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Seggestion; Light candles


thecopy

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I am using Real Light ( http://www.tesnexus.com/downloads/file.php?id=10891 ) if thats helps.

 

Of course it would be best to be able to switch it everywhere but i understand it would take a very long time if you must replace every light. What i had in mind was some type of global adjustment to the candle objects that make them "activateable", but then again all my modding experience is adding a Master Retort to Wawnet Inn...

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I don't think it has to cause lot of fps loss as long as it gets stick to candles, torches and lights on the street could indeed be dangerous, but normally houses are small places with few lights and AI's and caves are quite empty.

 

Of course there's always room for the opposite solution: making all candles turn to fake when activated and then create a light spot on it's position. Would it be more cpu/gpu friendly?

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I'm not sure..it depends on the amount of lines it will save in the script ;). I'm not sure if every light has a fake little brother either :).

 

I am using Real Light ( http://www.tesnexus.com/downloads/file.php?id=10891 ) if thats helps.--

-->Quote from filepage:

no more fake lights, since in TES4 there're a lot of candle\fireplace\etc. that actually don't produce light

Although I wonder if that mod doesn't add new lights...that could pose a problem. (for the OP)

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Just checked...that's a long list to work off..

Perhaps dividing it into groups with a variable for the checks and placements? This is obviously going to be long script.

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I'm not sure..it depends on the amount of lines it will save in the script ;). I'm not sure if every light has a fake little brother either :).

 

I am using Real Light ( http://www.tesnexus.com/downloads/file.php?id=10891 ) if thats helps.--

-->Quote from filepage:

no more fake lights, since in TES4 there're a lot of candle\fireplace\etc. that actually don't produce light

Although I wonder if that mod doesn't add new lights...that could pose a problem. (for the OP)

----

Just checked...that's a long list to work off..

Perhaps dividing it into groups with a variable for the checks and placements? This is obviously going to be long script.

 

If NOT using Real Light would help i can uninstall it. It doesn't matter so much to me.

 

It's mainly the Inns and buyable houses that are most important (to me, that is)

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Hm, I think I know A way.. but I've asked about it at the official forums, they might have better suggestions/options.

As that one makes it even more difficult to do things. (Not impossible, but it is getting pretty close.)

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@ Pronam:

Any clue about that new way you're exploring? I don't think I could do this mod myself because I've never scripted for oblivion so I feel you should still leading this project, but I'd do anything I can do to help so I can follow a mod's full development very close and understand a bit more how the whole thing works. Is something I can do to help you? Perhaps making the correspondence list / taking screenshots / seeking most common candles in inns / etc ??

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I can explain what might be possible. I've placed my question on the official forums, but I didn't get any response on it..

If you want, you may do the alternative, as I'm not sure if my plan will be doable.

 

I've been looking for a way to track that light-bulb. I easily miss things, so if you might know something please tell.

As that is really the biggest problem there is. With OBSE, this list isn't really updated..as they are almost at obse v18 now. so I miss 16 to 17.

 

The problem is to get the light-bulbs that are combined with the fake-lights.

I think that this might be a plan:

The startoff is with the item you've targeted. I think about tracking it with GetCrosshairRef when you've used a spell seems the safest way to get the ref.

Then with GetBaseObject to get the real object.

The Object will be switched with one that has a script. When it is a fake one, it'll run a set of lines once it is there:

With GetFirstRef, any object can be found in the room.

It would be set to lights. When it finds a light it'll track if the ref is close to the new, scripted object (perhaps the new light) with GetDistance. If it isn't anything near it, it will use GetNextRef until it finds the one that is. When it is in the max-radius, it will need to use GetBaseObject again to see which one it is from the list.

 

Now, the little fun part is...that isn't all. As when both are replaced, they'll need to be linked in a way..

Now I don't know how to link objects inside the game. So the objects need to find each other as well.

This would be far more easy when I used pre-made references and place them somewhere...but that would mean creating a 100 of each of the (lights and bulbs)objects all to ensure the player to be able to use it over and over again.

But when that isn't done, it would mean that it has to go find that whole thing again, to get the bulb, to shut it down for the moment.

 

Left or Right, I have my serious doubt of doing all of this...as it would take quite some while to do this as most of the base objects would have to be put in the script, (perhaps multiple) and not one that are any short...

It seems like a nice project, but quite big as well...and I've got enough big projects :)

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