Lux Via is reworking main roads while focusing on lighting, adding consistent light sources between towns and villages, improving or reworking many bridges and crossroads from scratch, and adding a lot of points of interest to make roads a little more interesting.
This Lux Via mod does not have any known dependencies other than the base game.
Mods requiring this file
|GG’s Thieves Guild Headquarters||Only the Resource Pack – Riften’s lanterns (look for the misc section) only is required unless you’re using Lux Via of course since it’s already included.|
|Lux||Lanterns resource pack is now a hard requirement. It’s included into Via main FOMOD but can be also be downloaded separately in the misc section|
|Lux Orbis||Lanterns resource pack is now a hard requirement. It’s included into Via main FOMOD but can be also be downloaded separately in the misc section|
|Lux Via – German v1.2||Originalmod|
|Lux VIA Parallax Mesh Patch|
PERMISSIONS AND CREDITS
Credits and distribution rights
- Assets of other users: Some of the assets in this Lux Via file are the property of other authors. Before you can use these authors’ assets, you must first obtain permission from them.
- Upload authorization: Under no circumstances are you permitted to upload this Lux Via file to other websites.
- Permission to modify: You must obtain my permission before modifying my files in order to improve them.
- Permission to convert: Under no circumstances are you permitted to convert this Lux Via file for use in other games.
- Permission to use assets: You must obtain my permission before using any of the assets in this file.
- Asset use permission in purchased mods/files: You are not permitted to use assets from this file in any mods or files that are sold for a fee on Steam Workshop or other platforms.
- Permission to use assets in mods/files that earn donation points: You cannot earn Donation Points for your mods if they use my assets.
This author has not provided any additional notes regarding Lux Via file permissions
All my patreons for their really helpful support.
InstantKor for his incredible help with most assets improvements and fixes.
AgentW for helping with textures and beheading testing.
Ra2Phoenix for his always valuable expertise and help with many compatibility patches.
WeldingMan and Noah for the incredible amount of bug reports I got while testing the beta version.
wSkeever for indirectly helping with most lanterns ENB lighting.
Antique Statue for Skyrim SE by 3dregenerator uploaded by Tamira: http://thefree3dmodels.com/index/8-667
Oaristys for Modder’s resource packs
Hallgarth for Skyrim Bridges Plus
sa547 for The Wood Bridge Project
CDRedProject and Winedave for Witcher Decor HD
Hrodeberht1 for Windhelm Braziers HD
EvilEyedKyo for EEK’s Resource Repository
Qwafee Lantern by Qwafee
SaevaVeritas for HPP Improved Whiterun braziers
T4gtr34um3r for Happy Little Trees
MM – Real Lantern by MassiveMaster and zhoulia
Medieval Lanterns of Skyrim by mathy79
Old n Dusty Lantern Replacer by SDlutz
Skyrim Posts Replacer by SDlutz
Nordic Lantern – Replacer by css0101
Rudy HQ – Miscellaneous by rudy102
Static Mesh Improvement Mod by Brumbek
Jets Resources by jet4571
Ruins Clutter Improved by raiserfx
Skeleton Replacer HD by PraedythXVI
Glass fix for Wearable lanterns SMIM patch by Sthaagg
Blended Roads by T4gtr34um3r
Blended Roads Redone by winedave
Bethesda, for obvious reasons
Installed Lux Via files now include Rudy’s glow map for all ENB light compatible lanterns.
Added Owlmon’s patch for Sojourn Over Signposts. (full credits and thanks to him)
Added a He-Man patch to get rid of Civil War and Battlefield Skeletors around Windhelm.
Removed more lanterns in the “less lantern” optional plugin, on the Rorikstead road and around the volcanic area.
Fixed all stonewall placements so that vanilla mesh works just fine (I would advice everyone to use Skyrim Landscape overhaul from Skyrim LE though, vanilla meshes are way too bad)
Fixed Whiterun Gazebo collision.
Fixed Whiterun bridge lantern and moved it away from all roadsigns.
Moved the roadsign post next to Solitude small altar so that it hides the stonewall seam since vanilla stonewalls basically prevent curved placements.
Now includes resource packs only in the misc section since Via lanterns will now be a hard requirement for Lux Orbis and my next projects. I won’t force people to use Via though so this resource packs will be available as separate downloads.
Includes all fixed lanterns. Crucified skeleton with lantern is now ENB light compatible.
Materials have been fixed in some meshes.
Now inludes a small optional patch with some deactivated lanterns in less populated areas around Whiterun mostly.
BDS patch has been removed until the issue is being fixed.
Old Hroldan patch now has correct install path and infos, hence Great Village of Old Hroldan dependency rules.
A few things have been tweaked and improved in the main plugin.
Missing brazier mesh and textures have been added. Orbis users shouldn’ have noticed it but other people definitely did.
Keld Nar and CRF floor patches have been updated with missing changes.
Includes the fixed Oakwood plugin.
I’ve added a new mesh for Talos greatsword altar activator and changed the plugin path.
(Quick update) I’ve added Rudy’s ENB light glow map I’m using for all lanterns in the update section since I forgot to add it. People already using any Rudy’s ENB light mod should have it already though.
(Ninja update) Reuploaded the FOMOD without Old Hroldan patch cause it’s not needed anymore and was pretty much WIP material.
Lux Via is the crowning achievement of my Skyrim lighting project. Because vanilla roads are rather dull, I’ve attempted to breathe new life into all of the main ones. The main goal is to add consistent lighting between towns and villages; however, depending on the hold’s climate, lore, or town proximity, light sources may be different and less or more sustained.
Most bridges have been improved or completely reworked from the ground up, and many crossroads now have better lighting and have been reworked as well, depending on location and situation. Most changes have been made with consistency in mind; vanilla assets I use are dependent on vanilla locations (basically, I use Imperial fort assets when I’m near an Imperial fort, for example).
Compatibility is also important; Lux Via should be compatible with many mods out of the box; I didn’t edit inner cities and instead focused on town and village surroundings without getting too close. The most conflicting areas are near some bridges because navigation had to be redone; patches for popular mods that edit these locations are included in the FOMOD.
- More light sources and lighting along major thoroughfares. The type of lightsource may be determined by the hold’s lore, the town’s proximity, and/or events.
- New lightsource assets are ENB light compatible; some have been improved with better environmental mapping, while others, such as new magical lanterns near Winterhold, have been created from scratch.
- Bridges that have been reworked or improved. Most vanilla bridges have been improved or completely rebuilt from the ground up, and they now have proper lighting.
- Better crosswalks and roadsigns. Many intersections and road signs have been improved or completely redesigned.
- There are numerous points of interest and minor improvements along most roads. Most of them are for lighting, while others are only for consistency, but all of them are for bringing some life to otherwise lifeless vanilla roads.
- I designed the entire Lux Via mod with compatibility in mind; most mods should be compatible out of the box or not conflict with each other at all. The majority of changes have been made in and around cities, with little or no impact on the cities themselves. Bridges may conflict a lot because I may have edited navigation meshes or the landscape, but some patches are provided to ensure everything works as well as possible, especially since new towns like Amber Guard and Lainalten have been added right next to bridges.
Install the FOMOD just like any other mod. Upon installation, all current patches and an optional no-ENB light version are available.
Lantern and post resources have been separated from the main Lux Via resources and will almost certainly be used as a master for upcoming mods or even Orbis when I have enough time to replace the majority of vanilla lanterns with better ones. As a result, Lux Via relies on two master plugins, one for all lantern assets and another for Lux Via.
I’m also adding a light plugin to make it easier for people to manage conflicts. The light plugin basically forwards the most important vanilla changes like navmesh or landscape edits.
It is strongly advised to use DyndOLOD.
Download Lux Via files:
|📥 Lux Via||Via main FOMOD, including all assets, plugins and patches.|
|📥 Missing SMIM ropes textures||Missing SMIM rope textures for some wooden bridges and non-SMIM users.|
|📥 Better Dynamic Snow 2 patch||Optional and unsupported patch for BDS2. One can also run the BDS patcher but I’m providing this one if needed. I’m not using BDS myself so don’t ask for more support !|
Because the main Lux Via plugin edits vanilla assets, I would recommend loading it as low as possible, especially below mods that edit landscapes. In my opinion, it should be loaded last, after all other master plugins. Light plugin should also be loaded near the bottom of your load order; however, because both mods are editing Solitude vanilla lanterns, Orbis should win most conflicts.
Running the ENB Light or synthesis patcher on Lux Via plugins with the appropriate factor (by default, it’s using a 2.0 factor to cut fade values in half, anything less than 1.0 will increase my own lighting fade values – usually 0.7 works well for people who don’t use any ENB).
Assets with or without ENB light.
Master plugins for all lantern resources and main Lux Via plugin.
An additional light plugin (ESPFE) with forwarded navmesh and ladscape edits to help with load order and compatibility.
- Amber Guard
- BDS 2
- Cutting Room Floor
- Diving Elegance
- Granite Hill
- Eli’s Halla player house
- Keld Nar
- Oakwood (Arthmoor)
- Old Hroldan Ruins
- Roadsigns Overhaul
- Skyrim Bridges
- Whistling Mine
Some compatibility patches have already been completed and incorporated into Via FOMOD. Via is incompatible with mods that serve the same purpose. Bridge, roadsign, and crossroad renovations may cause significant conflict; however, some have been patched. However, all mods that change the texture or design of road signs are fully compatible; I’m only changing their placements.
However, all mods that add lighting along roads are incompatible; at best, they stack and thus create a lot of dupes; at worst, they break the landscape with too much lighting or even cause shadowcasting light conflicts. As a result, all lantern mods are incompatible with Via.
Lux Via is fully compatible with Orbis and Lux, as they were all designed to work together and be used concurrently.
Check more Skyrim mods right here: