.esl that fixes the ugly green omnilight in Dwarven ruins and dungeons, completely compatible with other lighting mods.
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
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
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
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
This is a custom fix I made in CK after noticing how the ugly green tint from a Dwemer light source makes floors, walls and areas look pretty bad.
It is a simple .esl that changes the green light to a whiter shade, this mod literally only touches the one base light object "dwemeromnilight"
I personally do not use any lighting mods aside from ELFX's (Meshes and textures only, deleted .esps) , and the various Dwemer Glow maps from CALAB2's collection.
If your running no lighting mods with plugins, download, activate and play. :)
If you do use a lighting mod and are experiencing the same ugly green lighting make sure this loads after your lighting mod, no patching needed.
Bashed patch and matter smash user's, forward the change into your patch using SSEEdit or similar tool and you can deactivate this mod after saving the change.
ENB users, I'm not sure if there are particle lights that edit this light so feedback would be cool.