saladinbobbins Posted October 28, 2020 Author Share Posted October 28, 2020 (edited) The lights mimic the state of the XMarker (enabled or disabled), so even if you set all lights as "Initially Disabled" they will be enabled because the XMarker is enabled, so what you need to set to initially disabled is the XMarker. That makes perfect sense, and it worked. I should have thought about that. So next question, I built a small interior. How do I get rid of the artificial light source when there are no lights? This is what it looks like in-game before the lights are turned on. Being an interior with no outside windows it should be completely dark inside, not have a foggy light source from nowhere. Edited October 28, 2020 by saladinbobbins Link to comment Share on other sites More sharing options...
Zorkaz Posted October 28, 2020 Share Posted October 28, 2020 That's handled in the Cell Data itself (Right click on the cell itself.) Never set the ambient lighting to 0 though, better 1 otherwise you'd get some graphical glitches Link to comment Share on other sites More sharing options...
saladinbobbins Posted October 28, 2020 Author Share Posted October 28, 2020 That's handled in the Cell Data itself (Right click on the cell itself.) Never set the ambient lighting to 0 though, better 1 otherwise you'd get some graphical glitchesYou'll have to be more specific, I'm afraid. I went into the lighting section and set the RGB Ambient all to 1 but Ambient Lighting still persists. If I walk into a room with no light source it will be pitch black. This is what I'm trying to achieve if possible. Link to comment Share on other sites More sharing options...
niston Posted October 29, 2020 Share Posted October 29, 2020 Set fog color to 0,0,0 and something with the near/far values. There was a thread about it a while ago. Link to comment Share on other sites More sharing options...
saladinbobbins Posted October 29, 2020 Author Share Posted October 29, 2020 Set fog color to 0,0,0 and something with the near/far values. There was a thread about it a while ago. Aye, I did that but all that does is effectively turn the fog off, not the ambient light. I want to turn down the ambient light. Not make it total darkness, but darker than it is in the picture I linked. Link to comment Share on other sites More sharing options...
niston Posted October 29, 2020 Share Posted October 29, 2020 Is this in an interior with Skylight? Link to comment Share on other sites More sharing options...
saladinbobbins Posted October 29, 2020 Author Share Posted October 29, 2020 Is this in an interior with Skylight? No mate, it's just a basement, meant to be below ground. It's just four walls without windows, a ceeling and a floor with some interior items. Now that being said, I copied an existing interior, deleted everything, including all markers, renamed it, and set 'Location' to none. Should I have created a new worldspace instead? Link to comment Share on other sites More sharing options...
niston Posted October 29, 2020 Share Posted October 29, 2020 I was just asking because I had a similar problem a while ago, where I put a basement for a building in an interior cell with Skylighting. The skylight sun would shine into my basement. Zorkaz pointed out that double sided textures will block the light from entering the basement, just as they would in the "outdoor" worldspace. But that's not going to help you then. Link to comment Share on other sites More sharing options...
saladinbobbins Posted October 29, 2020 Author Share Posted October 29, 2020 I was just asking because I had a similar problem a while ago, where I put a basement for a building in an interior cell with Skylighting. The skylight sun would shine into my basement. Zorkaz pointed out that double sided textures will block the light from entering the basement, just as they would in the "outdoor" worldspace. But that's not going to help you then. Wouldn't turning the sky off in the cell data stop that? Anyway cheers for the help. Link to comment Share on other sites More sharing options...
niston Posted October 29, 2020 Share Posted October 29, 2020 Yeah, it would.But it would also kill an aspect of the mod: The building has windows for player to look out, there is LOD around it and there is weather (mirroring it's parent location).Having the void instead of a sky would kinda suck. Link to comment Share on other sites More sharing options...
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