Immersive campfire fix (simple lighting editing)
I can tolerate most vanilla lights, but this was too much for me, so I fixed it. The picture explains everything, it allows for lighting the environment. Probably every lighting mod fixes this, but since I don't use lighting mods (in my vanilla game) I had to fix it myself
Screenshots 3 screenshots
About this mod Machine translation
I can tolerate most vanilla lights, but this was too much for me, so I fixed it. The picture explains everything, it allows for lighting the environment. Probably every lighting mod fixes this, but since I don't use lighting mods (in my vanilla game) I had to fix it myself
introduce
This mod makes all bonfires light up the surrounding terrain which is turned off by some bonfires and I don't understand why.
The mod doesn't add any lights, so it shouldn't cause the lights to flicker.
After sorting out all the world spaces, especially all the "wilderness" cells, the mod is now officially complete.
I "fix" all bonfires in Tamriel Worldspace located in these cells:
- BrucasLeapRedoubtExterior
- CradlecrushRockExterior
- DeepwoodRedoubtExterior02
- DragonBridgeExterior03
- DushnikhYalExterior02
- HagRockRedoubtExterior03
- IronBindBarrowExterior01
- KarthspireRedoubtExterior (2 fires)
- KorvanjundExterior03
- LargashburExterior03
- LostValleyRedoubt03
- LostValleyRedoubt04
- MarkarthAttackStart02
- MilitaryCampFalkreathImperial
- MilitaryCampHaafingarSons
- MilitaryCampHjaalmarchImperial
- MilitaryCampHjaalmarchSons
- MilitaryCampPaleImperial
- MilitaryCampPaleSons
- MilitaryCampReachSons01DUPLICATE000
- MilitaryCampRiftImperial
- MilitaryCampRiftSons
- MilitaryCampWhiterunImperial
- MilitaryCampWhiterunSons
- MilitaryCampWinterholdImperial
- MilitaryCampWinterholdSons
- OrphanRockExterior02
- RedEagleRedoubtExterior01
- RedEagleRedoubtExterior03
- RiftenAttackStart01 (2 shots)
- SerpentsBluffRedoubtExterior02
- SolitudeAttackStart01
- SolitudeAttackStart03
- StonehillsExterior01
- TalkingStoneCampExterior02
- WhiterunAttackStart03 (2 shots)
- WhiterunExterior14
- WindhelmAttackStart01
- WindhelmAttackStart03
There was a campfire and I had a second thought to fix it so I made an optional .esp which included the campfire.
You can check out the screenshot I added for comparison: no fixes on the left, Vivid Weathers activity on the bottom.
- Optional campfire for DeepwoodRedoubtWorld Worldspace in Cell Wilderness [-31,18]
Please feel free to let me know if I'm missing anything, and help test to make sure unchecking this box in CK doesn't have any nasty side effects.
If it had no side effects, why would Bethesda check those boxes?
Install
Unzip and put the .esp into the data folder
- or -
Use a mod manager tool like Vortex
Author's Note
Thank you everyone for your great comments and likes, they really make my day!
To celebrate 100 endorsements, the latest version now comes with a fomod installer!
For the weirdos who want to check my .esp to see if I unchecked this box on "all" campfire lights: for example, some campfires are placed on towers with no terrain nearby meaning there is no visual improvement to unchecking the box for these campfires.
(The tower is an object, not a terrain, so it will light up even if this box is checked)
==>I don't touch things that don't need to be touched.
There were also some bonfires embedded in a structure that I didn't restore because it made the terrain outside the structure light up in an unrealistic way. Such structures were lit anyway, so repairing these bonfires offered little improvement, along with this huge disadvantage.
I'm building a vanilla mod setup, meaning only mods that improve the vanilla game, but still keep the vanilla flavor as close as possible.
Lighting mods are great and provide nice global improvements, but they often have the disadvantage of flashing lights in certain areas when you have multiple mods installed.
Lighting modes also change the lighting position, which may be better, but can take away the vanilla flavor or cause conflict in certain areas.
These are the reasons why I don't include lighting mods in my vanilla mod setup.
Playing with this setup (i.e. no lighting mode), I came across this bonfire in Dragon Bridge that really looked out of place.
After some testing I found out that a s …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.