SP4-Lighting
Best lighting in 50 locations.
Screenshots 4 screenshots
About this mod Machine translation
Best lighting in 50 locations.
MOD status:
50 locations.
Ready to play.
Delete anytime.
(original prototype
What about other locations?
This is a solo project, not easy to complete, and requires many hours.
If people care about the mod, I'll keep expanding it.
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Place:
Lakeview Manor
windsor manor
HELJARCHEN HALL
Emershad Mine
redberry mine
Lost Blades and Hideaways
Preserve Cave
bronze cave
empty the hole
echo disappears
still cave
broken tooth cavity
Songwol-dong
Cave of Himomelis
Baldford Cave
crystal cave
Shoal Cave
Hof Falls
Robber's Bay
blood cave
Wolf skull cave and ruins
Arriving at the cave
Pure water operation
CRONVANGR CAVE
cold rock pass
Redolan's Retreat
desolate cave
Grewal Grotto
Gu Lengtong
TER Mausoleum
broken helmet hollow
cold
Ravenska Hollow
RIMEROCK BURROW
sleep tree hole
green wall hole
Pingfeng Cave
clear cave
Kunlun Cave
sea cave
crusty tussock
BRUCA's big pay cuts
gray winter watch
Kragskaven
SEPTIMUS SIGNUS OUTPUT
mine of disappointment
rock wall mine
gold rock mine
dashnik mine
NVIDIA
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Learn about this MOD:
Lighting templates add light and color to the entire location.
Skyrim provides lighting for everything through lighting templates.
Others keep the templates, darken them or add more color.
The result may be bright, or no darkness, or everything may look dirty.
I removed the lighting stencil completely, no tint, no excess cleaning.
Environment colors are similar, lighting and coloring the entire location.
In basic form 255 is maximum brightness and zero is black.
When the night vision is zero, there is no way to enhance the light.
I set the environment color to 5. Black is now 98.04% black.
This will only give your location lighting a 1.96% tint.
Good dark environment, no stubborn colors, and night vision can be used. Clean lighting.
Light radiation adds light to fog, mist and dust.
Fog, mist and dust will emit light in the darkness.
Most mods will remove fog, mist and dust instead of emitting light.
A mod will add more fog, smoke and dust emission to create atmosphere.
I removed most of the emitted light and kept almost all the fog, mist and dust.
You might have fog, mist, and dust, and it won't glow in the new darkness.
The emissivity of room markers also varies with the entry area.
One step can turn a room blue or triple the brightness.
I've removed the emissivity of the room markers. I don't color. Again, clean.
The total position lighting can be cleaned up with some other changes.
I provided 98.04% darkness and only 1.96% tint. Dark is dark and light is bright.
This is the true basis of -SP4- LIGHTING.
The lights that were placed were still there, poorly placed, too bright and buggy.
These lights can be restricted without any problem.
Some mods create additional navmeshes or portals for more drastic changes.
I made simple changes to the placed lights, which reduced the workload on the game engine.
I used the torch to spin around in third-person view, going through each location looking for problems.
I set up the lighting to combine realism, fantasy, colour, clarity and atmosphere.
I corrected the light coming in from the outside to match the current time of day.
I won’t illuminate hidden paths or cherish giving you reasons to explore.
I added little things like bloody mist or glowing egg sacks to the vampire holes.
I try to make each location more unique.
Avoid wrong changes:
In some places like "Candle02Flicker moved here"
If I want more orange, I can change "Candle02Flicker" to orange.
Every "Candle02Flicker" in the game and mod will be more orange.
I won't change the records that break other locations and mods.
If I want more orange, make "NewCandleMoreOrange" and place it.
This allows other mods with new areas or spells to look as expected.
I restricted deleting, adding and moving content.
This prevents issu …
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.