Shelt Mar 1, 2014 @ 4:07pm
ELFX, wow
Downloaded this mod, Enhanced Lighting and Effects, from Nexus last night to try it out, and I've got to say this makes the game look and play amazingly well. ELFX removes most of the ambient lighting in interior spaces which don't seem to have a source. It also adds light to sources which you see, a torch, a firepit, chandelier, even a glowbug. The results are amazing. I was worried outside areas would become nearly pitch black at night, but that's not the case at all. However, interior locations like caves and dungeons, you better plan ahead and bring a few torches, or know a magelight spell unless you can see in the dark. This is how the game was meant to be played.

Do you have a favorite lighting mod? Have you tried ELFX?
Showing 1-14 of 14 comments
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Morkonan Mar 1, 2014 @ 4:14pm 
I haven't tried ELFX, yet. I probably will. One question, though - I assume that this only changes lighting for official content, not the lighting and rendering done by the engine, itself, right?

I need a general lighting/rendering mod that will work across the board, like some of the best Oblivion mods would do. But, I'm still hunting for them... Any suggestions? (I'm fairly new to Skyrim, very old to the franchise in general.)
Shelt Mar 1, 2014 @ 4:24pm 
If a light source is flagged appropriately, the game engine will render it appropriately. This mod does just that, removes ambient light coming from nowhere, enhances light given off by actual light sources the game recognizes with the right flags.
Morkonan Mar 1, 2014 @ 4:34pm 
Understood.

I re-read over the description. I suppose that he/she/they redefined all the emitters and stripped out some sources without emitters. ie: If it ain't a lightsource with an actual source, it ain't there. :)

I'll have to check it out. I would think that some mods that rely heavily on ambient lighting or lighting outside of ELFX's parameters might be negatively effected. But, then again, lighting in Skryim, in certain instances, can be terrible, anyway. So, it's not like that would be anything new to worry about. ;)
Shelt Mar 1, 2014 @ 4:41pm 
Right exactly. They also placed a few new sources in areas where Bethesda didn't place anything, no doubt because the ambient light coming from nowhere was already making the place too bright. If you're playing a sneaky character, this mod makes the shadows and light well defined so that you can actually do what was intended and stick to the shadows.
Morkonan Mar 1, 2014 @ 4:49pm 
Originally posted by Shelt:
Right exactly. They also placed a few new sources in areas where Bethesda didn't place anything, no doubt because the ambient light coming from nowhere was already making the place too bright. If you're playing a sneaky character, this mod makes the shadows and light well defined so that you can actually do what was intended and stick to the shadows.

Great! So, now I can actually find shadows to hide in!

"Come on, no cave complex has to have fifty-firepots every five feet as well as clearly radioactive mist, does it? Someone should call the health department."

But, if it does globally change the lighting, which I'm not yet sure about, (Will d'load it tonight.) that will mean that mods that have been designed around existing lighting will have their lighting changed as well, which could be good or bad, depending on the conventions the designer considered when designing the lighting for their mod.
SpeedFreak Mar 1, 2014 @ 4:55pm 
I tried and it's great however it's hard to spot traps, pressure plates, etc, but I think I'll manage
Shelt Mar 1, 2014 @ 9:11pm 
Yeah speed, it forces you to make a gameplay decisions like whether or not to choose the lightfoot perk to avoid pressure traps.

Another mod that goes great with this one is Wearable Lanterns by the same guy who made Frostfall.
Zefram Cochrane Mar 2, 2014 @ 11:35am 
Bah, RLO (realistic lighting overhaul) for the win! :P

ELFX is too dark for me. Comparisons here:

http://www.youtube.com/watch?v=YceSkJgy2gw
Last edited by Zefram Cochrane; Mar 2, 2014 @ 11:38am
Shelt Mar 2, 2014 @ 4:19pm 
RLO is good too, but the intesity of the fire sources seems off to me.
Incunabulum Mar 2, 2014 @ 4:29pm 
Originally posted by Zefram Cochrane:
Bah, RLO (realistic lighting overhaul) for the win! :P

ELFX is too dark for me.

Funny, but I find RLO too dark.

I think the problem (with both mods) is that the level designers counted on the added ambient lighting for the scenes and didn't place enough 'immersive' light sources around. So when either mod cuts out the ambient and just lights the place up with the existing torches/candles/fireplaces, everything is pretty dark.

I've seen guys eating in complete darkness in a dungeon because the nearest placed lightsrouce was a candle set 20 feet away.

That sort of thing might be *real*, in that people living at that tech level would accept it as normal, but its doubly bad looking for those of us who are used to plentiful electric lighting.
Last edited by Incunabulum; Mar 2, 2014 @ 4:30pm
Morkonan Mar 2, 2014 @ 6:51pm 
Originally posted by Incunabulum:
Originally posted by Zefram Cochrane:
Bah, RLO (realistic lighting overhaul) for the win! :P

ELFX is too dark for me.

Funny, but I find RLO too dark.

I think the problem (with both mods) is that the level designers counted on the added ambient lighting for the scenes and didn't place enough 'immersive' light sources around. So when either mod cuts out the ambient and just lights the place up with the existing torches/candles/fireplaces, everything is pretty dark.

I've seen guys eating in complete darkness in a dungeon because the nearest placed lightsrouce was a candle set 20 feet away.

That sort of thing might be *real*, in that people living at that tech level would accept it as normal, but its doubly bad looking for those of us who are used to plentiful electric lighting.

Exactly, Incunabuium.

Here's a good comparison vid - https://www.youtube.com/watch?v=YceSkJgy2gw

It might be that "Immersive Interiors" could improve some locations, since I think it has additional light sources like candles and the like. But, there's the performance hits to think about with its weight.

RLO has an optional file that lightens up the dungeons a little bit as well as the night. I use both and I love the fact that RLO has no performance hits.

It could be possible to create a patch or edit the optional patch for RLO to either increase dungeon lights or add very slight ambient lighting. Maybe even just something like copying over the original game data files for lighting these areas and then turning down the ambient levels.
Zefram Cochrane Mar 4, 2014 @ 3:13pm 
Originally posted by Incunabulum:
I think the problem (with both mods) is that the level designers counted on the added ambient lighting for the scenes and didn't place enough 'immersive' light sources around. So when either mod cuts out the ambient and just lights the place up with the existing torches/candles/fireplaces, everything is pretty dark.

I've seen guys eating in complete darkness in a dungeon because the nearest placed lightsrouce was a candle set 20 feet away.

That sort of thing might be *real*, in that people living at that tech level would accept it as normal, but its doubly bad looking for those of us who are used to plentiful electric lighting.

I'd agree with you there, I don't actually install the interior lighting part of RLO. As you say too darn dark! Exteriors is fine though and a vast improvement over vanilla.

It wouldn't be so bad if like you say they placed more lighting sources around. I did think about adding a load of light sources to vanilla homes but decided it wasn't worth the effort.
Last edited by Zefram Cochrane; Mar 4, 2014 @ 3:16pm
Dragonbored Mar 4, 2014 @ 4:38pm 
Ya man! ELFX = Wow for sure! Why we all love mods so much... Small mod = Amazing impact on game... :)
Shelt Mar 4, 2014 @ 5:49pm 
Exactly Scott.

Any of you guys been on a field trip underground? Ever been in a cave or a mine? It's so dark you can't see your hand in front of your face, and even good light sources are no match for the gloom.
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Date Posted: Mar 1, 2014 @ 4:07pm
Posts: 14