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Relighting Skyrim SE (by JawZ)


TechAngel85

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  • 2 years later...

xEdit Check for errors

[03:12] Checking for Errors in [19] RelightingSkyrim_SSE.esp
[03:14] [REFR:020190ED] (places TrapLinker "Trap Linker" [ACTI:00079986] in GRUP Cell Temporary Children of DLC1Bthalft01 "Aetherium Forge" [CELL:02005734])
[03:14]     REFR \ Linked References \ XLKR - Linked Reference \ Ref -> [19025B2D] < Error: Could not be resolved >
[03:14] [REFR:020190E8] (places TrapLinker "Trap Linker" [ACTI:00079986] in GRUP Cell Temporary Children of DLC1Bthalft01 "Aetherium Forge" [CELL:02005734])
[03:14]     REFR \ Linked References \ XLKR - Linked Reference \ Ref -> [19025B2E] < Error: Could not be resolved >

with 1.2.2. Don't know if this is new or was there before.

I removed those REFR records, as they don't change anything from Dawnguard.esm, aside from linking to inexistent references.

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6 hours ago, Mousetick said:

xEdit Check for errors


[03:12] Checking for Errors in [19] RelightingSkyrim_SSE.esp
[03:14] [REFR:020190ED] (places TrapLinker "Trap Linker" [ACTI:00079986] in GRUP Cell Temporary Children of DLC1Bthalft01 "Aetherium Forge" [CELL:02005734])
[03:14]     REFR \ Linked References \ XLKR - Linked Reference \ Ref -> [19025B2D] < Error: Could not be resolved >
[03:14] [REFR:020190E8] (places TrapLinker "Trap Linker" [ACTI:00079986] in GRUP Cell Temporary Children of DLC1Bthalft01 "Aetherium Forge" [CELL:02005734])
[03:14]     REFR \ Linked References \ XLKR - Linked Reference \ Ref -> [19025B2E] < Error: Could not be resolved >

with 1.2.2. Don't know if this is new or was there before.

I removed those REFR records, as they don't change anything from Dawnguard.esm, aside from linking to inexistent references.

It's new...I swear I check this stuff and it just creeps right back in...CK likes to break anything and everything it can. :rolleyes:

I'll poke around today at some interiors and then upload a fix. I don't think those records should even be in there so I've removed those three "Trap Linker" references from the mod.

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@TechAngel85

I came across this mod a while ago: Orphaned Light fixes.

Quote

Fixes a few lights without a source that are present when Relighting Skyrim is installed.

I'm using it in my load order but I haven't delved into the details to verify the actual issues without it, or the fixes with it.

It just adds a lantern or two in a couple of interior cells. I'm mentioning it in case these issues really exist, in which case you might want to address them directly.

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@TechAngel85

There is a bug in Cell 00071FFE <SolitudeJusticiarsHeadquarters> where the mod repositions a light bulb and wall sconce on the opposite wall, but the sconce position is incorrect and it's not visible:

Vanilla > Vanilla + Relighting Skyrim (v1.3)

20220119175856_1.jpg20220119175614_1.jpg

The misplaced sconce is Cell \ Block 2 \ Sub-Block 4 \ 00071FFE <SolitudeJusticiarsHeadquarters> \ Temporary \ 000E64BF.

You'll need to figure out the correct coordinates as I try to keep my hands off CK as much as possible.

image.png

Thanks.

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6 minutes ago, Mousetick said:

@TechAngel85

There is a bug in Cell 00071FFE <SolitudeJusticiarsHeadquarters> where the mod repositions a light bulb and wall sconce on the opposite wall, but the sconce position is incorrect and it's not visible:

Vanilla > Vanilla + Relighting Skyrim (v1.3)

20220119175856_1.jpg20220119175614_1.jpg

The misplaced sconce is Cell \ Block 2 \ Sub-Block 4 \ 00071FFE <SolitudeJusticiarsHeadquarters> \ Temporary \ 000E64BF.

You'll need to figure out the correct coordinates as I try to keep my hands off CK as much as possible.

image.png

Thanks.

Thanks, I'll make note of it.

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Sorry for the many posts, I forgot something else. In that same cell, there is shadow added by the mod at the window with the display case on the right past the headquarters entrance. I'm not sure what the intent is, but it doesn't look quite right to me.

Vanilla > Vanilla + Relighting Skyrim (v1.3) > Same with darker interior, easier to see

20220119192051_1.jpg20220119192156_1.jpg20220119192250_1.jpg

The shadow in question is Cell \ Block 2 \ Sub-Block 4 \ 00071FFE <SolitudeJusticiarsHeadquarters> \ Temporary \ xx087207.

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1 hour ago, Mousetick said:

Sorry for the many posts, I forgot something else. In that same cell, there is shadow added by the mod at the window with the display case on the right past the headquarters entrance. I'm not sure what the intent is, but it doesn't look quite right to me.

Vanilla > Vanilla + Relighting Skyrim (v1.3) > Same with darker interior, easier to see

20220119192051_1.jpg20220119192156_1.jpg20220119192250_1.jpg

The shadow in question is Cell \ Block 2 \ Sub-Block 4 \ 00071FFE <SolitudeJusticiarsHeadquarters> \ Temporary \ xx087207.

Just need to rotate that light. The shadow lights are horrible. You get holes and stuff like this that you have to account for. Rotating the light until it's hidden is the only thing that can be done. 

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27 minutes ago, TechAngel85 said:

Just need to rotate that light. The shadow lights are horrible. You get holes and stuff like this that you have to account for. Rotating the light until it's hidden is the only thing that can be done.

Ok that sounds great but that flew right over my head... What is the desired effect by adding the shadow light here? For the display case to cast a shadow?

Anyhow, for the time being, I just patched it out (disabled the ref) and it looks like this:

20220119221123_1.jpg

Good enough :)

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19 hours ago, TechAngel85 said:

The shadow lights are horrible.

I found a few more:

WhiterunJail02

20220120165840_1.jpg

FortNeugrad02

20220120165803_1.jpg

DragonBridgeFarm

20220120165702_1.jpg

I've been visiting quite a few locations modified by RLS and looking at the changes in xEdit. Based on my observations I've decided to drop this mod from my load order. So the good news is I won't pester you with bug reports anymore :)

Thanks and good luck with the maintenance.

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  • 1 month later...

Mod updated on Nexus.

  • Version 2.0.0WS

    • Window Shadows v2 Changes


      This major version update for the Window Shadows version fully incorporates the core meshes, textures and plugin changes from WS v7.7.5. What is NOT included from WS v7.7.5 are the optional features nor the patches. All the optional features conflict with most lighting mods, thus RS will not include them for support. They can be used as standalone options, but users will still have to get thoses files from the WS page.

      This means users that aren't using the optional features (enhancer, brighter blow maps, light fader) will NOT need to download the original mod. Since the base WS mod is now fully incorporated, these users can skip downloading Window Shadows...saving a plugin slot in the process.

      Thanks to HHaley and Dlizzio for the open permissions to allow this merger.
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  • 4 months later...

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