Mookeylama Posted March 19, 2014 Share Posted March 19, 2014 looking for a mod that will make for more realistic dungeon lights and torches. basically, if there's human enemies or bandits in a dungeon or ruin, then normal lit torches are fine. but if it's only draugr, spiders, ect. then torches would not be lit...BUT i would have the ability to light those torches myself. w/ flame spell or my own torch preferably.any mods like that? thanks Link to comment Share on other sites More sharing options...
Mookeylama Posted March 21, 2014 Author Share Posted March 21, 2014 anyone know of any? Link to comment Share on other sites More sharing options...
ragnaroklucifer Posted March 21, 2014 Share Posted March 21, 2014 (edited) Realistic lighting overhaul EDIT:Nvm, thought you meant lighting.you mean flame spell to light torches? Edited March 21, 2014 by ragnaroklucifer Link to comment Share on other sites More sharing options...
jet4571 Posted March 21, 2014 Share Posted March 21, 2014 That's a pretty cool idea for a mod. use a light switch script, have the lit sconce or torch with light source disabled by default and an unlit version enabled. require a torch to be equipped to disable the unlit and enable the lit versions. I would do it but I am not that great at scripting. If someone writes the script I can do that. Link to comment Share on other sites More sharing options...
ragnaroklucifer Posted March 21, 2014 Share Posted March 21, 2014 (edited) scriptname nolightobject extends objectreference form property lightsource auto event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked) spell spellsource = akSource as spell if spellsource && hasmagiceffectwithkeyword(spellsource) float posx = GetPositionX() float posy = GetPositiony() float posz = GetPositionz() float angx = GetAngleX() float angy = GetAngleY() float angz = GetAngleZ() objectreference lightsourceref = placeatme(lightsource) disable delete lightsourceref.setposition(posx, posy, posz) lightsourceref.setangle(angx, angy, angz) endif endevent bool function hasmagiceffectwithkeyword(spell akSpell) int i = GetNumEffects() while i > 0 i -= 1 if GetNthEffectMagicEffect(i).haskeyword(MagicDamageFire) return true endif endwhile return false endfunction not sure how it would work. And no I don't think the game engine turns on the light by replacing the object. With a skse plugin you can change those light properties directly for the base form but not for the object reference. Not sure what light source object is decoded yet. Edited March 21, 2014 by ragnaroklucifer Link to comment Share on other sites More sharing options...
Mookeylama Posted March 22, 2014 Author Share Posted March 22, 2014 yeah, i meant that when you go into a dungeon for the 1st time, then all torches, sconces, campfires, candles ect are off. unless the dungeon is full of humans. then the lights and fires could be lit. but no reason for a dungeon full of critters or the dead, to have lights.coulda swore i ran across a couple mods that did this already but can't remember. thought one might be ERSO but now that it's off Nexus, the documentation isn't as thorough Link to comment Share on other sites More sharing options...
LurdanAch Posted March 22, 2014 Share Posted March 22, 2014 Is this what you're looking for? Lightless Abandoned Dungeons - http://www.nexusmods.com/skyrim/mods/9859/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D9859%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D567598&pUp=1 Note - This hasn't been updated in quite a while and I haven't tested it myself, so before using it remember to save, backup, test, pray to the divines, etc. One thing I endorse and have used for everything from frunishing my home to plunging the Blue Palace in to darkness for a laugh is 'Sneak Tools' which includes fire/water arrows for turning lights on and off. I imagine this would be very useful in conjunction with the darker dungeons - http://www.nexusmods.com/skyrim/mods/19447/? Link to comment Share on other sites More sharing options...
jet4571 Posted March 22, 2014 Share Posted March 22, 2014 scriptname nolightobject extends objectreference form property lightsource auto event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked) spell spellsource = akSource as spell if spellsource && hasmagiceffectwithkeyword(spellsource) float posx = GetPositionX() float posy = GetPositiony() float posz = GetPositionz() float angx = GetAngleX() float angy = GetAngleY() float angz = GetAngleZ() objectreference lightsourceref = placeatme(lightsource) disable delete lightsourceref.setposition(posx, posy, posz) lightsourceref.setangle(angx, angy, angz) endif endevent bool function hasmagiceffectwithkeyword(spell akSpell) int i = GetNumEffects() while i > 0 i -= 1 if GetNthEffectMagicEffect(i).haskeyword(MagicDamageFire) return true endif endwhile return false endfunction not sure how it would work. And no I don't think the game engine turns on the light by replacing the object. With a skse plugin you can change those light properties directly for the base form but not for the object reference. Not sure what light source object is decoded yet. It's not just a matter of turning lights off and on there is also the fire from torches, candles, and everything else that needs to be gone when the lights are off. Thus needing to replace objects. If it was a simple matter of turning lights on and off there's already a script for that. Link to comment Share on other sites More sharing options...
Mookeylama Posted June 1, 2014 Author Share Posted June 1, 2014 That's a pretty cool idea for a mod. use a light switch script, have the lit sconce or torch with light source disabled by default and an unlit version enabled. require a torch to be equipped to disable the unlit and enable the lit versions. I would do it but I am not that great at scripting. If someone writes the script I can do that.yeah. i thought this would work but seems to be only exteriorshttp://www.nexusmods.com/skyrim/mods/26955/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D26955%26preview%3D&pUp=1 Link to comment Share on other sites More sharing options...
0varon Posted June 2, 2014 Share Posted June 2, 2014 (edited) This is not exactly what you want but it could be interesting: Lightless Abandon Dungeonshttp://www.nexusmods.com/skyrim/mods/9859/?Darker Skyrim Dungeonshttp://www.nexusmods.com/skyrim/mods/9856/?Spell will give off lightshttp://www.nexusmods.com/skyrim/mods/8479/?Illusion spell - banish lighthttp://www.nexusmods.com/skyrim/mods/18788/? Edited June 2, 2014 by 0varon Link to comment Share on other sites More sharing options...
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