So, I published an archive with patches for all mods in the HS series and which also includes those for HS Player Homes. It's a "self-installing" mod, meaning it automatically selects and installs what you need based on the mods found by Mod Organizer. Since there are 47 mini patches in total, it would have been impossible to install them by manually selecting them. Those who had already installed the old HS Player Homes patch (which I will not remove for now) will not change anything because the names of the esp are identical, but if you want you can uninstall it and use the new version. Being the first "self-installing" thing I've created, it may not be free from some small bugs and in this case I apologize. I am now working on version 3.0 which once completed will allow you to automatically install the main mod and all necessary patches with just a few clicks. There will be three versions, one Vanilla and two more for Embers HD and XD users, while all optional files that now exist will be deleted. Then I'll do the same thing for my other mods. Au revoir.
Hello dear StarbuckBunny. Unfortunately I have not logged in since Saturday evening and have only just been able to read. The patch for SR Exterior Cities is in the optional downloads, I checked it again and it works fine. The bunny in the avatar is cute. Know that I have never eaten rabbit meat in 43 years and have always considered it as eating a kitten. Perhaps with deceit and malice they forced me to eat it as a child, but then I got pissed off like a hyena.
You are right. But as I always say, I am more ignorant than a stuffed animal and I did not know about Placed Light. I added the patch in the optional files. Greetings, dear DoctorSquid.
Please let me know if the issue is resolved, as I cannot test the latest versions of Community Shaders and Placed Light. The patch overwrites all changes in FaECF, giving priority to those in Placed Light, but it is theoretical and not directly tested.
Weird because loading it last would overwrite any FaECF information and it's just the lighting data in the various internal cells, because Placed Light doesn't change anything else. I use Community Shaders, but the latest versions give me a dll error due to the lack of DirectX 12 (maybe because I use Windows Server 2012). NNow I'll see what to do and I can't, I'll add a note about Placed Light incompatibility.
P.S. I tried on a Windows 11 IoT machine with Xeon and Quadro, yes, it is the last of the configurations to be used for gamingbut at the time I had no other options. All PCs have Mint and I only use Windows if I have to for work and I'd rather not contaminate those PCs with games, but oh well. Returning to the question, now I can use the latest version of Community Shaders and I have no problems, with or without FaECF. Everything seems to work fine, it compiles without errors and now everything in the game lights up, even a little too much for my taste. See the screenshots:
I've checked in various places and I don't see any visual differences with FaECF present or completely removed. The Skyrim engine can't handle all those light sources in tight spaces without flickering so everything is working, as you can see from this short video. Kind DoctorSquid, are you sure that the modified XD meshes for Placed Light, Light Limit Fix and Light Placer are all installed and activated correctly? In these situations we need the late Peter Falk.
Hello dear MJkun17 and thank you very much. The size of the texture of the "mound" around the campfire is almost always in a ratio of 1.0 or 0.95 compared to the size of the ground textures around it and you shouldn't notice any differences. I have rotated several campfires just to make them match the ground textures and make the difference almost imperceptible and since there are many of that type of campfire in the game, you will notice the problem in those too. I kindly ask you if you can tell me which ground textures you use because I would like to download them and try to see if that mod requires a patch.
(First time in 15 years I've posted an image "directly" in a post, but using Imgur it might take some time to load)
So, I downloaded Tomato's 1K and got what you see in the image. There is probably a conflict because you only have Tomato textures on the campfire mound but the surrounding terrain uses other textures and this means you are using two landscape mods at the same time. In the Mod Organizer, try to move the Embers XD and FaECF higher or place them to see what happens. It's night here and I have to sleep. I'll read tomorrow. Bye.
It has nothing to do with the bug, but I'm working on the new patches and in Capital Windhelm Expansion I keep finding these "things". I mean, who uses this mod and Embers HD sees this. The mod is probably created to use XD meshes (I hope so because after finishing the HD patches I'll have to redo everything from scratch for the XD versions) but...
We need to resolve the conflict I mentioned because two different landscape texture mods shouldn't coexist at the same time. It's curious that only the campfire mesh uses the Tomato's mesh and not the rest, such as the "mound" of the straw bed. Open the console and type coc trevaswatchcamp to be teleported to the small camp outside Treva's Watch fortress, then approach the nearby bonfire. You should see that here too the campfire mound will not match the rest of the nearby terrain, like it happens in the Khajiit camp in Whiterun. If this happens, to fix the problem, start by trying to disable the Tomato's mod even if only temporarily and check if the textures\landscape folder exists and what's in it. If instead the campfire and the terrain around it have the same texture it's FaECF that causes the problem and if you don't want to waste time I suggest you uninstall it. I too have given up on various mods that I cared about because I couldn't solve problems that they caused me that only very few users encounter. Like this one, if I install it the xbox controller starts vibrating at full blast when I enter Riften. I tried various things and in the end I preferred to eliminate it and years ago I talked about it here. First and last time I insert images, from now on I'll put them back under links because it's too invasive and then they load slowly. If I open them from links that then open Imgur they load instantly, here they look like 56k but they only do that with Imgur, so it's its problem.
The problem will recur in many other places because there are hundreds of those items. So far you have noticed it in the Khajiit caravan but there are many of them. We need to fix the Tomato's textures that are not working properly. You have them installed but your game is not showing them and in the first screenshot you posted the only Tomato's texture is the one showing the campfire.
For the particles, nothing can be done because the engine does not allow it, while for the smoke, when I repositioned the fires in their fireplaces, I made sure that it did not come out from the upper part. In almost all fireplaces, the worst ones being those of Riften, the upper part has a convex angle that goes inwards but the smoke will continue its path in a vertical direction, coming out. To greatly reduce the annoyance, I moved the position of the fire back to the point of no longer seeing the smoke coming out. Nothing else can be done without modifying the meshes since in Embers HD the phenomenon is almost non-existent.
Hello, I am using the Dawn of Skyrim. There is no fire on the stone carved brazier at the entrance of Windhelm inn, and the smoke is also in the wrong place. After turning off the module, the flame appeared in the correct position, but the smoke was still incorrect. (already install the patch)
Hi dear mayuntian. Are you referring to one of these two fires? Dawn of Skyrim and its patch do not modifies these two fires and in general no other fires that are near the inn. There is another mod that moves the fire, brazier and smoke and installing FaECF restores the original position of only the fire, because my mod modifies only this element. You should kindly click on the brazier and post a screenshot so we can understand what mod it is. Better if you take the screenshot using More Informative Console, even if only temporarily, to get something similar to this.
Thanks for your reply. I suspect the issue was caused by the Capital Windhelm Expansion mod and am currently conducting further testing. (Sorry, my English is not very good, I hope I did not offend you.)
First of all, kind mayuntian, don't apologize or worry about anything. Secondly, regarding the bug you found, it is probably Capital Windhelm Expansion that is causing the problems, a mod that I obviously didn't know about and am currently working on patching. Installing Fires and Embers Clipping Fix, Dawn of Skyrim, Dawn of Skyrim Patch and Capital Windhelm Expansion in the following order gives me this bad result. I noticed that some things interfere with Dawn of Skyrim as well, for example without going too far, its woodpile overlaps with the ruined dragon statue that Capital Windhelm Expansion uses as a brazier stand, but there should be a patch.
P.S. The patch is ready and you can find it in the optional files, sir mayuntian. I also moved the smoke (ID 000B3B81) that was previously coming out over the head of the rune dragon statue. FaECF does not change this object but simply Capital Windhelm Expansion moves the fire, slightly forward, but "forgot" to reposition its smoke as well. It's not a problem caused by my mod e si manifesterebbe anche in sua assenza but it's too ugly to leave as it is. P.S.2. I also found another smoke out of place (ID 000FFF15 - Before and After), so I uploaded version 1.1.
Hello StraightWhiteMen. In the basement of Alvor and Sigrid's house there are no fireplaces. There is only one on the ground floor, positioned almost opposite the entrance door. If you have one in the basement and it is not well positioned all this is the work of another mod and FaECF does not make any changes to a fire placed in that position. If instead you mean the fact that now a log of the fire slightly penetrates the right stone part of the fireplace, this is due to a recent change of the mesh of the fireplaces of XD (fireplacewood01burning.nif) and I am working on fixing the problem. (Old mesh version - New mesh version).
Thanks, now I understand. It's a problem that occurs when you enable the "Inferno" flames and it's present even without my mod installed. With the XD mesh you can't see the flames but there is still a slight halo, while the Inferno mesh has the flames positioned a little too low compared to the rest of the elements that make up the mesh, causing this annoying visual defect. Now that you've pointed it out to me I'll try to find a solution for both Alvor's house and the other two-story ones but they should be few. I'll slightly increase the height or completely change the mesh type because I don't want to create an "Inferno patch".
I noticed. Well (Not true, very bad), with XD flames the problem is always there, with or without FaECF. With HD flames the problem is only if you install FaECF, but even without FaECF there is a lot of light that also casts shadows under the ceiling between the wooden beams. When using XD flames, of any color, the protruding flames are not visible with or without FaECF. To do the job you have to rely on the version of the mesh with "XD flames". I had never noticed it because I did not believe that this difference in height of the flames was present in the different versions. I hope that this thing is not also present in the embers with XD/HD flames (if they exist somewhere), like those used in braziers, otherwise I have to get a rope and some soap!
I've noticed that the Windhelm Entrance Fix patch (FaECF - FYX - Windhelm Entrance.esp) looks for its master as "Windhelm Entrance Fix.esp" while it installs under "SB_WindhelmEntrance.esp", am I looking at the wrong master mod, or is it just incorrectly named?
Hi axium1998, happy new year and sorry for the delay. The holidays are finally over and from today I will read the comments every day. So, from what I understand, you use this mod but you downloaded and are trying to use the patch from this other mod, called "FYX - Windhelm Entrance Patch". You need to download the file called "SB - Fixed Windhelm Entrance Patch". Or do the opposite if you use Yuril's mod. I know it's a mess with so many scattered patches and I'm trying to fix this but it still takes time.
So, I added an Anniversary Edition version because the kind user TeaMergency pointed out to me that in Heartwood Mill's, Bethesda swapped the position of a fireplace and a piece of furniture (See bug section if interested). I checked all the cells and that's the only difference I noticed compared to the Special Edition but I don't see any other solution than making a Skyrim AE exclusive version. It's good because now I could also include some small changes present in the latest unofficial patch. I also noticed that a mesh from Embers XD (fireplacewood01burning.nif) was recently modified and, yes, it looks nicer than the old one, but now the fires in the fireplaces won't be perfectly aligned like before. It's not a big deal, but I don't like how they look now and I'll have to realign them one by one again. Damn. Feliz año nuevo a todos!
Hello Queli and sorry for the delay but I just got home after a few days of "forced" vacation. You wrote "Lux - Embers XD patch.esp" but did you mean "Lux Orbis - Embers XD patch.esp"? This is the esp file of the Lux Orbis patch for Embers XD, while "FaECF - Lux Patch.esp" is the FaECF patch for Lux Orbis, so the two files should not be overwritten. If instead the file is called as you wrote it, that is "Lux - Embers XD patch.esp", without the word "Orbis" you should kindly tell me which mod is the original. In the meantime, happy holidays, if you celebrate them.
I had to search for it and install it manually because even though Embers XD and Lux are installed, ModOrganizer does not install it. I checked and in "Lux - Embers XD patch.esp" there are all the positions of the fires and embers of "Embers XD.esp", which overwrite those present in "Lux.esp". Which I took for granted were natively adapted to the Embers XD mod. In "FaECF - Lux Patch.esp", however, there are the data of "Lux.esp" that overwrite those of "Fires and Embers Clipping Fix.esp". So in my opinion for the moment the best solution is to install both ESPs but place "Lux - Embers XD patch.esp" after "FaECF - Lux Patch.esp".
I'm working on new versions of all the various patches, repositioning all the various elements as best as possible, even the new ones introduced by the same mods. So far, when I create a patch for a mod, I insert all the information of the original mod into the patches, overwriting that of Fires and Embers Clipping Fix. However, I noticed that installing many mods and large ones like Lux the result is devastating, because often in the mods the vanilla positions and sizes of many fires, embers and braziers are restored. These are hundreds of objects that almost completely distort the original idea of the mod, which was to have fires and embers perfectly aligned. The only "small problem" is that I did not ask for permission and no one and I do not know if and how I should ask but, in the worst case, they will delete my archive and if so, never mind. And that finally, thanks to the reports of many users, I know practically all the mods that need patches and I would like to finish the work once and for all and after the next 3.0 never go back to it again. Greetings and happy new year.
299 comments
If I find the time will do it
Patch for SR Exterior Cities
Well, it did not take too long to do it at least haha. Thanks for letting me know, I can take my patch down if you like
- Bunnies are awesome, but they eat more than cats
P.S. I tried on a Windows 11 IoT machine with Xeon and Quadro, yes, it is the last of the configurations to be used for gamingbut at the time I had no other options. All PCs have Mint and I only use Windows if I have to for work and I'd rather not contaminate those PCs with games, but oh well. Returning to the question, now I can use the latest version of Community Shaders and I have no problems, with or without FaECF. Everything seems to work fine, it compiles without errors and now everything in the game lights up, even a little too much for my taste. See the screenshots:
Screen 1 with FaECF - Screen 1 without FaECF- Screen 2 with FaECF - Screen 2 with FaECF
I've checked in various places and I don't see any visual differences with FaECF present or completely removed. The Skyrim engine can't handle all those light sources in tight spaces without flickering so everything is working, as you can see from this short video. Kind DoctorSquid, are you sure that the modified XD meshes for Placed Light, Light Limit Fix and Light Placer are all installed and activated correctly? In these situations we need the late Peter Falk.
(First time in 15 years I've posted an image "directly" in a post, but using Imgur it might take some time to load)
It has nothing to do with the bug, but I'm working on the new patches and in Capital Windhelm Expansion I keep finding these "things". I mean, who uses this mod and Embers HD sees this. The mod is probably created to use XD meshes (I hope so because after finishing the HD patches I'll have to redo everything from scratch for the XD versions) but...
P.S. The patch is ready and you can find it in the optional files, sir mayuntian. I also moved the smoke (ID 000B3B81) that was previously coming out over the head of the rune dragon statue. FaECF does not change this object but simply Capital Windhelm Expansion moves the fire, slightly forward, but "forgot" to reposition its smoke as well. It's not a problem caused by my mod e si manifesterebbe anche in sua assenza but it's too ugly to leave as it is. P.S.2. I also found another smoke out of place (ID 000FFF15 - Before and After), so I uploaded version 1.1.
I use embers HD flames from the embers XD fomod.
I'm working on new versions of all the various patches, repositioning all the various elements as best as possible, even the new ones introduced by the same mods. So far, when I create a patch for a mod, I insert all the information of the original mod into the patches, overwriting that of Fires and Embers Clipping Fix. However, I noticed that installing many mods and large ones like Lux the result is devastating, because often in the mods the vanilla positions and sizes of many fires, embers and braziers are restored. These are hundreds of objects that almost completely distort the original idea of the mod, which was to have fires and embers perfectly aligned. The only "small problem" is that I did not ask for permission and no one and I do not know if and how I should ask but, in the worst case, they will delete my archive and if so, never mind. And that finally, thanks to the reports of many users, I know practically all the mods that need patches and I would like to finish the work once and for all and after the next 3.0 never go back to it again. Greetings and happy new year.