This is a patch I have made for HSWhiterun The Bannered Mare and Lux, this mod does use a custom light culling script as well to try and remove as much clipping as possible.
I have reverted from 1.5 to 1.3 until I fix the bugs that popped up, I am sorry for any inconvenience that has arisen due to this.
Requirement's Requirement: Lux Requires either the Lux Resources file, or the main file from here.
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 are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
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 not allowed to earn Donation Points for your mods if they use my assets
Author notes
The script I have made in order to perform Light Culling can be used by anyone (source files included and it has comments explaining what things do), but you must credit me when you use it.
File credits
Hylios Sykes for making the HS series of location replacers. GGUNIT for creating Lux which is what this mod is trying to add into HS's mods, I love his lights and the style given by the lighting templates he adds.
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Changelogs
Version 1.5.0
For this version, I changed all but one of the remaining non-lux lights to Lux variants, and I have went through replaced several added lights with the ones from Lux reducing the number of disabled lights to just the vanilla or HS ones. On top of this I also added more lights where I could mainly in the attic, but there are two more in the basement, and a couple 6 in the main hall as well, I could not do this for light sources due to the light limit for both models like HS's tower, as well as the vanilla WR Low Loft Wall. The only non-lux light is a redoran light used in the left bath.
Version 1.3.0
For this version, I edited the script and removed some of the unused options for formlists as I do not use more then 1 formlist in each direction and I gave the option for three, this has been reduced to two inn order to slim down the script and hopefully sped it up, As for lighting, I changed the main fireplace from an Lux Ember Half-omni light to a full omni light, which should make shadows look better. And I changed the basement chandelier light to a large version and increased the radius and brightness to counter act the fact that there is now no light blead from the fireplace anymore. this should brighten the area more and make it look nicer.
Version 1.2.1
Initial Nexus Release: This version I just had to remove the extra lights from one of the form lists as it was turning off lights that were not supposed to be off, and increased the thickness of the trigger to make it more stable
Version 1.2.0
This version, is the final testing version, I had created a script and set up the lights into formlists and increased the number of shadow casters (1 upstairs, 3, main hall, and 2 in the basement) with the main hall fire always being on. This is the onw where I used the third and final version of my script which will detect the player entering it, and turn on all lights for those floors, then it will turn off the ones from the floor you came form. I also cleaned up some of the lights to hopefully remove the last of the flickering, and converted all of the lights to not be permanent,.
Version 1.1.0 - 1.1.5
The Initial Release (discord) version: For this version I had restarted from scratch this time without starting from HS's Lux patch and left all lights on, the end result ended up being almost the same as 1.0 but with some better light placement this version is what I used as a foundation for adding light culling into and id does use a rudimentary light culling based on the toggle formlists script from the CK wiki. This version works but has the problem of desync with certian lights if you go through the stars and linger or go through too quickly, as such with the help of HS I started writing my own scripts (the first version of which does not work due to a bug).
Version 1.0.0
Initial Creation: This version is a test version where I tried to create the patch without any light culling, and could not get the tower to not flicker, this version was abandoned and I restarted.
This is a patch I have made for a popular location replacer made by Hylios Skyes called HSWhiterun The Bannered Mare and for Lux, as such both mods are required, as well as their prerequisites.
I know HS is making a 2.0 update for the inn so I will update this then when he does so.
*Please Make sure that this loadsafter the Lux - Embers XD patch.esp, if you use both Lux and Embers XD, otherwise there will be some bugs and the location will be darker as it overrides the lighting template and fire positions*
Please tell me if you notice any flickering (I know there is one spot on the basement celling that can do so), or if there are any problems with the script such as lights not turning on or off etc. the bug report section will be open for this reason. Description will be below:
HS does have a lux patch on his mod page however that mod reverts all changes made by lux reverting it to the vanilla lighting, and the lighting in his mod does have some areas like the basement and tower which have no lighting, he did have a reason for this which is that the tower was one mesh and as such it will flicker if more than 4 lights touch it which will happen when trying to light all floors.
Due to both of these reasons I reached out to Hylios and asked him If I could make some Lux patches for his mods, which is what this is the start of, To get around the issue of the 4 light limit (without trying to rely on the Light Limit Fix) I wrote a script to disable lights based on which direction one goes, then I started using lux's lighting template and lights to make a lighting mod of a similar style to lux with some of my own touches such as trying to give everything proper light sources (there are some cases where I had to compromise), I also fixed the navmesh issue on the basement stair that stopping NPCs from being able to climb up easily.