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Construction Set help: How to change default lighting?


Tyloidicus

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Can anyone provide me with a quick and easy (if possible) walkthrough on how to change the default ambient lighting using the Construction Set? In other words, I am trying to make certain rooms more bright. I am using Vaernlor Manor as my player home and I think the default "color temperature" is around 2000 Kelvin and that makes everything too yellowish for me. I wan't to jack up the color temperature to around 3500-4000 Kelvin to give the rooms a more white light. I have seen people post that this can be done via the CS, but I have zero experience with it. The (tedious) alternative is to disable the current lamps/chandeliers/etc. individually using the console and then replace them with the brighter ones you can get from Imperial Furniture -- but that's a laborious task I'd rather avoid.

I have downloaded and installed the latest version and found the link to the CS Wiki, but I'm just hoping someone can guide me through the process or just point me in the right direction. I generally quick to learn but just need some initial coaching on how this can be done. Thanks to anyone who is willing to teach a newbie!

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Changing ambient lighting is a fairly simple process. Once you have the CS up and running with your mod loaded, find the interior that you want to edit. Look in the "Cell View" window of the CS with "Interiors" selected. Scroll down the menu until you find the room you want. Now right click on it with your mouse and select "Edit".

 

You should now see a pop up box menu with 3 tabs on the top right labeled "Common Data", "Lighting", and "Interior Data". Select Lighting. Now you want to edit the RGB values under the header labeled "Ambient". This you will just have to play with on your own to get the right look you are shooting for. A good starting point for a uniform medium gray light is 50 or 60 on all three colors. If your goal is to simply brighten things up just uniformly increase the numbers in all three value fields. Have fun!

Edited by mhahn123
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A zillion million thanks to you mhahn123!! I successfully followed your instructions and changing those settings is EXACTLY what I was hoping to acheive. I also saw that I can change the RBG values for individual torches, candles, chandeliers (etc.) which, in the case of Vaernlor Manor, may turn out to be the better option since the overall lighting for most rooms was set at 70, but all the peripheral lighting was set much lower which made everything too orange colored. I also saw that you can have multiple spotlighting in rooms that is independant (I think) of the overall room values. That had confused me initially because after I had manually disabled all the peripheral lighting there was was still lighting focused on paintings, doorway arches, beds and the like.

 

You have opened up a whole new world of customization for me and I am very grateful. I'm sure I will make a mess of things many times over before I learn to use it intelligently, but at least I have my foot in the door now and the fun of experimentation awaits.

 

One issue that troubles me though it that the vaernlor mod seems linked to the Oblivion.esm and I don't understand why. Fortunately, when I set the vaernlor mod as active all the attributes for that mod are listed first in the scroll order -- but below those are a ton of attributes for the main game that seemingly have nothing to do with the mod I'm working with. Consequently, it takes forever to load as opposed to loading a mod that is not linked to the oblivion.esm file. Why are some mods linked to the .esm and others not? I recall now that I have read posts in various mods that encourage modders to make their mods independent (when possible) of the main .esm file but, of course, I have no idea why or under what circumstances that is better or worse for a given mod.

 

Thank you again for breaking the ice for me!

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Maybe the author used some objects from vanilla,who knows. Even if he didn't though there's nothing wrong with linking the .esp to oblivion.esm and I've never heard or seen a mod being done without being linked to it. Are you sure you remember this correctly?

 

Edit to add one more question.

How could the modder add his/her objects in oblivion when oblivion isn't there to begin with? :wacko:

Edited by Legotrash
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Maybe the author used some objects from vanilla,who knows. Even if he didn't though there's nothing wrong with linking the .esp to oblivion.esm and I've never heard or seen a mod being done without being linked to it. Are you sure you remember this correctly?

 

Edit to add one more question.

How could the modder add his/her objects in oblivion when oblivion isn't there to begin with? :wacko:

As far as I know you cannot create a mod that isn't dependent on the Oblivion master file. A mod (.esp file) is by definition an alteration to the Oblivion master file. Hence it has to be linked to Oblivion esm. At least that is my understanding of things.

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That's what I knew so far myself,I thought I was missing something here. :D Thank you for the reply!

 

To Tyloidocus: I'm starting to think that your CS isn't working properly. Could you give me a link from one of the mods that are not dependent on oblivion.esm?

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  • 3 months later...

Hi, sorry if this doesn't belong here, but I've been spending a few hours searching on the internet for a way to edit ambience light in exteriors with the CS and I found nothing. The thing is, I want to do a complete change of my own to Oblivion's lighting, but I don't know how. I know I could use some mods as Darker Nights or so, but I'd rather be able to do it myself, not just because that way I'll customize it to my liking, but because that way I'll learn to do it in the future. So, if anyone could tell me, I'd be grateful. Thanks in advance.

Edited by garekman
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