Kelmych Posted July 9, 2013 Posted July 9, 2013 The MCM version of this mod has been updated to version 2.4, which includes some error corrections.
D1Z4STR Posted September 2, 2013 Posted September 2, 2013 Updated to version 2.5, I do not see a change log. Is now a .ESM file, I think default light option is built into the mod now. "Without any preset installed, the mod will run in default color light."
johnnyboy88 Posted September 2, 2013 Posted September 2, 2013 You are correct. In the new version 2.5 The default light option is built into the mod. source: https://forums.nexusmods.com/index.php?/topic/704084-lanterns-of-skyrim-all-in-one/page-143#entry8986113 When upgrading, some people are experiencing red lights or always on lanterns. If you're updating MCM version from an older version type these commands: stopquest mannylos_quest stopquest mannylos_mcm startquest mannylos_quest startquest mannylos_mcm
Octopuss Posted February 21, 2014 Posted February 21, 2014 I assume the screenshots in the wiki show the different presets, but again, links are broken - apparently after the recent Nexus changes. Could someone fix them please? Is it safe to just select the default one and be done with it?
keithinhanoi Posted March 21, 2014 Posted March 21, 2014 I used to use LoS, but then found that no matter what I did for settings with supplied / my own lighting preset, it never looked quite right along with CoT. I also had the lights not switching problem, and the stop/start quest lines didn't work for me, so I quit using LoS, and later found a mod called Immersive Content - Extinguised Daytime Fires and Lights, which does very similar things to LoS and Claralux, trouble free for me, but (sadly) with an MCM settings menu. Anyhow, I noticed over in the [testing] thread for Hearthfire Chimneys that TechAngel85 mentioned that LoS is likely being taken off the STEP Extended list, and I am curious why - ???
TechAngel85 Posted March 21, 2014 Posted March 21, 2014 This is the reply I sent DoYouEvenModBro: With 2.2.9 Extended is being re-evaluated completely; thus, any mod in Extended could possibly be dropped. I will not discuss them all; however, since I brought this up in a thread in response to a possible conflict, I will say that is mod will most likely be one that is dropped. The main reason being is that we feel it adds too much to the game overall. We enjoy the extra lanterns in and round the towns but having them line every single road is a bit excessive and unrealistic when you think about what it would take to maintain these lanterns (even with the Caretakers mod). We're considering asking the author for a version that only includes towns and the outskirts of these town, but we're not getting our hopes up for that.
TechAngel85 Posted March 21, 2014 Posted March 21, 2014 Or just turn off the roads in the MCM menu...?The info was gathered from the Proposal which hasn't seemed to get much attention as I've updated several things on it without any replies.
keithinhanoi Posted March 21, 2014 Posted March 21, 2014 This is the reply I sent DoYouEvenModBro:With 2.2.9 Extended is being re-evaluated completely; thus, any mod in Extended could possibly be dropped. I will not discuss them all; however, since I brought this up in a thread in response to a possible conflict, I will say that is mod will most likely be one that is dropped. The main reason being is that we feel it adds too much to the game overall. We enjoy the extra lanterns in and round the towns but having them line every single road is a bit excessive and unrealistic when you think about what it would take to maintain these lanterns (even with the Caretakers mod). We're considering asking the author for a version that only includes towns and the outskirts of these town, but we're not getting our hopes up for that.I see. Well, just so you know, in some PM exchanges with the author of the similar mod I mentioned, IC-EDFL, he's re-working it to make some major improvements, and seems very open to the idea of optional versions that are compatible with other mods or different configurations of the added lights that switch on and off. Thanks for the explanation.
Kuldebar Posted March 21, 2014 Posted March 21, 2014 I used to use LoS, but then found that no matter what I did for settings with supplied / my own lighting preset, it never looked quite right along with CoT. I also had the lights not switching problem, and the stop/start quest lines didn't work for me, so I quit using LoS, and later found a mod called Immersive Content - Extinguised Daytime Fires and Lights, which does very similar things to LoS and Claralux, trouble free for me, but (sadly) with an MCM settings menu. Anyhow, I noticed over in the [testing] thread for Hearthfire Chimneys that TechAngel85 mentioned that LoS is likely being taken off the STEP Extended list, and I am curious why - ???There's a CoT mod for LoS and also, depending on your ENB, there's often a esp to sync the LoS lantern's with the enb preset. Grim & Somber has one, for instance. Without the LoS adjustment. lanterns tends to give off a really red light.
phazer11 Posted March 21, 2014 Posted March 21, 2014 The info was gathered from the Proposal which hasn't seemed to get much attention as I've updated several things on it without any replies.Yeah well, I'd put in my 2c but apparently I don't have access, which to be quite honest is stupid.At any rate I don't suppose STEP needs a lighting solution for the roads at night (since we don't advocate ENB besides boost, or anything that makes nights darker...) but, it does add a bit to the believability to the paved roads IMO, the only thing that could possibly fill the hole is Claralux and from what I remember it was a nightmare.
Kuldebar Posted March 21, 2014 Posted March 21, 2014 Or just turn off the roads in the MCM menu...?That's too immersion breaking! After seeing LoS integrated with ETaC, I'm even more in love with it.
kabepo Posted April 14, 2017 Posted April 14, 2017 The link from this mod's wiki page to this thread is broken. I loaded STEP Extended, with this mod included, and noticed the mod is buggy.The candles in the lanterns are always on. They do not go off at 1900 and on at 0700 as they are supposed to.It has been a known problem since at least Nov 2015, as documented on the Nexus mod posts page. Candles on during the daytime kills the immersion for me. I'll have to uninstall the mod.
TechAngel85 Posted April 15, 2017 Posted April 15, 2017 The link from this mod's wiki page to this thread is broken.Thanks! Fixed. The candles in the lanterns are always on. They do not go off at 1900 and on at 0700 as they are supposed to.Yep, that how the mod works. Directly from the author's mouth: "...the light source go away when it should but the candle flame remains." It has been a known problem since at least Nov 2015, as documented on the Nexus mod posts page.Care to provide a link? Candles on during the daytime kills the immersion for me. I'll have to uninstall the mod.Well, that how the mod works and that is just about crazy and I'm going to tell you why...I'm going to point something out to you that is really going to drive you batty. All the candles in the entire game (both indoor and outdoor candles) stay lit 24/7...they are never extinguished. I know...I'm evil for pointing that out.
kabepo Posted April 16, 2017 Posted April 16, 2017 Care to provide a link?https://forums.nexusmods.com/index.php?/topic/704084-lanterns-of-skyrim-all-in-one/page-178&do=findComment&comment=30225000 Well, that how the mod works and that is just about crazy and I'm going to tell you why...I'm going to point something out to you that is really going to drive you batty. All the candles in the entire game (both indoor and outdoor candles) stay lit 24/7...they are never extinguished. I know...I'm evil for pointing that out. Every time I'm in Whiterun I notice the braziers/fires are on all day, which I find very distracting. I've noticed the vanilla lantern candles are also always on, they are less distracting but I still don't like it. I don't want to install a mod which makes the problem even worse. I found this mod: Remove Distracting Things by kojak747It has an option"Remove Distracting day light bulbs from cities - Timed City Lights Merged.This mod puts all the cities exterior light bulbs onto a timer so they switch off during the day. This mod only attaches a single script to exterior vanilla light bulbs in cities. It does not touch fixtures or fittings." It looks promising. I'll test it out after I finish getting STEP Extended setup.
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