Immersive Content - Exterior Lights Shacks and Villages

Post » Tue Nov 13, 2012 9:58 am

[IMG]http://i80.photobucket.com/albums/j183/Siomir/Banner.png[/IMG]


Since skyrim came out i always missed more lighting, and started planning and working on this just before the CK got out, some setbacks like a harddisk that broke put me months behind schedule, although this made the project come to an almost complete stop, i realized that beeing given a new chance to start over would give me a good oppertunity to do things differently and that is when i found a script made by Cipscis (thanks man!) that would allow me to control how lights act according to night and day and you think "duh, you can do that by addit emittance" sorry mate, im not talking about just lights, im talking about the candles, braziers and sconces that are still burning during day, so i decided to do something about it. So i modified a few meshes from vanilla skyrim. This way during daytime, no candles, braziers or sconces will have fires burning, they will be unlit and light up again at night, this project is nowhere near perfection and i probably still miss a few places and have done some wrongs here and there that needs to be corrected. see below for details.

http://skyrim.nexusmods.com/mods/26776/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fthread_id%3D830043%26mod_id%3D26776


- Perfect for users of darker nights mods, this mod increases radius and brightness in addition to adding more lights in general.
- Built using http://skyrim.nexusmods.com/mods/17802
- Works nice with any ENB setting that makes exterior darker.
- Built for Realism, so i have tried not to overdo brightness and radius.


Update:
- Added a Loose file verison of the mod, it seems that the archived version is having some
problems with packing all necesarry files, i will have to do this manually later.


Details:

Lights:
- Adds lights and modifies lights all around skyrim, from big cities to guarded dungeon exteriors.
- All lights will be disabled after the sun rises, this includes most lights except campfires or giantr camps
- Exact time: Turning on - 20.00(8.00pm), turning off - 6.00(am)
- Covers all of vanilla skyrim, all smaller villages, big cities, smaller places as well.

A pictures to illustrate:

[img]http://i80.photobucket.com/albums/j183/Siomir/Comparisonpic01.png[/img]
[IMG]http://i80.photobucket.com/albums/j183/Siomir/comparisonpic02.png[/IMG]


Shacks:
- Adds doors to some of the shacks around skyrim
- Adds safe containers (i have not deleted the old ones)
- Added hour controlled lights to these shacks as well.
- Added a cooking pot to almost all of the shacks to make it more livable.

Cities and Villages:

-Morthal, dawnguard and Winterhold got walls now.
(Morthal got ruined walls, winterhold as well, dawnstar only got simple walls like
Riverwood/Falkreath, Im aware of a mod that adds walls to Winterhold, i will add compatability for this one later on if that is a wish)
- Added doors to the gates in Falkreath and Riverwood, also added a script that will open the doors based on triggers that will open doors automaticly when you get close, tried to make it of a feature rather than hindrance!



Compatability:
- Not compatible with any mod that modifies candles or lightsources except for smaller changes like brightness and radius.(Lanterns of skyrim and CLARALUX for example)
- Atm not compatible with Expanded Winterhold Ruins, this will be corrected however. It won't crash your computer if you use both, but you will get 2 sets of walls and it might look strange.
-Atm this mod does not support open cities, this is something i got to talk to Arthmoor about.


Permission:
Do NOT upload on steam or any other site than Nexus without my permission.
Any modified meshes that i have you are free to use them, just credit me for the work. (and im also interested in seeing the work you use them for, just out of curiosity, not a requirement!:)


Q.A

How much extra lighting are we talking about?
Well, mostly inside villages, outside buildings and some place along the roads, but i have placed very little along the road, if there are no guards or people patroling the road, there will be little lanterns or braziers to light up the road, so in other words, i place lights in populated areas. (I might have done this to some of the tombs as well, but usually i have tried to make sure that "the living" are present in order to keep fires and lights alive.

If you missed a place will you fix it?
Yes, well i will consider it, some places should not be touched, like quest related lights and so on like the Imperial/stormcloak warcamps remain untouched just to make sure that we do not get problems here, i might find a way for this later, but it has to be safe and non-gamebreaking, but if you find somewhere that you think i've forgotten, do tell me about it so i can consider it and do something about it!

Have you deleted vanilla items?
No, all vanilla items i did not want there are either set to "initally disabled" or moved underground, so i have done no unsafe modifications.

Why have you not added more lights to location x?
Probably because of artifact issues, to many lights in one place creates blinking lights artifacts and can cause performance issues, i do not want that in my mod, so for example Riften have very little extra lights because there was little to no room to go on without causing lighting issues.

You say safe containers for some shacks, what do you mean?
That means that most containers in shacks like: Anises Cabin, Alchemists Shack, Riverside Shack and Meekos Shack have been changed for non-respawn containers to let you use the place as your own, and no i did not delete any of the original containers, just moved it underground as always.

Does the script bloat savegames?
No, i have tested this cript on a savegame from the beginning and through at least 100 hours of gameplay, pluss a friend of mine uses it without any bloating. To be sure i asked Cipscis and Arthmoor about this before i released this mod, Arthmoor could confirm that the script did not bloat savegames. So i have doubble checked this to be sure.
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