RLO Compatibility List.
These are some confirmed mods that are either compatible or incompatible with RLO. We can't possibly put every single mod on the nexus here, (30,000+) so please download TESVEDIT and find out what conflicts you have in your own load order. This is not the responsibility of the mod authors, but of your own.
Compatible :
This mod is 100% compatible with Climates of Tamriel's weathers! (do not use COT interior + dungeon modules with RLO)
This mod is 100% compatible with Frostfall!
This mod is 100% compatible with Wearable Lanterns!
This mod is 100% compatible with Lanterns of Skyrim!
This mod is 100% compatible with Dynavision and Imaginator!
This mod is 100% compatible with ENB! (you may need to update your settings accordingly)
Not Compatible :
As of 4.0.7 This mod is no longer compatible with Enhanced Lights and FX. RLO for ELFX has been given to anamorfus to edit as he sees fit. So either pick RLO or ELFX, NOT BOTH, as they do very similar things.
This mod is not compatible with RCRN!
This mod is not compatible with Remove Interior/Exterior Fog mods!
This mod is not compatible with More Dynamic Shadows, the author of that mod helped me with RLO!
Not compatible with any mods that alter imagespaces, light templates or cell edits, unless specifically stated.
Supreme Storms + Supreme Fog by MannyGT is not compatible with RLO's weather components
28 comments
I'm building a compatibility patch for a mod list that includes both USLEEP and RLO, and I'm finding a ton of edits done in USLEEP that aren't incorporated into RLO (including several cases where USLEEP adds "XEMI - Emittance" data that RLO does not, but makes other changes to it, such as with [REFR:000E29BB]), and several places where both USLEEP and RLO move the same objects to different places.
Would you please be so kind as to make a pass through USLEEP to see if, at least, any of USLEEP's conflicting edits make sense to import into RLO?
I do not know (yet) how exactly this mod (No Home patch) is coded, but I guess some minutes with the Construction Tool would be at last needed as the list of cell should not be that important (and then, copy to notepad, search for "breezehome" and any occurrence should be there, add the cell from you mod (BFU) to the list, load it before this mod and it should be alright.
(Not like it may be correct easily from the author of this mod as it is a custom cell who is not available beside in BFU)
I am no modder myself, but I'm sure the author of BFU has spent more than a little time in the "Construction Tool" trying to sort this out to no avail. If there is anyone out there with modding experience that understands how these two mods interact, and could be of assistance, I'm sure many of us Breezehome owners would appreciate it.
Currently (RLO 4.0.8.02 and BFU 1.7.8. ), the author of BFU has posted an older version of RLO which does work with his mod, with limited flickering. So if there could be a way to apply that version of RLO to just the lights in Breezehome with some sort of patch that would be amazing.
Thanks for your consideration, and for THE must-have lighting mod! (I'll certainly live with a little flickering in my house in order to enjoy the amazing benefits of this mod everywhere else.)
Anyway, that's not necessarily an incompatibility as it is a game bug. Too many light sources on one object will conflict, and all the game does is disable lighting on that object. It happens with torches too.
Tested in multiple locations at night only.
In 3rd person certain "squares" on the floor do not light up, then if you move it lights up again.
Pretty irritating please check it out.
Thanks.
Exact Skyrim Version Number(ex: 1.9.32.0):
1.9.32.0
Description of Problem or Potential Conflict:
Realistic Lighting Overhaul - Realistic Lighting Overhaul 4_0_7c shadows or textures are not lighting up with Wearable Lanterns - Wearable Lanterns 2_2a
Where were you when this happened?:
In every city one texture will light up but not the other
What time in game was it when this happened (if applicable):both Day time and night time if lantern is on.
How reproducible is the problem (one time, occurs on demand, etc):
Occurs on demand.
Do you use a script extender such as Script Dragon or SKSE? Which version?:
SKSE skse_1_06_13
Any other information you may think would be helpful:
I don't know if this mod is not showing the right lighting of the lantern or realistic lighting is not showing the correct lighting. Is there a way to edit the lighting to be Compatible with realistic lighting?