Yinkle Posted August 12, 2022 Author Posted August 12, 2022 On 5/13/2022 at 3:39 AM, throwmeinthetrash6 said: As a way of getting around this issue, I made a quick patch that adds ENB lights to the lights from this mod. ENB lights don't suffer the same issues that the regular Skyrim lights do with flickering and whatnot. You need ENB installed obviously and complex particle lights need to be enabled. You should also go into the MCM for this mod and turn the brightness to zero for all the lights, so that the ENB lights are doing all the work. SLLMU - ENB Light Version.7z 1.3 kB · 35 downloads This is a lovely addition and thanks for posting it. With your permission I'll add it as a fomod option in an update at some point once I've been in touch with Pfiffy. I didn't encounter the problems with lights very often but now and then it was a pain. 1
throwmeinthetrash6 Posted August 15, 2022 Posted August 15, 2022 (edited) On 8/12/2022 at 11:53 AM, Yinkle said: This is a lovely addition and thanks for posting it. With your permission I'll add it as a fomod option in an update at some point once I've been in touch with Pfiffy. I didn't encounter the problems with lights very often but now and then it was a pain. Sure thing, you have my permission. I have a slightly updated version that I've been running with for a little while now. Honestly I can't remember exactly what I changed at this point. I think just some minor tweaks to the size/intensity of the lights. The new file is attached. Just a note: I've found that you can still get some flickering with this version, especially in cases where multiple scenes are happening near each other or with scenes that are near a lot of other particle lights. The solution seems to be increasing the "iMaxDesired" setting under [Particles] in skyrimprefs.ini. My setting is currently 12000, which seems to be enough for most cases but I still get the occasional flicker. Edit: I forgot to mention, you also need to set all the lights to 0 brightness in the SLLMU MCM. This lets the ENB lights take over completely, and scene lighting will be too bright otherwise. SLLMU - ENB Light Version V2.7z Edited August 22, 2022 by throwmeinthetrash6 6
Saber2th Posted December 7, 2022 Posted December 7, 2022 On 5/13/2022 at 2:39 PM, throwmeinthetrash6 said: As a way of getting around this issue, I made a quick patch that adds ENB lights to the lights from this mod. ENB lights don't suffer the same issues that the regular Skyrim lights do with flickering and whatnot. You need ENB installed obviously and complex particle lights need to be enabled. You should also go into the MCM for this mod and turn the brightness to zero for all the lights, so that the ENB lights are doing all the work. SLLMU - ENB Light Version.7z 1.3 kB · 64 downloads Thanks for the patch, it's working as intended but is the light supposed to turn off if I press tab to bring out the menu? Exiting the menu doesn't bring back the light. Just for context, I use Immersive First Person and it has a bug where it the camera clips into the actors unless I bring up and exit the menu while in First Person.
throwmeinthetrash6 Posted January 20, 2023 Posted January 20, 2023 (edited) On 12/7/2022 at 6:46 AM, Saber2th said: Thanks for the patch, it's working as intended but is the light supposed to turn off if I press tab to bring out the menu? Exiting the menu doesn't bring back the light. Just for context, I use Immersive First Person and it has a bug where it the camera clips into the actors unless I bring up and exit the menu while in First Person. Hmm, that doesn't seem to be happening for me so I'm not sure. I also use IFPV and I have the clipping problem too, but I was able to fix it by using Smooth Cam with this preset and setting a hotkey for the custom offset group and switching to that before I go into first person with IFPV (I also have IFPV set to not replace the default first person view but rather to toggle to it with a button press). Not sure if that all makes sense. It's a somewhat specific setup but it works for me. Edited January 20, 2023 by throwmeinthetrash6
HentaiGnome Posted January 20, 2023 Posted January 20, 2023 On 8/15/2022 at 12:17 PM, throwmeinthetrash6 said: Sure thing, you have my permission. I have a slightly updated version that I've been running with for a little while now. Honestly I can't remember exactly what I changed at this point. I think just some minor tweaks to the size/intensity of the lights. The new file is attached. Just a note: I've found that you can still get some flickering with this version, especially in cases where multiple scenes are happening near each other or with scenes that are near a lot of other particle lights. The solution seems to be increasing the "iMaxDesired" setting under [Particles] in skyrimprefs.ini. My setting is currently 12000, which seems to be enough for most cases but I still get the occasional flicker. Edit: I forgot to mention, you also need to set all the lights to 0 brightness in the SLLMU MCM. This lets the ENB lights take over completely, and scene lighting will be too bright otherwise. SLLMU - ENB Light Version V2.7z 1.18 kB · 78 downloads Hey there, just to verify, we need to have the actual mod called ENB Lights installed for your patch to work?
Saber2th Posted January 22, 2023 Posted January 22, 2023 (edited) On 1/21/2023 at 4:51 AM, throwmeinthetrash6 said: Hmm, that doesn't seem to be happening for me so I'm not sure. I also use IFPV and I have the clipping problem too, but I was able to fix it by using Smooth Cam with this preset and setting a hotkey for the custom offset group and switching to that before I go into first person with IFPV (I also have IFPV set to not replace the default first person view but rather to toggle to it with a button press). Not sure if that all makes sense. It's a somewhat specific setup but it works for me. Let me get this straight, so Smooth Cam replaces the vanilla 3rd person view and you are simply switching between the modded 3rd person camera view and the IFPV view while playing? It's odd how this fixes the problem for you as the clipping issue seems to be IFPV related. But I'll try my luck with this, thanks. Edited January 22, 2023 by Saber2th
throwmeinthetrash6 Posted January 23, 2023 Posted January 23, 2023 (edited) On 1/20/2023 at 11:52 AM, HentaiGnome said: Hey there, just to verify, we need to have the actual mod called ENB Lights installed for your patch to work? You shouldn't actually need ENB Light to be installed for it work. That mod just adds ENB lights to a bunch of different meshes in the game, while mine adds ENB lights to the meshes from SLLMU. You just need to have ENB installed and have "EnableComplexParticleLights=true" in your enbseries.ini file and it should work. 19 hours ago, Saber2th said: Let me get this straight, so Smooth Cam replaces the vanilla 3rd person view and you are simply switching between the modded 3rd person camera view and the IFPV view while playing? It's odd how this fixes the problem for you as the clipping issue seems to be IFPV related. But I'll try my luck with this, thanks. I agree it's kind of odd. I just stumbled upon it one time because I happened to have switched to the custom offset group in Smooth Cam before I went into IFPV view and noticed the clipping was heavily reduced. To clarify, Smooth Cam has a feature called "custom offset group" which is essentially just a different view that you can switch to with the press of a button (configured in the MCM). My custom offset group switches the camera from an over-the-shoulder view to a view where the character is perfectly centered in the camera. I coincidentally realized that this works great for SL scenes because it centers the action in the view pretty well, to the point that I don't even need to use TFC sometimes. I'm not sure what exactly it is about this setup that reduces clipping, so I can't really say why this works but it does just work for me. So, the setup is: Install IFPV Install the attached IFPV config made for SL (the hotkey to switch to IFPV view is Numpad1) Install Smooth Cam Install "SmoothCam - Modern Preset" Go into SmoothCam MCM and set a hotkey for "toggle custom offset group" (mine is Numpad2) Switch to the custom offset group before switching to IFPV view Hopefully have less clipping in IFPV view? YMMV, but there you go. I have a ton of mods installed so it's possible there's something else in my setup that makes it work the way it does, but that should work as far as I know. IFPV.config.txt Edited January 23, 2023 by throwmeinthetrash6 1
Saber2th Posted January 23, 2023 Posted January 23, 2023 2 hours ago, throwmeinthetrash6 said: You shouldn't actually need ENB Light to be installed for it work. That mod just adds ENB lights to a bunch of different meshes in the game, while mine adds ENB lights to the meshes from SLLMU. You just need to have ENB installed and have "EnableComplexParticleLights=true" in your enbseries.ini file and it should work. I agree it's kind of odd. I just stumbled upon it one time because I happened to have switched to the custom offset group in Smooth Cam before I went into IFPV view and noticed the clipping was heavily reduced. To clarify, Smooth Cam has a feature called "custom offset group" which is essentially just a different view that you can switch to with the press of a button (configured in the MCM). My custom offset group switches the camera from an over-the-shoulder view to a view where the character is perfectly centered in the camera. I coincidentally realized that this works great for SL scenes because it centers the action in the view pretty well, to the point that I don't even need to use TFC sometimes. I'm not sure what exactly it is about this setup that reduces clipping, so I can't really say why this works but it does just work for me. So, the setup is: Install IFPV Install the attached IFPV config made for SL (the hotkey to switch to IFPV view is Numpad0) Install Smooth Cam Install "SmoothCam - Modern Preset" Go into SmoothCam MCM and set a hotkey for "toggle custom offset group" (mine is Numpad2) Switch to the custom offset group before switching to IFPV view Hopefully have less clipping in IFPV view? YMMV may vary, but there you go. I have a ton of mods installed so it's possible there's something else in my setup that makes it work the way it does, but that should work as far as I know. IFPV.config.txt 78.93 kB · 0 downloads Thanks for the detailed instructions, will definitely give it a try.
Yinkle Posted April 9, 2023 Author Posted April 9, 2023 Hi folks, I recently tried out the Sexlab P+ mod and there's a little incompatibility with this mod (due to my bad papyrus coding). SLLMU was accessing the "CenterRef" property in sexlab threads directly instead of using the API. Attached is a patch to fix this (backwards compatible with "Vanilla" Sexlab SE/AE). I should really take ownership back on this mod and update it, but this will have to do for now. SLLMU Patch April 2023.7z 14
a117 Posted January 20, 2024 Posted January 20, 2024 (edited) I cannot live without SLLMU:) The TDF dance has been fixed and finally works without CTD, but SLLMU dance light-up no longer seems to work. Edited January 20, 2024 by a117
Yinkle Posted January 20, 2024 Author Posted January 20, 2024 (edited) 2 hours ago, a117 said: The TDF dance has been fixed and finally works without CTD, but SLLMU dance light-up no longer seems to work. This relied on a patch I made for TDF that added modevents for dance begin and end. My patch has probably long since been lost or become incompatible. Edit: I had a look into it and the "TDF2023" version on Pfiffy's page still has my additions (SLEN and SLLMU support) but the "enhanced prostitution" mod that you linked above overwrites those changes. I'm guessing that it's based on an earlier version of TDF. Edited January 20, 2024 by Yinkle
a117 Posted January 20, 2024 Posted January 20, 2024 3 hours ago, Yinkle said: This relied on a patch I made for TDF that added modevents for dance begin and end. My patch has probably long since been lost or become incompatible. Edit: I had a look into it and the "TDF2023" version on Pfiffy's page still has my additions (SLEN and SLLMU support) but the "enhanced prostitution" mod that you linked above overwrites those changes. I'm guessing that it's based on an earlier version of TDF. It worked until one previous TDF enhanced prostitution. Unfortunately, it probably no longer works because they modified the dance. Thanks for checking it out.
Qwert_yyy Posted February 15, 2024 Posted February 15, 2024 (edited) So far this mod is working great. Except for a few minuses. light sources are far away from the player. This results in the following problems: - The light starts to illuminate not the scene, but the huge space around the scene. This looks extremely ugly and spoils the diversity of the environment. It destroys all the beauty of where the scene takes place. Low light settings are useless and medium settings are not enough, and when you go to high settings, it's as if the scene and the large space around it starts to be illuminated by a spotlight. - The huge light source is hitting other light sources. Skyrim has a limit on the number of light sources and it is extremely small and this causes problems with the light disappearing or not showing at all. However, you have as many as 5 light sources, which is a huge amount when you consider that these sources also cover a huge area. (At the very least, the light source should be closer to the character, which would reduce these problems.) p.s. ENB light - will not work with first-person view. So the patch above is unfortunately specific. I can suggest an alternative with a single light source, but fully customizable. You can even choose options with and without shadows. The coolest functionality was in the past Ostim, where you could turn on face and groin lighting for each of the characters in a scene and it worked great with no problems. No problems at all. The lights were attached to certain parts of the body and illuminated a small area and it was enough not to cause over-lighting and still see all the details along with the shadows on the characters. Edited February 15, 2024 by Qwert_yyy 3
sierrra Posted August 8, 2024 Posted August 8, 2024 On 2/15/2024 at 5:15 PM, Qwert_yyy said: So far this mod is working great. Except for a few minuses. light sources are far away from the player. This results in the following problems: - The light starts to illuminate not the scene, but the huge space around the scene. This looks extremely ugly and spoils the diversity of the environment. It destroys all the beauty of where the scene takes place. Low light settings are useless and medium settings are not enough, and when you go to high settings, it's as if the scene and the large space around it starts to be illuminated by a spotlight. - The huge light source is hitting other light sources. Skyrim has a limit on the number of light sources and it is extremely small and this causes problems with the light disappearing or not showing at all. However, you have as many as 5 light sources, which is a huge amount when you consider that these sources also cover a huge area. (At the very least, the light source should be closer to the character, which would reduce these problems.) p.s. ENB light - will not work with first-person view. So the patch above is unfortunately specific. I can suggest an alternative with a single light source, but fully customizable. You can even choose options with and without shadows. The coolest functionality was in the past Ostim, where you could turn on face and groin lighting for each of the characters in a scene and it worked great with no problems. No problems at all. The lights were attached to certain parts of the body and illuminated a small area and it was enough not to cause over-lighting and still see all the details along with the shadows on the characters. this mod is already great, the features above would make it masterclass
Yinkle Posted August 12, 2024 Author Posted August 12, 2024 2 light version with "XYZ" Light positioning in the MCM sound good?
Zushis Posted August 20, 2024 Posted August 20, 2024 So, i used the mod recently, scene started, light got lit, but then the scene ended, i came back 4 ingame days after to the same spot and the light is still there XD. Even after the scene has ended. Funny thing to ask but, can i switch them off somehow......?
Yinkle Posted August 20, 2024 Author Posted August 20, 2024 2 hours ago, Zushis said: So, i used the mod recently, scene started, light got lit, but then the scene ended, i came back 4 ingame days after to the same spot and the light is still there XD. Even after the scene has ended. Funny thing to ask but, can i switch them off somehow......? Count yourself lucky, that's never happened for me! Not sure if it's possible, but you could try opening the console and clicking on the lights, then typing disable. Whether you can actually click on them, I have no idea. The other option is to leave them there as a proud example of how my mod failed to clean up after itself!
Zushis Posted August 24, 2024 Posted August 24, 2024 On 8/20/2024 at 8:17 PM, Yinkle said: The other option is to leave them there as a proud example of how my mod failed to clean up after itself! Disabling the mod, reloading save sorted it. I just created another save and then re-enabled the mod The lights in the mod are really cool though, apart from the issue i stated earlier, its a gud mod plus, i found a easy fix! Nice work though and thanks! 🖖
kamoewarrior Posted September 6, 2024 Posted September 6, 2024 Light level detection does not seem to work. The light always triggers regardless if it is bright or not.
Yinkle Posted September 6, 2024 Author Posted September 6, 2024 12 hours ago, kamoewarrior said: Light level detection does not seem to work. The light always triggers regardless if it is bright or not. This is why I added the MCM option for manual mode. In my testing, it doesn't "always" trigger and there is also an MCM setting for "Minimum lighting for auto lights".
kamoewarrior Posted September 7, 2024 Posted September 7, 2024 (edited) 7 hours ago, Yinkle said: This is why I added the MCM option for manual mode. In my testing, it doesn't "always" trigger and there is also an MCM setting for "Minimum lighting for auto lights". Yep and I thank you for that. The minimum lighting for auto lights is what I meant by light level detection not working. I check the light level and even when it is higher than the threshold the light still trigger. Adjusting it doesn't seem to fix it. I have been just using manual lights although I do forget to turn it on before the animation starts. Edited September 7, 2024 by kamoewarrior
Yinkle Posted September 7, 2024 Author Posted September 7, 2024 (edited) 6 hours ago, kamoewarrior said: Yep and I thank you for that. The minimum lighting for auto lights is what I meant by light level detection not working. I check the light level and even when it is higher than the threshold the light still trigger. Adjusting it doesn't seem to fix it. I have been just using manual lights although I do forget to turn it on before the animation starts. The check for lighting level simply uses Actor.GetLightLevel() on the 1st actor in the scene and compares it with the setting from the MCM. This is not necessarily the player character every time the player is involved. When the lighting test hotkey is used, this check is skipped as the test is for checking the lights and not this setting. Edit: I just did a quick test with debug trace, and it works fine here: [09/07/2024 - 10:36:37AM] SexLab LightMeUp info: Light level = 59 is greater than MCM setting: 50 - Lights off and [09/07/2024 - 10:37:35AM] SexLab LightMeUp info: Light level = 26 is less than MCM setting: 50 - Lights on Edited September 7, 2024 by Yinkle
Fraying9981 Posted June 26, 2025 Posted June 26, 2025 On 8/15/2022 at 6:17 PM, throwmeinthetrash6 said: Sure thing, you have my permission. I have a slightly updated version that I've been running with for a little while now. Honestly I can't remember exactly what I changed at this point. I think just some minor tweaks to the size/intensity of the lights. The new file is attached. Just a note: I've found that you can still get some flickering with this version, especially in cases where multiple scenes are happening near each other or with scenes that are near a lot of other particle lights. The solution seems to be increasing the "iMaxDesired" setting under [Particles] in skyrimprefs.ini. My setting is currently 12000, which seems to be enough for most cases but I still get the occasional flicker. Edit: I forgot to mention, you also need to set all the lights to 0 brightness in the SLLMU MCM. This lets the ENB lights take over completely, and scene lighting will be too bright otherwise. SLLMU - ENB Light Version V2.7z 1.18 kB · 473 downloads what are the requirements for this? I thought I had ENB installed but it seems I don't. Is it as simple as picking up a preset and go?
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