TechAngel85 Posted December 13, 2019 Share Posted December 13, 2019 Discussion topic: Relighting Skyrim SE by JawZ Wiki Link Link to comment Share on other sites More sharing options...
Rey_Vegeta Posted January 10, 2022 Share Posted January 10, 2022 This mod has received an update in which some things from the Windows Shadows mod have been incorporated. Link to comment Share on other sites More sharing options...
TechAngel85 Posted January 11, 2022 Author Share Posted January 11, 2022 1 hour ago, Rey_Vegeta said: This mod has received an update in which some things from the Windows Shadows mod have been incorporated. Umm...no. I maintain that mod. The update today had nothing to do with WS. You're confusing "1.2.2" with "1.2.2WS". Link to comment Share on other sites More sharing options...
TechAngel85 Posted January 12, 2022 Author Share Posted January 12, 2022 Updated mod page to download and install the new addon. Link to comment Share on other sites More sharing options...
Mousetick Posted January 13, 2022 Share Posted January 13, 2022 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. Link to comment Share on other sites More sharing options...
TechAngel85 Posted January 13, 2022 Author Share Posted January 13, 2022 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. 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. Link to comment Share on other sites More sharing options...
Mousetick Posted January 18, 2022 Share Posted January 18, 2022 @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. Link to comment Share on other sites More sharing options...
Mousetick Posted January 19, 2022 Share Posted January 19, 2022 @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) 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. Thanks. Link to comment Share on other sites More sharing options...
TechAngel85 Posted January 19, 2022 Author Share Posted January 19, 2022 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) 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. Thanks. Thanks, I'll make note of it. Link to comment Share on other sites More sharing options...
Mousetick Posted January 19, 2022 Share Posted January 19, 2022 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 The shadow in question is Cell \ Block 2 \ Sub-Block 4 \ 00071FFE <SolitudeJusticiarsHeadquarters> \ Temporary \ xx087207. Link to comment Share on other sites More sharing options...
TechAngel85 Posted January 19, 2022 Author Share Posted January 19, 2022 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 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. Link to comment Share on other sites More sharing options...
Mousetick Posted January 19, 2022 Share Posted January 19, 2022 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: Good enough Link to comment Share on other sites More sharing options...
Mousetick Posted January 20, 2022 Share Posted January 20, 2022 19 hours ago, TechAngel85 said: The shadow lights are horrible. I found a few more: WhiterunJail02 FortNeugrad02 DragonBridgeFarm 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. Link to comment Share on other sites More sharing options...
Mercury71 Posted March 8, 2022 Share Posted March 8, 2022 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. Link to comment Share on other sites More sharing options...
CorpCord Posted August 5, 2022 Share Posted August 5, 2022 I've noticed the guide/LOOT puts RS before weather mods, instead of after like its mod page recommends. Is there a particular reason for this? Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now