Radioactivelad Posted May 7, 2021 Share Posted May 7, 2021 While making some interiors for my mod I started wondering, Would it be possible for an NVSE plugin to make lights respect Roombounds as well? Currently they only affect statics. It would be a really great feature since it would solve two major problems with interior design and optimization: One being light bleeding through walls and the other that statics don't really impact a modern PC that much to begin with, while many light sources can still cause issues. Link to comment Share on other sites More sharing options...
daliawithoutanh Posted May 7, 2021 Share Posted May 7, 2021 Probably. But I'm not sure if this is the best place to ask this question. Do the NVSE developers still frequent this forum? According to the NVSE Github page, there is a Discord chat for NVSE, that's where I would go with an idea for a plugin if I were you. Or open a new issue with the idea if you have a Github account. Link to comment Share on other sites More sharing options...
daliawithoutanh Posted May 7, 2021 Share Posted May 7, 2021 (edited) Also, how about using triggers? If you made a trigger with a script like this: begin OnTriggerEnter PlayerRef let aLights := GetLinkedChildren let Misc := -1 while (Misc += 1) < Ar_Size aLights aLights[Misc].enable loop end begin OnTriggerLeave PlayerRef let aLights := GetLinkedChildren let Misc := -1 while (Misc += 1) < Ar_Size aLights aLights[Misc].disable loop end .. and placed instances of this trigger around Roombounds in your interiors, it would sort of look like the lights abide by the Roombounds. Though you'd have to manually link each light to a trigger. Edited May 7, 2021 by daliawithoutanh Link to comment Share on other sites More sharing options...
Radioactivelad Posted May 7, 2021 Author Share Posted May 7, 2021 (edited) I know how to manage lights with triggers; it's exactly what prompted this question, lol. Managing lights with triggers just a really clunky and limiting if you want seamless light management and it feels silly to have to resort to it considering the game engine has a feature purpose-built for hiding things that shouldn't be seen. Edited May 7, 2021 by Radioactivelad Link to comment Share on other sites More sharing options...
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