liv2dieat8 Posted January 17, 2012 Share Posted January 17, 2012 Well I am finishing my mod in Fallout NV and looking to add it to skyrim. Concept is caves have NO light. A sample video of my fallout one to show what I mean http://www.youtube.com/watch?v=dq9BXJQfdXs&context=C3a446adADOEgsToPDskJc1VrsT37bStLDSaQ7-RIHAs you can see something like this would mean you MUST have a torch. Was wondering if there is a way to edit light in skyrim without the creation kit. In fallout its in 'cell/lighting/ambient' Not sure if I must wait to get to work on it. Been trying for hours with geck/skyrim... No luck. HURRY creation kit. Sigh. Any thoughts? Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 17, 2012 Share Posted January 17, 2012 (edited) Nice, makes caves less of a slaughterfest (weighed in your favour) and more of what they should be be. Pants shittingly scary mazes. If I may ask, do you have a download link? And how did you make your graphics so lush? I'd suggest waiting for the CK to arrive, it will just make the process so much simpler. Edited January 17, 2012 by huntsman2310 Link to comment Share on other sites More sharing options...
liv2dieat8 Posted January 17, 2012 Author Share Posted January 17, 2012 Nice, makes caves less of a slaughterfest (weighed in your favour) and more of what they should be be. Pants shittingly scary mazes. If I may ask, do you have a download link? And how did you make your graphics so lush? I'd suggest waiting for the CK to arrive, it will just make the process so much simpler. The graphics are on medium lol. This is mostly vanilla with 2 mods plus mine. zombie mod and flashlight mod. No downloads yet. Will upload the Fallout one by this weekend. Not sure many will download though lol. Link to comment Share on other sites More sharing options...
Sunnie Posted January 17, 2012 Share Posted January 17, 2012 This mod has the same problem every other darkness mod has. The problem is that in reality, light sources do not shunt and fall off as abruptly as they do in every darkness mod. It seems like these mods basically reduce the light emitted from all sources. A good example of this can be seen in the above video, where the bioluminescent mushrooms have had their glow reduced and the light emitted by them shunted just inches from them. In reality, a somewhat large amount of ambient light is created by bioluminescent plants and insects, enough to pretty well light up a small enclosed area such as a small tunnel or cave. The same happens in these mods with things like candlelight, where the light source is shunted just inches from the candle, when in reality a single candle can light up an entire room. Another example is the flashlite. Its light is projected onto a surfacedirectly in front with little or no "bleed" to the surrounding 90-150 degree radius. Even light sources with highly focused lens have a rather large bleed radius. Anyway, I'm not knocking your mod, I'm sure some folks would be happy with it as they are for the ones already made, just voicing what I see as a problem with all these darkness mods in their current implementations. Link to comment Share on other sites More sharing options...
MofoMojo Posted January 17, 2012 Share Posted January 17, 2012 This mod has the same problem every other darkness mod has. The problem is that in reality, light sources do not shunt and fall off as abruptly as they do in every darkness mod. It seems like these mods basically reduce the light emitted from all sources. A good example of this can be seen in the above video, where the bioluminescent mushrooms have had their glow reduced and the light emitted by them shunted just inches from them. In reality, a somewhat large amount of ambient light is created by bioluminescent plants and insects, enough to pretty well light up a small enclosed area such as a small tunnel or cave. The same happens in these mods with things like candlelight, where the light source is shunted just inches from the candle, when in reality a single candle can light up an entire room. Another example is the flashlite. Its light is projected onto a surfacedirectly in front with little or no "bleed" to the surrounding 90-150 degree radius. Even light sources with highly focused lens have a rather large bleed radius. Anyway, I'm not knocking your mod, I'm sure some folks would be happy with it as they are for the ones already made, just voicing what I see as a problem with all these darkness mods in their current implementations. I currently play with "Realistics Light" mod and while I favor the darker dunegons and caves, the advantage it gives to NPC characters is as proportionally frustrating as the realism of the lighting that I enjoy. I wish/hope in the near future we'll be able to alter that behavior. Godd luck with your work! -MM Link to comment Share on other sites More sharing options...
liv2dieat8 Posted January 17, 2012 Author Share Posted January 17, 2012 True true and true again. But after messing with Fallout I have found a few fixes. First the is a global ambience light then second a source light. I deleted both. With just the global ambient gone the muchrooms actually add a light that fills most the cave (barely) so I will make two versions. One that just removes the ambient global so a torch will light a room up but if no light souce is there it will be black. I will make a video tomorrow showing the difference. With the method I describe you will have what you say the other mods lack. Light souces will remain but the 'ambient global" will not. The second version I will remove by have all the torches and such to have only certain caves and such be pitch black. Perhaps that will provide a solution for most people? Link to comment Share on other sites More sharing options...
liv2dieat8 Posted January 17, 2012 Author Share Posted January 17, 2012 Perhaps there is a way to alter how npcs react in low light. Maybe through scripting? Basically what I vision is entering a cave. A torch lights up the first room and perhaps down the hall, but as I turn the corner it is dark. Go further and turn again and now it is pitch black. So I pull out a torch and drop it. I see light down a long hall that goes dark So I cast a mage light spell and send a glow ball down the hall to see it wiz past 5 spiders who now notice me.Thus the fight begins. This is what I will work hard to create. I will provide a better example with fallout for the time being until the creation kit comes out. Tomorrow or wednesday (have college after work tomorrow >.<) And perhaps not everyone will like but I will try my best. Do not like the current dark mods. Link to comment Share on other sites More sharing options...
liv2dieat8 Posted January 17, 2012 Author Share Posted January 17, 2012 edit on my post that said" The second version I will remove by have all" should be "The second version I will remove by hand all the torches and such" So one with only the global gone the second version with now global and no torches and such. So people can choose their flavor. As for AI that will take a lot of work Link to comment Share on other sites More sharing options...
htomeht Posted January 17, 2012 Share Posted January 17, 2012 The problem remains. Lighting a torch in a small cave pretty much lights up the entire cave.. That is not currently possible. I love the lighting in "Realistic Lighting without Post Processors" but it doesnt alleviate the problem of reflected light not existing.The only reasonable way I see of changing this would be to have ambient lighting calculated on the fly depending on if there are light sources in the vicinity or not. But that could be a big kick in the teeth for performance... Link to comment Share on other sites More sharing options...
rabidNode Posted January 17, 2012 Share Posted January 17, 2012 http://skyrimnexus.com/downloads/file.php?id=4323add some input or help there... Link to comment Share on other sites More sharing options...
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