The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Improved Interior Lighting (For Realistic Lighting Mods)
 
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Category: Graphics, Houses
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0.008 MB
Feb 23, 2012 @ 1:46am
Feb 28, 2012 @ 6:32pm
4 Change Notes ( view )

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Improved Interior Lighting (For Realistic Lighting Mods)

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Description
This Mod updates certain interior spaces with more realistic lighting solutions to better mimic ambient lighting caused by smaller enclosed spaces. Also adds a few personal stylistic alterations to improve visual interest in certain areas.

REQUIREMENTS
This mod is intended to be used with the mod "Realistic Lighting" by Pluto (aka kurtcop) found here: http://steamcommunity.com/sharedfiles/filedetails/?id=7648&searchtext=realistic+lighting
(also found on Skyrim Nexus here: http://skyrim.nexusmods.com/downloads/file.php?id=7654) OR other mods which significantly decrease the game's ambient light in interior spaces.

I have tested this mod without Realistic Lighting, and it works just fine without it. However, the visuals will not be quite what I intended. Overall, you'll be seeing a much lighter and brighter version of the affected interiors, and things will be a bit washed out. I highly recommend picking up the Realistic Lighting Mod (or other mods that darken the ambient lighting) to fully enjoy this!

A Bit of Background
I have enjoyed Pluto's Realistic Lighting mod very much, however, I've always felt he took things a little too far with reducing the ambient light throughout the game. I think it works fine in the exteriors, but in several interior spaces the lighting feels far too harsh. In real life, when light is in an enclosed space, it bounces around off surfaces a lot more, creating much softer shadows and more ambient lighting than what is reflected in-game with Pluto's mod.

This mod aims to fix some of these areas and create a more realistic feel. The first pass of this mod fixes the ever-popular Breezehome. Future updates improve upon further interior areas based on my own personal priority. The most highly-trafficked areas will be given priority. Please see the changelog which lists all areas affected by this mod. (typically each version will add a new area.)

After installation, in the affected areas only, expect ambient lighting to be a tad brighter, slightly more diffused, windows will generally emanate light as if light is really shining through them from the outside, as well as a few of my own personal artistic touches to certain areas (such as the light beams seen in Breezehome's bedroom).

Please keep in mind, this is not a world-wide alteration, but a built-by-hand, per-area, alteration. The altered areas are listed below in the change log.

INCOMPATIBLE MODS
Please be aware, the following mods are known to modify the lighting in areas affected by this mod. As a result, buggy lighting and strange results unintended by this mod WILL occur. I highly suggest you run this mod without any lighting mods that modify individual lighting in the affected areas.

-More Dynamic Shadows (It will work, but the lighting will not match up with what's in the screenshots and buggy visuals may occur).
-Any mod that alters lighting in Breezehome, Honeyside, and Sleepy Giant Inn (and soon more)

OTHER NOTES:
-I plan on releasing this mod to Skyrim Nexus after more work has been completed and it's a bit more fleshed out.
-If you are not used to using the realistic lighting mod, and install both Pluto's mod and mine at the same time, you'll undoubtedly notice that several areas are far darker than normal. This is due to Pluto's Realistic Lighting Mod, not mine. Mine aims to lighten up his mod and fix *some* of those very dark areas. In short, his darkens, mine lightens.
-I've been informed that this mod works well with Climates of Tamriel: http://skyrim.nexusmods.com/mods/17802. I have run some tests with this mod and it appears to work well with mine. Your mileage may vary when using other world-wide lighting alteration mods.

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Change Log
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Current Version:
v1.8 - Riverwood: Sleeping Giant Inn Updated
-Increased amount of sunlight pouring into the main room during the day.
-Added a few shadow casting lights to certain areas.
-Greatly increased the radius of existing shadow-casters
-Added some day/night cycles to certain lights where sunlight shone through.

Previous Versions:
v1.6 - Breezehome Updated
-Increased overall level of light throughout the house.
-Fixed a few lights that were appearing to light the room but didn't properly light the character
-Removed two lights that became unnecessary.
-Optimzed performance for better framerates.

v1.5 - Honeyside
-Added day/night lighting in the kitchen/entry area coming from windows. During the day this area is now flooded with light. At night, its primary light source is from the cooking fire - with reduced diffusion of light coming from the windows.
-Brighened several extremely dark areas in the bedroom and basement. Attempted to lighten these areas while maintaining the original light sources by simulating a more realistic diffiusion of light throughout the room.
-No longer will you have to use a torch to view your weapon rack downstairs.
-Significant fine-tuning of every single light in Honeyside.

v1.0 - Initial Release: Breezehome
-Added several lights, removed a few, tweaked many others.
-Fixed strange, unrealistic light leaks in the alchemy room.
-Added sunlight filtering through various windows and holes in the ceilings.
-All sunlit areas are tied to the time of day and will shine bright during the day and dim at night (see screenshots for day/night comparisons).
-Fixed several buggy light situations throughout the house where lights would randomly blink on/off.
-Added several light rays filtering through cracks in the ceiling (particularly in the bedroom). These will shine bright during the day and less-so during the night. Someone needs to get a better roof on this house - too many holes! (Perhaps that's why it's called Breezehome?)
-Adjusted general ambient lighting throughout. Tried to soften up several darker areas and lighten the darkest areas up just a tad. No more Lydia sitting in dark shadows!

Check out the screenshots for further details. Unless labeled as "Before" or "Realistic Lighting Mod Only" the screenshots display what you should see. The ones labeled are for comparison only. Many show comparisons between day & night. A picture says a thousand words! As always, I look forward to feedback and constructive criticism. Most importantly - ENJOY!
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756 Comments
lannisarah2 Dec 13, 2016 @ 2:22am 
this is great, do u know when u will be updating for more interior spaces to be affected?
Sovereign  [author] Dec 12, 2016 @ 10:59pm 
@it's alright: Glad to hear it! Thanks for the kind words! :)
it's alright Dec 12, 2016 @ 9:20pm 
found that it doesn't. havent crashed since i added it :) great mod btw
Thrixtos Dec 11, 2016 @ 12:06pm 
Aw, oh well. Thanks for responding though.
Sovereign  [author] Dec 11, 2016 @ 11:43am 
@it's alright: I'm not familiar with that mod, but if it performs as the name implies, my mod does not directly affect the color saturation of the game whatsoever, so it should not interfere with it in any way.

@Thrixtos: Because of the way Hearthfire works, I cannot modify the lighting in those player homes unfortunately. :(
it's alright Dec 11, 2016 @ 10:05am 
does this interfere with the immersive saturation boost mod?
Thrixtos Dec 7, 2016 @ 1:55pm 
Can you make a seperate version of the mod that alters the lighting in the Hearthfire player homes? If you can, and will, then thanks.
lupus_hegemonia Dec 3, 2016 @ 1:28am 
I'm not using anything else but yours...
...But, I think "I did something" (I just installed LOOT and ordered/listed my mods), and now I can't see something like before. The feeling in the caves (especially) is superb. Thxs.
Sovereign  [author] Dec 2, 2016 @ 11:03pm 
@Lupus_hegemonia: It's likely a lighting mod you're using (possibly one suggested or linked to in the description of my mod) is doing this. My mod does not affect any lighting outside of the buildings listed in the description. Also, if you're seeing strange "waves" it's likely another lighting mod (or housing mod that affects the areas modified in my mod) that adds or alters the lighting or decoration that includes lighting. If there are any additional lights (including a held torch or light source) you might experience banding or odd lighting effects - the reason for this is because the engine has a very low limit to the number of shadow-casting lights and my mod pushes that limit to the max - any additional lights will throw this off and create odd artifacts. This is, unfortunately, a limitation of the game engine.
lupus_hegemonia Dec 2, 2016 @ 6:10am 
Also, during night, I'm looking the sky from my Whiterun home's bedroom windows, and the sky is SOOO bright, so light-blue - as it should during day.