Vanilla cave entrances are given an improved and more immersive illusion of depth and darkness.
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Instead of hand-placed DLCGlowFillBlack shaders at each cave in the ESP, the shader is applied directly to the meshes thereby improving compatibility.
Version 1.0
Initial Release.
OVERVIEW
During my travels around Skyrim, I felt cave entrances lacked immersion. Too often I would approach a cave's entrance feeling as if I was walking into a rock face prior to teleportation to its interior. So I sought to remedy this by applying a shader to the cave entrances.
I combined Bethesda's "DLC2GlowFillBlack.nif" mesh into their glaciercaveentrance02.nif, rockcaveentrance01.nif and rockcaveentrance02.nif meshes thereby applying the shader to these cave entrances and minimizing ESP edits and maximizing compatibility. These meshes are used throughout Skyrim SE 132 times and I loaded each one in the Creation Kit to ensure my new mashed meshes worked as intended.
The ESP includes the 4 hand-placed "DLC2GlowFillBlack" shaders and one "AutoLoadDoor" adjustment that couldn't be remedied by the new meshes alone due to Bethesda's landscaping and positioning. The edited cells are: - DLC1DarkfallCaveExterior01, -38,17, added DLC2GlowFillBlack - GuldunRockExterior02, 17,-3, added DLC2GlowFillBlack - HaltedStreamCampExterior01, 4,4, moved HaltedStreamCampPitToInt - SerpentsBluffRedoubtExterior04, -25,-3, added DLC2GlowFillBlack - Wilderness, 30,37, added DLC2GlowFillBlack
COMPATIBILITY
The meshes would conflict with any mod that edits those meshes and the ESP may conflict with any mod that edits those cells.