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  1. NON SHADOW LIGHT my scene has four stories of balconies, with lights on each floor and the player is on the first floor looking up and can see all the lights on each floor. when i load the scene, some of the non-shadow lights are disabled. but i know it isn't a limit, because i had over 80 non-shadow lights on with all of them working perfectly. i also know it's not too many lights, more than 8, shining light on the same mesh. when you have more than 8 hitting the same mesh, the light is still ON, it just causes artifacts, messed up shadows. I found the "# of lights" option for the render window. It appears the lights ignore the light radius on the z-axis. The meshes turn red even though there is only one light with a radius touching it.
  2. i think there may be another "limit" with non shadow casting lights. i have a test scene setup, with 4 balconies, with lights on 4 floors. some of the no shadow lights are turning off, but turn on randomly based on viewing angle, like shadow casting lights. i checked the radius of the lights and there is NOT more than 8 lights hitting the mesh (and if there was, there would be artifacts, it wouldn't completely disable). after i pinpoint this last issue, ill write up a guide or update the creation kit wiki. the only information i found during my search was the 4 shadow light limit.
  3. shadow lights are limited to 4 non shadow lights, don't have a limit, but you cant have more than 8 lights with a radius intersecting the mesh (hit L to see radius in CK), or it will cause artifacts
  4. I guess "Initially Disabled" takes effect BEFORE the game engine randomly turns on lights. I added an OnInit to disable all shadow casting lights listed in a FormList. You only need to set the FormList property for one, the rest can be left as default. You do need to set the PlayerREF, just hit Auto-Fill for it. Here is the updated code: Scriptname _3blake7_NixManor_LightSwitch extends ObjectReference Actor Property PlayerREF Auto _3blake7_NixManor_LightSwitch Property other_lightswitch Auto ObjectReference Property light_1 Auto ObjectReference Property light_2 Auto ObjectReference Property light_3 Auto ObjectReference Property light_4 Auto FormList Property AllShadowLights Auto Event OnInit() IF(AllShadowLights != None) INT TotalLights = AllShadowLights.GetSize() WHILE TotalLights TotalLights -= 1 ObjectReference SelectedLight = AllShadowLights.GetAt(TotalLights) As ObjectReference IF(SelectedLight.IsEnabled()) SelectedLight.Disable() ENDIF ENDWHILE ENDIF EndEvent Event OnTriggerLeave(ObjectReference akActionRef) IF(akActionRef == PlayerREF) IF(other_lightswitch != None) IF(other_lightswitch.light_1 != None) other_lightswitch.light_1.Disable() ENDIF IF(other_lightswitch.light_2 != None) other_lightswitch.light_2.Disable() ENDIF IF(other_lightswitch.light_3 != None) other_lightswitch.light_3.Disable() ENDIF IF(other_lightswitch.light_4 != None) other_lightswitch.light_4.Disable() ENDIF ENDIF IF(light_1 != None) light_1.Enable() ENDIF IF(light_2 != None) light_2.Enable() ENDIF IF(light_3 != None) light_3.Enable() ENDIF IF(light_4 != None) light_4.Enable() ENDIF ENDIF EndEvent That seems to work. I might change the approach up a little so you only need 1 box per door way instead of two. LightingBall and LightingBallController will probably work if you add the OnInit from my script. I guess this is unique to SSE?
  5. I made my own script. Scriptname _3blake7_NixManor_LightSwitch extends ObjectReference _3blake7_NixManor_LightSwitch Property other_lightswitch Auto ObjectReference Property light_1 Auto ObjectReference Property light_2 Auto ObjectReference Property light_3 Auto ObjectReference Property light_4 Auto Event OnTriggerLeave(ObjectReference akActionRef) if(other_lightswitch != None) IF(other_lightswitch.light_1 != None) other_lightswitch.light_1.Disable() ENDIF IF(other_lightswitch.light_2 != None) other_lightswitch.light_2.Disable() ENDIF IF(other_lightswitch.light_3 != None) other_lightswitch.light_3.Disable() ENDIF IF(other_lightswitch.light_4 != None) other_lightswitch.light_4.Disable() ENDIF ENDIF IF(light_1 != None) light_1.Enable() ENDIF IF(light_2 != None) light_2.Enable() ENDIF IF(light_3 != None) light_3.Enable() ENDIF IF(light_4 != None) light_4.Enable() ENDIF EndEvent To use it, you create two trigger boxes, then link them to each other, and each one to 4 or less lights. Position them right next to each other in a door way. When you leave the box, it disables the other box's lights then enables it's own lights. Pretty simple. I still have the same problem! I enabled "Never Fades" and set the shadow casting lights to "Initially Disabled". Im going to trial and error some things to see if I can figure this out.
  6. Yea, the PSC files have the source code and the PEX files are the compiled versions (1s and 0s). When I load the cell, I am in the doorway. I put a LightingBallController there, which is attached to a single LightingBall, which is attached to 3 shadow casting lights. I have the SpecialCaseIsDoorTrigger toggled to TRUE. Those lights aren't the ones enabled. It's not working right. There are different lights enabled. I tried disabling SpecialCaseIsDoorTrigger and created a second LightingBall attached to a light outside of the view. The issue still occurred so I guess that rules that out. I also tried setting all my lights to Initially Disabled and it still happens. I was thinking that other shadow casting lights might be enabled on the cell load, so some of the lights that are supposed to be enabled are being disabled since there is already another shadow casting light enabled. I also have normal non-shadow_casting lights with Enable Parent set to the shadow casting lights so that the non-shadow_casting lights will be enabled when the shadow casting lights are disabled. From a distance, you can't see the shadow but at least you see the area being lit up. When you get close enough, it switches to the shadow casting lights and the shadows appear. That's the idea anyways. Sometimes the non-shadow_casting lights dont light up. Either there is limit on non-shadow_casting lights or the shadow casting lights are technically enabled so they are disabled. If someone wants to look at it, I can upload my player home so you can see it first hand.
  7. There is a piece of software called SSE NIF Optimizer. It's meant for converting Oldrim meshes to the SSE format. Not sure if it can handle Oblivion to SSE but you could give it a try, just make sure to backup your NIF. SSE NIF Optimizer: https://www.nexusmods.com/skyrimspecialedition/mods/4089/ If not, you can probably find a tutorial for Oblivion to Skyrim, then use SSE NIF Optimizer to go from Skyrim LE to SSE.
  8. I read that CK can only handle 4 shadow casting lights at a time. When there are more, it will use distance from and viewing angle to determine which shadow casting lights to turn off. Apparently, it's not very smart and causes lights to flicker on and off while the player can see them and sometimes it leaves lights you can't see anymore ON and disables a light in your view. At first I was using lights without shadows and they were still flickering on and off. I assume there is a limitation for non-shadow_casting lights as well, though it's probably higher than 4. Can someone confirm and let me know the limit? I found a modder's resource called just-in-time lighting. https://sots-eye-candy.blogspot.com/2012/02/skyrim-ck-scripting-tutorial-dynamic.html https://www.nexusmods.com/skyrim/mods/10361/?tab=files It has two scripts, a LightingBallController and LightingBall script. I followed the tutorial but it doesn't seem to work. I originally renamed the scripts and the references in the code so I switched back to the originals just to make sure I didn't break it in the process of renaming. It doesn't seem to work either way. I also used a fresh save. Has anyone used the scripts on SSE?
  9. Video of my work-in-progress player home. Today I finished my custom oven mesh, which I am proud of :cool: It uses General Stores and while not required, I'm going to recommend Crafting Cloud Storage (which links General Stores with crafting stations, so you don't have to manually move items to your inventory). Let me know what you think! https://youtu.be/IPn7J0MPD44 I was inspired by Elysium Estate and Underground Bathhouse. I really loved the clutter in Elysium but liked the size of UBH, with lots of room for followers.
  10. so i was taking two wall pieces and combining them into one mesh. the problem was that sometimes i was changing the center point to right between to two wall pieces. if i use one of the existing center points, it lines up correctly. so you have a wall [.] with a center point. you combine two [.][.] instead of [ ].[ ] you should do [.][ ]
  11. Here is YouTube video: https://youtu.be/BQ-8kry0bOY I have also attached a sample mesh where the door handles disappear. It is happening with multiple meshes, all ones that I created so I am assuming the issue is in the NIF file. If someone can look at the NIF and let me know the issue, I would greatly appreciate it! Thanks, Blake EDIT: I am using 3D Studio Max 2018 with NIF Tools from: https://www.nexusmods.com/skyrim/users/8294921
  12. A couple of the keywords are different in SE I think. Like there is no BYOHHouseLocationType but there is a BYOHHouseLocationKeyword. Also you have to add a doll idle inside the house (I don't think that's in the tutorial but I could of missed it). I was getting the error: PHXCH - No SandboxOutside found! Turned out my x marker with childsandboxoutside was just over the border of the cell. I moved it, which fixed the error. Bless Home is now working and detecting 6 beds. Thanks for the tutorial!
  13. i remade it again and this time no gap. not sure what i did *shrugs*
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