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Please help me understand lighting


VRNord

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Hello!

 

I am trying to add some "quasi-illumination" to the enchantment visual effect added by the mod See Enchantments. What I am trying to achieve is the type of no-shadow-casting light you see from carried torches. The mod Strange Runes is a perfect example of the light I want to achieve (illuminates the carrying NPC and the ground under him for a very short distance. Don't want the Strange Runes hand art graphics though.) However I have been unable to get it to happen. I have tried:

 

  • adding a casting light and hand art to the Vanilla ench MGEF: illuminates the carrying NPC but nothing else. So far the best I have been able to accomplish though.
  • using Vanilla's torch Light form, or Strange Runes' Light form as the casting light doesn't duplicate their illumination of the ground or surroundings
  • Changing the Light form flags to cast shadows does illuminate everything but then interferes with the shadow-casting limit and thus often glitches out. Plus those shadows are pretty distracting.
  • Add the Strange Runes light spell (actually an ability) to the "Equip Ability" for the vanilla ench MGEF but nothing happens.
  • I tried to trigger Strange Runes by adding a copy of a vanilla magic spell, but changed to ability, to the ench MGEF "equip ability" but didn't work. Also I don't actually want to see Strange Runes when I pull out a flaming sword, just the light...

So at this point I don't know if the MGEF form's "casting light" has a limitation of only being able to illuminate the carrying NPC, or if there is a light setting somewhere I don't know about. Or can you think of a different way to get a "real" light to trigger? Is there something I don't understand about how "equip ability" works? I don't mind the light coming from the NPC's hands rather than from the sword.

 

Do you have any ideas?

Edited by JaymzPaul
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