[IDEA] Darker Dungeons?

Post » Wed May 16, 2012 9:58 pm

Thinking about it , I see a lot of mods out already so some people know how to crack the stuff .. .can't someone really do a darker dungeon mod? aligned together with more shops having torches on sale as well as darker nights ?

also usefull woudl be make pickable the toerches in dungeons , and make them starting as off and only after entering the dungeon be possible to put them on ...
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CArla HOlbert
 
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Post » Wed May 16, 2012 4:26 pm

Should just be able to craft your own toches. Firewood, charcoal and an accelerant.

On topic - I'm really hoping this is one of the first things done, dungeons are just too damn bright.
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Bereket Fekadu
 
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Post » Wed May 16, 2012 6:09 pm

Should just be able to craft your own toches. Firewood, charcoal and an accelerant.

On topic - I'm really hoping this is one of the first things done, dungeons are just too damn bright.
Hey good idea actually , ..... I would honestly add wood also to weapons , as seems weird you can craft maces , swords etc all in iron and leather and no wood holding part?
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Suzie Dalziel
 
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Post » Wed May 16, 2012 6:32 pm

Yes please! I am constantly annoyed by the bright-as-day dungeons and nights in Skyrim. I understand if there's some ambient light outside at night because of the snow and moonlight... but seriously. I haven't once had to use a torch or night-eye in the game, or been even close to having to use it.
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Queen of Spades
 
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Post » Thu May 17, 2012 2:28 am

I don't get why there are candles and stuff burning in an ancient dungeon anyway. Are they magic candles that never go out?

I could accept non burning candles which you can lit with a torch or flame spell or perhaps even just by using them, and then they burn down after a while just like the torches do. I liked my dark dungeons, it made them scary and entering one was always exciting.

Yeah, it doesn't make much sense to me. I get the lights in Dwemer ruins cause they're gas lights, but who goes around replacing the candles and torches in all the Nord tombs? If they're magic, they should be a different color like blue. But I would rather see them (the everburning candles/torches) disappear, and have empty torch brackets. That way you could walk through sticking your own torches on the wall if you want to and it otherwise be nearly pitch dark.
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Ashley Hill
 
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Post » Wed May 16, 2012 5:15 pm

The mushroom lit caves can be really dark, and its freaky when your trying to sneak past some falmer.
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Amelia Pritchard
 
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Post » Wed May 16, 2012 5:33 pm

They need a brightness calibration in the settings. One of those adjust till image disappears things. Then the current state can be seen by all, and mod will be universal. Otherwise you will get bad reviews etc cause someone will say its too dark, or not dark enough, when really its just whatever brightness their monitor is, or what type of panel their monitor is made from
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Evaa
 
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Post » Thu May 17, 2012 3:26 am

I would like to see a mod where all the candles and braziers are snuffed out. Except for in cells where there are human or vampires. Skeletons and draugr I cant see needing any sort of light source - or vampires really.

Allow for the lighting of the candles though.

This I think would up the creepiness factor of dungeon running, instead of them always feeling safe-ish. Or they could replace all the candles and braziers with glowing fungus. lol
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Flash
 
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Post » Wed May 16, 2012 3:29 pm

I've been looking through the lighting factors.. Can anyone tell me exactly how lighting and lighting templates work? I've gone through and edited all the ambient lighting in the templates down to zero, but have seen no in-game effect. I also opened up a specific cell record (for bleakcoast cave) and edited the cell lighting, but it also had no effect. I'm getting a bit tempted to copy my skyrim.esm and make the changes directly inside it for a test run.. because it should work properly in an ESP.

Edit: Just found that the cells I've been looking at, caves and etc, have a 'Behave Like Exterior' flag checked.

Out of curiosity, does anyone know of a fallout mod that does something like this? That way I could have some data to compare against.
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No Name
 
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