I wanted the location to be pretty epic, so I used the Blackreach walls but started to put mountain peaks and all kinds of stuff everywhere to make things varied.
The concept is...
Spoiler
...an underground, ancient temple of Mephala somewhere on Solstheim, overgrown with glowing mushrooms, that has been converted to the Morag Tong's new headquarters/guildhall.
Anyway, the issue I'm having is that I have used a TON of pillars and peaks and cliffs, and scaled them quite a bit to make the cavern nice and intricate. It is a central pillar (heavily scaled up) that extends down into water, then bridges in a hexagonal pattern leading to the temple, 4 redoran houses and the exit. I have already cut down the lights so that there are only three sources per surface (except on the temple) but I'm still seeing tons of red.
Is this due to me scaling the objects and if so, how can it be fixed? Is there a way to remap the lighting for those objects or would I have to make a new object, or scale up the .nif in nifskope and attach that to a new object perhaps? Is there an easy way to solve this that doesn't require any modeling (since I have zero experience in that) or will I have to resort to something drastic?
Here are some reference images:
Spoiler
Note the Watcher statue in the center will eventually be replaced by a floating statue of Mephala
No Light: http://imgur.com/7oyhcjf
Lights On: http://i.imgur.com/Np3j7ep.jpg
Light Debug: http://i.imgur.com/nIDcQuC.jpg
Note the Watcher statue in the center will eventually be replaced by a floating statue of Mephala
No Light: http://imgur.com/7oyhcjf
Lights On: http://i.imgur.com/Np3j7ep.jpg
Light Debug: http://i.imgur.com/nIDcQuC.jpg