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Dungeon lights off but can be relit mod?


Mookeylama

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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

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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.

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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 by ragnaroklucifer
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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

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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/?

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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.

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  • 2 months later...

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 exteriors

http://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

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This is not exactly what you want but it could be interesting:

 

Lightless Abandon Dungeons

http://www.nexusmods.com/skyrim/mods/9859/?

Darker Skyrim Dungeons

http://www.nexusmods.com/skyrim/mods/9856/?

Spell will give off lights

http://www.nexusmods.com/skyrim/mods/8479/?

Illusion spell - banish light

http://www.nexusmods.com/skyrim/mods/18788/?

Edited by 0varon
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