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SMC with SRLE Extended: LotD


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Posted

I use CLARALUX as well, this patches would definitely help thanks for sharing.

 

I wonder how does ELE and Relighting Skyrim works with each other, or do I have to use one of them?

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Posted (edited)

ELE and RS work well together.  RS + CLARALUX is a patching nightmare... i don't advise using them together.

 

The falskaar and jk skyrim patches in the claralux folder are modified versions of the patches from the claralux page.  Hence the rather old modified on date.

Edited by jdsmith2816
Posted (edited)

I noticed that from CLARALUX page, but if I let RS win then some of the light sources can't be altered by CLARALUX as the mod page said. I haven't find a real issue with it though.

 

ELE lite right? Not full version?

 

Okay thanks for the heads up

Edited by reddvilzz
Posted (edited)
  On 8/26/2016 at 4:07 AM, reddvilzz said:

I noticed that from CLARALUX page, but if I let RS win then some of the light sources can't be altered by CLARALUX as the mod page said. I haven't find a real issue with it though.

 

ELE lite right? Not full version?

 

Okay thanks for the heads up

Both RS and CLARALUX add/move light sources... this is terrible and leads to flickering lights as you walk around.  This is due to skyrim limitations on # of lights hitting a given mesh at a given time.  If you don't notice any issues then go for it.  Personally the light flickers drive me crazy when they happen.

 

The only real way to CR this is to load things up in the CK and visually inspect what's going on... which would take ages and be way more trouble than it's worth imo.

Edited by jdsmith2816
Posted (edited)

oh.. the immersive college of winterhold esp filename is CollegeofWinterholdImmersive

 

The patches are named such that when folder is enabled in mod organizer they are already in proper order for merging based upon my preferred load order.  Many times the various patches can be merged in any order as they don't touch the same records but there are cases where it matters so I just set them all up that way.

 

Additionally you can look in the modgroups to see the load order of plugins (in my loadout obviously) relevant to that mods set of patches.. If you're not familiar with modgroups you should look them up.

Edited by jdsmith2816
Posted

I just looked at the linked patches again and noticed the ELE ones were all out of order.... awkward.. Fixed them and verified that the other two folders I linked are correct.

Posted (edited)

So after taking a look at Shadows mod and your patches, I noticed it conflicts a bit with some of the mods.

For me I put this just before SRLE Extended LotD CR, after reading Aeon ENB for the load order the author said for lighting mods to be put very low to the bottom.

 

Relighting Skyrim Legendary.esp

CLARALUX.esp

ELE_Legendary_Fs_Wt_Lite.esp

Shadows Merged.esp (Merged Shadows mod with all of your patches)

CLARALUX Patches.esp

 

this records overwrites NLVA's Records

Image Space \ XX0C821B <ISSkyrimStormSnowDAY>

Image Space \ XX0C821D <ISSkyrimStormSnowNIGHT>

 

Shaders Particle Geometry

 

Weather Records

 

A few questions:

1. What are your suggestion on this? Do I use NLVA's Records or just keep it on Shadows mod?

2. And do you suggest loading shadows mod after ELE and it's patches or before ELE?

3. Where on MO's left pane you put Shadows mod? Since it replace some mods

I'm not experienced at all with this so I don't know which one is best. Thank you

Edited by reddvilzz
Posted (edited)

For left pane I'd make sure the rain particles it adds are overwritten by your rain/weather mod.  The only other conflicting file that I remember caring about was the glowmap but dyndolod ends up overwriting the glowmap anyways.

 

I don't remember hat I did with those records.. I don't see a modular patch for shadows so unless my version doesn't HAVE the conflict I probably either missed it or accepted it.

 

So I'm strange... my load order is 100% hand placed.  I started with no mods, added 2 or 3, ordered them for least conflicts then built modular patches and a modgroup.. add a few more mods.. rinse and repeat.  It took a while but I know what every mod actually does and I have one of the most stable skyrims I've seen.

 

As an effect of creating modgroups as I go I'm able to see exactly where a new mod should be placed.  This is because when I open up TES5Edit and filter I can choose to see ONLY the new conflicts caused by this mods presence.  This lets me easily do resolution and placement.

 

Overall for placing mod I start by dropping it in alphetically in the 'section' I think it'll fit in.  My right side started purely alphabetical and then a new 'section' is created when a new mod is added that conflicts with the stuff below where it would be alphabetically...  So basically I end up with several groupings of alphabetically ordered mods in the right panel and it generally works out to be the accepted 'this type of mods go here' rule of thumb from modding older elder scrolls games...

 

Having said that.. yes I agree that your lighting and weather mods should be basically at the bottom.  I have

 

---- everythign else above ----

RW2

AOS

Immersive Sounds - Compendium

NLVA

RAIN

ELE_Legendary_Fs_Lite

Shadows

Khajiit Ears Show

Bashed Patch

DynDOLOD

Dual Sheath Redux

Dual Sheath Redux Patch

Warburgs

---------- nothing is below here --------------

 

My CLARALUX is further up in the list just because as I added other mods nothing really conflicted with it except for EDID which aren't conflicts.  I have it just after DBM and COWI but before my landscape and environment merge and trees and nsutr merge.

 

Hope that was of some help.

Edited by jdsmith2816
Posted

I do not use ELFX at all so I'm not sure how compatible with CLARALUX it is.  I do not use RS as to really conflict resolve RS and CLARALUX you'd ahve to load them up in the CK and inspect all of the lighting changes otherwise you'll wind up with places that have too many lights hitting a given mesh causing flickering and such.  Atleast that's my current understanding based upon some reading.

Posted

That's a lot of information I've gotten from your post thank you.

 

One thing I keep wondering about modgroups and what it is about actually? Never used it at all.

 

I'm guessing from the mod page of shadows said you can overwrite weather mods with this mod or either vice versa I think it needs to be tested to see the differences which I don't know how to really test it since it is a weather which occurs differently every time.

 

And now by CLARALUX and RS itself so far I'm seeing nothing wrong with it, but I loaded CLARALUX after RS as the CLARALUX author said in his mod page. RS Exteriors and ELFX Exteriors which I've not tested at all, I just use both of them and so far nothing wrong at least for me. I don't really know how to compare two lighting mods to be exact. Maybe any suggestion?

Posted

Are you asking for an explanation about modgroups or are you saying that you now understand from what I posted above?

 

If you want both I'd just load RS then CLARALUX and go for it.  The worst that happens is you get some flickering lights here and there and some of the CLARALUX lights may not be quite right... nothing that should cause instability in any way.

Posted

I have understand what you are explaining but the modgroups part is what I don't quite understand since I never heard any of it.

 

So far I load it just like you said and yeah some flickers but something I have to live with it I guess

Posted (edited)

ok I used both RS and ELFX exteriors with CLARALUX and i've seen nothing wrong by now. I used the Claralux elfx exteriors patch ofc

Edited by paul666root
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