COMPATIBILITY

COMPATIBILITY:

Plays perfectly well with:

CLIMATES OF TAMRIEL v5!


CLARALUXified MODS:

Mods for which I have made COMPATIBILITY PATCHES, generally allowing the author’s lights to be controlled via the CLARALUX MCM.

Please note, I am not extensively testing these, nor am I digging deeply to see if there are any “overlaps”.  I am merely CLUXifying the author’s lights.  Help me to help you!  If you see any troubles, let me know…

If you have any questions… ASK!

LOAD-ORDER:

In ALL cases, CLARALUX.ESP must go BELOW the original mod… in other words:

ModBeingPatched.esp

CLARALUX.esp
CLARALUXify – ModBeingPatched.esp

Dawn of Skyrim – Complete Collection
Solution: Patch available on CLARALUX NEXUS page.
What’s it do? : Allows the author’s lights to be controlled via CLARALUX MCM.
Load-Order: Must have both mods ABOVE the patch.

Enhanced Lights and FX – EXTERIORS module
Solution: Patch available on CLARALUX NEXUS page.
What’s it do? : Allows the author’s lights to be controlled via CLARALUX MCM.
Recommendation: Honestly, I recommend disabling this mod as it may place too many lights too close together depending upon your CLUX LIGHT LEVEL, however, this patch will CLUXify the lights added.  If you find too many overlapping instances and prefer the FIXTURES added by ELFX-EXTERIORS, I recommend you disable the subset within CLARALUX’s MCM.  For instance, too many lights on the walls of WHITERUN then disable WHITERUN via MCM.
Load-Order:

ELFX – Exteriors.esp
CLARALUX.esp
CLARALUXify – ELFX Exteriors.esp

Notes: There is no need of a patch for the ELFX base mod or ENHANCEMENTS.

Falskaar
Solution: Patch available on CLARALUX NEXUS page.
What’s it do? : Allows the author’s lights to be controlled via CLARALUX MCM.
Load-Order: Must have both mods ABOVE the patch.

JK’s SKYRIM COMPLETE – Town and City Overhauls
Solution: Patch available on CLARALUX NEXUS page.
What’s it do? : Allows the author’s lights to be controlled via CLARALUX MCM.
Load-Order: Must have both mods ABOVE the patch.

JK’s CITIES – LITE/SUPERLITE/DAWN of MERGE
Solution: Patch for each MERGED option within the JK’S CITIES – LITE package available on CLARALUX NEXUS page.
What’s it do? : Allows the author’s lights to be controlled via CLARALUX MCM.
Load-Order: Must have both mods ABOVE the patch.

Legendary Cities – Tes Arena – Skyrim Frontier Fortress
Solution: Patch available on CLARALUX NEXUS page.
What’s it do? : Allows the author’s lights to be controlled via CLARALUX MCM.  Moves a few lights to better placement.
Load-Order: Must have both mods ABOVE the patch.

Wyrmstooth
Solution: Patch available on CLARALUX NEXUS page.
What’s it do? : Allows the author’s lights to be controlled via CLARALUX MCM.
Load-Order: Must have both mods ABOVE the patch.


MODS REQUIRING USER INTERVENTION via the CLARALUX MCM and/or MODULE CHOICE:

Expanded Towns and Cities
Problem: Occasionally misplaced CLARALUX HOUSE lights.
Solution: Disable CLARALUX HOUSES via MCM
Note: This mod has its own light level control which presents a problem for CLUXifying, but will work perfectly as planned in tandem.

 

Relighting Skyrim
Problem: No patch for EXTERIOR module(s) exists as of yet… too many damn options 😉
Solution: Use INTERIORS ONLY from the Relighting Skyrim FOMOD or place CLARALUX after RS’ EXTERIOR module in your load-order in order to allow CLUX to intercept as many vanilla lights as possible (on the assumption that RS re-places as opposed to removes and remakes lights).  Ultimately there may be a few lights CLUX can’t control, but that’s not a big deal.
Note: I have not seen instances of “problems” when using CLARALUX and the EXTERIOR MODULE.  However, I can’t review everything and it is quite possible that there may be some oddities in terms of “too many lights” in some places.

 

Touring Carriages
Problem: Sometimes the carriages may smack into a lightpost.
Solution: Usually corrects itself in a moment, however if this is a problem, the user should DISABLE ROAD LIGHTS in CLUX.


 INCOMPATIBLE MODS:

 

Duke Patrick’s Friction Fix

Problem: For reasons unknown, it has been reported that the LIGHT BULB markers are displayed in-game.
Solution: Disable and remove this mod

 

Other mods might overlap (but not “conflict”) which would end up giving you the potential for a few lights in the same place and, also likely, an increase in the dreaded “bad landscape light bug” which is inherent in vanilla and exacerbated by add’l lights…