Required Blue or purple ( my mod will override Eternal Flames Swap file)
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
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Author notes
No restrictions whatsoever. No need to credit or ask permission to use or distribute in modified or unmodified form. I wave all liability in any and all forms.
File credits
Thanks to Dieselface for a large number of fixes.
Thanks to Brumbek for creating SMIM. I modified his nordic architecture meshes to create the optional SMIM patch.
Donation Points system
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Thanks to Dieselface's hard work, the following locations have been added and manually tweaked. Thanks again Dieselface!
SkytempleRuinsLocation
ArcwindPointLocation
DLC1ForebearsHoldhoutLocation
DLC1MolderingRuinsLocation
ForsakenCaveLocation
ValkyggLocation
ReachwaterRockLocation
BrokenFangCaveLocation
HamvirsRestLocation
Along with misc fixes, also all by Dieselface:
Fix High Gate Ruins interior sourceless sunlight.
Restore Silverdrift bandit campfire and light, exterior brazier and light, and additional interior campfire (unlit).
All types of Ice Torches (the light caster) are now also swapped. Can't believe I forgot these.
Restore Hillgrund's Tomb exterior campfire and treasure room interior candle.
Version 2.2
Prevented Forelhost exterior firepit from being unnecessarily swapped.
Version 2.1
Contains Dieselface's fix for Korvanjund's bandit campfire. Thanks Dieselface!
Version 2.0
Removed Yngol Barrow because... reasons.
Fixed orange glow on more lights via blank mesh.
Put eternal flames on a pillar outside High Gate Ruins.
Removed Hag's End. Occupied by witches and hagravens.
Reference fixes for Folgunthur.
Removed fake lights from Dustman's Cairn escape passageway.
Blank meshes now use FXEmptyObject.nif.
Version 1.9
Eternal Flames are now active in exteriors of effected ruins.
Reference fixes for Labyrinthian
Reference fixes for Lost Valkygg
Reference fixes for Angarvunde.
[Forms] block now uses Location keywords instead of cell names.
Removed Silent Moons Camp, occupied by bandits.
Removed Riften Mausoleum.
Removed Raven Rock's ancestral tombs.
Removed Hag Rock Redoubt, occupied by forsworn.
More reference fixes for Bloodskal Barrow.
Fixed a blue light in Raven Rock Mine.
Version 1.8
Added Lost Valkygg and Labyrinthian.
Removed Raanveig's Fast. It's occupied by a necromancer and his raised undead.
Removed reference edits to Frostmere Crypt, which itself was removed back in 1.6.
Some fire hazards have been replaced with a blank mesh. This fixes Ironbind Barrow but makes some civil war fire in towns invisible. Delete Data/meshes/effects/fxfire01new.nif to restore previous behavior.
Version 1.7
Removed Ansilvund, in addition to draugr, it's occupied by necromancers from beginning to end.
Removed all fake lights that were associated with removed TorchPermanantOn [sic] and TorchPermanent01.
Removed Lost Valkygg. In addition to Labyrinthian, Base Object Swapper doesn't seem to function on Form IDs, Editor IDs, or references in these cells.
Removed all of Castle Volkihar. It is not a Nordic ruin.
Removed Ruunvald excavation. It's occupied by charmed vigilants, not draugr.
Version 1.6
Due to a bug preventing changes to Labyrinthian Chasm, removed all Labyrinthian cells for consistency within the area.
Restored the rest of the lanterns in Ustengrav.
Restored Black Sacrement candles in Volunruud.
Removed Frostmere Crypt, it's occupied by bandits and a wispmother, not undead.
Restored falling oil traps in Snow Veil Sanctum.
Removed Twilight Sepulcher. It does purple flames for Nocturnal, so we shouldn't touch it.
Version 1.5
Dustman's Cairn has been manually adjusted.
Temple of Miraak has been manually adjusted.
Saarthal has been manually adjusted.
Extinguished chandeliers.
Removed floor horn sconces.
Added more meshes to eliminate glowing orange fog in more locations (like Temple of Miraak).
Version 1.4
Completed all sections of Ustengrav. Delphine lit some candles for you when she left the horn.
Corrected glowmaps of all embers, not just the ones in the crypts. If you use an ember mod, just overwrite my meshes with it.
Candlelights are now removed via replacing them with EmptyFX01, rather than a light that emits 0,0,0. Hopefully this reduces flickering even further.
Skulls and spines that were replacing traps and wall horns have been replaced with EmptyFX01. I got tired of stubbing my toe. And spines? What was I thinking lol
Version 1.3
Replaced wall horns with spines.
Completed all sections of Bloodskal Barrow.
Unlit embers were using falmer ice embers before, which was the wrong color and texture. They use the same embers as everything else now.
Version 1.2
Converted to Base Object Swapper
Removed candlelights, they are the majority of fake lights
Replace candles with unlit counterparts
No more dwemer flames
Choose between blue or violet. Violet uses nocturnal flames.
Removed Halls of the Dead, inconsistent lighting due to using city lights, which is a ton of work to replace all of.
Version 1.01
Removed glowmap from Eternal Flames' mesh. This prevents light clipping through chandeliers, and looks much cleaner.
Version 1.0
Light color should now approximate the color of draugr eyes.
Removed glowing smoke from crypts.
Removed falling oil traps from some crypts, but not ones where humans may have set them (Snow Veil Sanctum, Temple of Miraak).
Removed torches from crypts.
Version 0.9
Initial upload.
Replace all fxfirewithembers* with eternal fire.
Replace all candles with scaled-down and moved-up with dwarven flame.
Replace all lights with blue lights. They're all the same color which is kind of boring, I may add variety later.
Removed falling oil traps.
Removed candles caked into meshes of ancient nordic architecture.
HORRORS WITHIN
Nordic ruins are haunted by eternal fire
No candles, torches, or lanterns will guide your doomed path
Mortals who fled deeper into the catacombs may have left behind precious light before their inexorable demise
So good! I don’t know how your lighting mods aren’t considered essential by the community yet. Thanks for your hard work! - lostshore
Spider webs, bloody corpses, undead, rats, mist, traps, giant spiders, mushrooms... and yet all it needed was blue fire to finally make dungeons utterly uninviting. - KorporalNoobs
The blue flames are such a small touch that adds a ton to the ambience of Nordic dungeons. Goes a long way to making them looking unique, alien, and a little spooky. - EmpressVera