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doodlum

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doodlum

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About this mod

High-performance lighting for player spells (and now weapons!) with included bug-fixes and automatic compatibility for all spell packs. Skyrim SE, AE, VR compatible. Enderal compatible. ESP-FE

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
  • Polish
THIS MOD IS NO LONGER SUPPORTED
IT WILL BE REPLACED WHEN THE LIGHT LIMIT FIX IS RELEASED


     


DESCRIPTION


This mod adds high-performance lighting for player spells and weapons, with included bug-fixes and automatic compatibility for all spell mods. This mod was brought about after my brother complained about the lack of lighting from his player's hands when having spells equipped.

No ENB required! Using novel colour manipulation functions, casting lights, which originally only casted onto the player, create a secondary less intense light which cover a larger area. These act similar to torches in the game, however unlike torches, other light sources are prioritized over them. This means that these new lights will never cause other lights to not show up and will not be prioritized over other effects. This works around the light-limit bug without incurring the significant performance impact of ENB lights. This also means that any mods can work automatically with the new lighting system, including Enderal: Forgotten Stories (Special Edition). Lights also follow the player's hands and support alternative skeletons.

Additionally included are fixed lights for flesh spells, miscellaneous spells, and Dragonborn spells.




Weapon lights have been added for bound weapons and Dawnbreaker. This mod serves as a framework to allow weapon lights to be easily added to any weapon via an enchantment magic effect. If you require help adding lights to your weapons or need additional features, please get in contact with me.




Lighting settings can be customized in the MCM menu via MCM Helper.
 





FAQ


I don't have too much free time right now, but wanted to get my submission in before the deadline... some bugs may be around and I'm not confident for this to be a "1.0" release, since I aim for a very high standard nowadays with my mods. There's a lot of logic that goes on here to make this work well.

What about NPC or follower support?
Firstly, you will very easily hit the light limit. The vanilla game and lighting mods are not made for multiple NPCs to have a torch. I have ideas for creating fake lights on NPCs, which may or may not be added in the future. Secondly, this mod uses a "dummy light", so for each NPC I will need to create a new light as well as store light data in scripts. It's just messy and problematic. I don't consider ENB light to be the solution, because everything I have tried drops my frame-rate in half or worse. I do have plans to completely remove the light limit but as I have said I don't have much free time.

Wouldn't spells in both hands make the light-limit worse?
No! The lights are smartly merged into one light using something called "math". Don't ask me how it works, I don't know. (Actually works out the balance between the two lights based on perceptual sRGB brightness and merges based on balance then amplifies the resulting light)


REQUIREMENTS

SKSE64

powerofthree's Papyrus Extender
MCM Helper


UPDATES

Version 0.965
  • Fixed a very silly logical error. The script should never have been able to compile or run.
  • Forwarded USSEP fixes.

Version 0.964
  • Aggressive mitigation for stack dumps and other errors.
  • Weapon lights for fire, frost, shock enchantments and Chillrend added.

Version 0.961
  • Fixed world-ending bug.
  • Added weapon, shield lighting system including enchantments.
  • Weapon lights for bound weapons and Dawnbreaker added.

Version 0.96
  • Added MCM menu and weapon lights support


COMPATIBILITY

  • Some additional patches for Adamant and Reliquary of Myth can be found here.
  • Compatible with practically everything, however it's up to other mods to forward fixes if editing vanilla spells.


THANKS

powerofthree for forwarding getter/setter commands from CommonLibSSE in powerofthree's Papyrus Extender
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