameplay experience.
i think i achieved the lighting that i wanted , a one-size-fits-all optimized setting, with the mods i previously mentioned.
i finalized the best and most glorious colors by tweaking my Nvidia Control Panel color settings, that was the easiest way to finalize the perfection of color preferences, with the sliders.
But also I'm using [I can't believe its not butter..] (with SweetFX) i mean I cant believe its not.. I cant even say the letters.. It adds a customized Dx11 file that really helps to smooth out the flow of graphics.
Another patcher that doesn't patch the JK Skyrim pack. What needs to be edited to get window lights to show up? All my cities don't render them in or outside the city like your picture of Whitrun. See of lights picture is misleading. Dragonsreach windows don't light up at all unless you standing at the wall behind the farm.
749 comments
I am thrilled to report that they all work better than expected! Very much how they were intended!
All tested in SSE. All saved/edited in CK64. And all cleaned in SSEEDIT.
CLARALUX : More and Brighter Lights for SSE
How to adjust CLARALUX LIGHTS and OPTIONS in real-time in the game
WARZONES : CIVIL UNREST for SSE
Console Commands for WZ
WARZONES : ASSAULT ATTACK for SSE
Console Commands for WZAA
Any questions/comments/troubles? Leave 'em here!
- MyGoodEye
Welcome back you handsome devil!
IMAGINATOR SSE is released!
UPDATE TO 1.20
* Added a couple of lights to locations we previously didn't add any.
* Fixed some lights that were not visible before because of wrong enable parents.
* Reduced the spawn chance for CLARALUX engineers. And they got some combat training at the Black Marsh facility. Bandits beware!
* All support patches have now 'Blowing in the Wind' support in-built. That was a grindy task...
* Updated the mod description page with information that was often requested.
* Documentation site will follow soon. MGE's duty.
* Added a couple of new support patches, see mod description for a full list.
* Addressed the positioning of a few lights and some minor tweaks
* Windhelm bridge is now lit again - it even flickers when guard with torches pass by without any lights, so nothing was gained.
* FormID xx12AF83 was added since version 1.10. All other text stayed the same, so it should be an easy update for translators.
sed on used feedback. Probably in late July.
UPDATE TO 1.21
BUG FIXES
* Fixed a bug that made it possible for dragons outside the Facilty to be pulled into the Facility worldspace
* Fixed a problem with an implicit type cast that resulted in day/night transitions to be an hour later
* Minor cosmetic changes to a few lanterns and lights
* Fixed bounds of Solitude worldspace
* Some housekeeping in the ESP
NEW FEATURES
* Added additional pull chains in the Facility, so that light settings can now be independently increased or decreased
* Added an additional weight (extra heavy) to the lanterns for users with very windy weather mods
NOTE FOR TRANSLATORS
* Message xx1C7B35 message was showing "Off" instead of "On"
* Message xx1D6F68 had an unneeded space
* Message xx0420E9, xx1D6F69, xx1D6F68, xx1D6F6A had a special character removed
* Message xx0420E9, xx1D6F69, xx1D6F68, xx1D6F6A, xx1DC09C were shortened to fit better inside the popup window.
* New String added for extra heavy lanterns xx2503FF
* New Switches have IDs: xx25A69A to xx25A6A9
NEW SUPPORT PATCHES
- Skyrim Bridges
- Provincial Courier Service
As always with an update new bugs are possible and likely. If you encounter any problems pls. leave a comment / file a bug report.
Update for XB1 will follow after we made sure everything is stable in the 1.2x releases. Probably late July.
UPDATE INSTRUCTIONS
Save in an interior cell before updating so that no CLARALUX lights or light fixture are active. Check the mod description for more details.
DEVELOPMENT UPDATES
Currently experimenting on some code injection to see if some ideas we have are feasible to be implemented in a future release to push the boundaries beyond what we can do at the moment. This will be for a 2.0 release that might be released by the end of the year until then the 1.x series will of course keep getting updates.
JULY UPDATE
Experimenting with some changes and preparing some additional requested features (e.g. alternative Facility access) for the next update.
Bruma Support will come, probably as a Work-In-Progress patch, as the new world space is quite large and a lot of lights need to be added. Bruma itself only comes with about 100 lights. Don't hold your breath though...
Expect the next update (unless a bug fix is needed) in September as I am mostly out of town in August.
Posted a version of Claralux SSE with the MCM built in.
Check it out.
I don't know what exactly is it that is causing the FPS drops, but removing the Dawnguard lights fixed it.
Watching the demo videos i noticed something little but "very" important: Do these light sources not cast proper shadows?
Can anyone confirm please?
Thanks in advance,
i have to thank you for such a wonderful mod transforming the visual aspect of the game.
im using Elfx Hardcore.
i ditched RLO exteriors, because it was incompatible, but its really quite inferior to this. it doesnt compare
im using Darker Nights Level 1
when its night, and all the citizens are walking around with torches. its just really magnificent
i was using Open cities for awhile, really liked jumping over the walls to get in and out, but im sacrificing and uninstalling open cities, because its not really compatible, and without open cities, it looks vastly better.
i went to your custom area CLUX facility. it was interesting. i really didnt like pulling those chains. but eventually i got all my settings how i wanted them, i dont need to use that area.
i tried Imaginator, it was interesting. but ultimately it got boring changing settings. i wanted a one-size-fits-all areas setting for a more immersive gameplay experience.
i think i achieved the lighting that i wanted , a one-size-fits-all optimized setting, with the mods i previously mentioned.
i finalized the best and most glorious colors by tweaking my Nvidia Control Panel color settings, that was the easiest way to finalize the perfection of color preferences, with the sliders.
But also I'm using [I can't believe its not butter..] (with SweetFX) i mean I cant believe its not.. I cant even say the letters.. It adds a customized Dx11 file that really helps to smooth out the flow of graphics.