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Seggestion; Light candles


thecopy

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I was thinking more in terms of turning off all lights at once. Turning them off individually would be a little more complex, but maybe still possible.

 

But, first, let's consider that we are talking about four groups of objects here:

 

(A) Light bulbs - emits light (that reflects in nearby objects) but don't have a visible object

(B) Lights that have a mesh: emit light and do have a visible object

© Fake light objects: static objects that appears to shine (like (B)) but don't actually emit light

(D) The 'off' counterparts - an 'extinguished' version of (B) and © objects

 

For example, for the fat candle, check (B) CandleFat01Blue128 , © CandleFat01Fake and (D) CandleFat01Off. Notice that (B) and © look the same: CandleFat01Blue128 emits light while CandleFat01Fake just look like a lit candle. You may also check the interior cell 'WarehouseLight ' in the CS. It has many pairs of matching ©(D) objects.

 

You would need to disable/enable all (A), (B) and © objects: Light bulbs may be just enabled and disabled, but (B) and © objects must be replaced by their (D) counterparts - here is where you need the long list of base objects I mentioned (there are hundreds of them).

 

But the concept itself raises a major concern: how to put things back in their original state?

The problem is that you want to reset things when and if the player leaves the cell without turning every single light back on, but when the player leaves the cell you cannot access/manipulate those objects by script anymore.

I can't see how to solve this without a very complex 'system' to keep track of every single light the player has turned off and every time the player enters a new cell check if there is any lights to reset on that cell. Even with such a system, there would be still a problem if the player deactivates the mod.

 

If you used PlaceAtMe, you would leave a string of (D) objects behind, which is the very concept of savegame bloating. By using predefined, persistent objects created in the CS, you would have a limit, true, but you could move them from cell to cell as needed. The problem with this idea is that you would have to create hundreds of persistent objects.

 

I am not familiar with spells. Maybe by having a time limit, they could, somehow, be used to reset things.

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