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In-game lighting manipulation


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Because of the many different lighting mods and enbs a custom house might have enough lighting with one mod set-up but be too dark with another. How would you change the base lighting in a cell dynamically. I mean by using an activator to cycle through different degrees of base lighting, not simply by enabling and disabling the lightbulbs.

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I don't understand the question, coming from an experienced modder.

Using enable/disable should be obvious.  Using an array of options (light objects) one of which you enable and the rest you disable using a simple loop in the OnActivate event of the activator script, along with an index (modulo the array.length) to remember which one is currently active...

Light[] property	lights			Auto
int selected = 0

event OnActivate( ObjectReference akActionRef)
	selected = (selected + 1) % lights.length
	int i = lights.length
	while i
		i -= 1
		if i == selected
			lights[i].enable()
		else
			lights[i].disable()
		endif
	endwhile
endevent


Or are you looking for immersive embodiment suggestions?

 

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I can figure out how to change the light bulb, the placeable lights, but even with none in a cell, cells have a base degree of light which can be anything from totally dark to quite bright. The settings that you set from the lighting tab for a new cell. Can those be changed in-game?

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Thanks. I changed my lighting mods and now my custom houses look too dark. To accommodate a variety of lighting mods I think an activator with several settings that can be set to user's preference for light might be a good change. Those functions look like they would be just the thing. Thanks again.

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