[WIP] Turn off the Lights

Post » Thu May 17, 2012 4:12 am




Turn off the Lights
[indent][indent][indent][indent]by Bjarki Jónasson (Exorince)[/indent][/indent][/indent][/indent]



Description:
[indent]This mod will allow you to turn off/on any light source in the game, including candles, chandeliers, torches and even fire pits; If it's on fire, you can douse it and then re-light it. It always annoyed me that you could remove torches from walls but you couldn't douse a candle. My stealth-character was supposed to be a sneaky assassin, adept at creating confusion and scaring people. So with that in mind I decided to create this mod. It's intended to improve the game immersion when playing a stealth-character.[/indent]


Release ETA:
[indent]Whenever it's finished[/indent]






Any comments and suggestions are welcome :)
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Adam
 
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Post » Thu May 17, 2012 4:12 am

Sounds good.

I'd like to have water arrows like Scruggs's mod for Oblivion to do it from afar..

Do you know how you'll do it?
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nath
 
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Post » Thu May 17, 2012 1:29 am

This is why I loved the Thief and Splinter Cell series, hopefully the ability to also decrease the NPCs chance of detecting you as you put out more and more lights can
be changed through SKSE, that would be awesome.

That was one of my favorite things to do in Splinter Cell and Thief, was to take out the lights one by one slowly and surely, gaining the advantage
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Reanan-Marie Olsen
 
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Post » Wed May 16, 2012 3:42 pm

I'd like to have water arrows like Scruggs's mod for Oblivion to do it from afar..

Do you know how you'll do it?
Unfortunately I have no idea what Scrugg's mod does as I didn't really care for Oblivion and didn't play it much :P
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Adam Baumgartner
 
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Post » Thu May 17, 2012 3:01 am

This is a mod quite similar to http://www.tesnexus.com/downloads/file.php?id=14761 and I guess it will have to deal with the same problem:
- Light bulbs instead or real light source
- Not always an extinguished meshe equivalent to the one lit you are supposed to turn of light from
- For how long does the lights stay off?
- How to relit it.

I am also a sneaky one, and there is way too much light in Skyrim and we sure need to deal with them. Short to a Real Light version with the option to turn off the lights I'm not sure how this will be possible. And the problem with real lights is that it edits everything creating compatibility issues.

Now did they change all that and you actually have only real light sources?
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Steven Hardman
 
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Post » Wed May 16, 2012 2:04 pm

This is a mod quite similar to the one I did for Oblivion and I guess it will have to deal with the same problem:
- Light bulbs instead or real light source
- Not always an extinguished meshe equivalent to the one lit you are supposed to turn of light from
- For how long does the lights stay off?
- How to relit it.

I am also a sneaky one, and there is way too much light in Skyrim and we sure need to deal with them. Short to a Real Light version with the option to turn off the lights I'm not sure how this will be possible. And the problem with real lights is that it edits everything creating compatibility issues.

Now did they change all that and you actually have only real light sources?
I have no idea how the lights work this time but if I have to then I can just create new meshes. :)

It may be difficult to get this to work but it's definitely not impossible. Worst case scenario; I have to create new meshes for all the lights and use scripts to toggle them
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Eileen Müller
 
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Post » Wed May 16, 2012 10:28 pm

Two words -- Water Arrows.

Please.
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ladyflames
 
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Post » Thu May 17, 2012 2:45 am

I have no idea how the lights work this time but if I have to then I can just create new meshes. :)

It may be difficult to get this to work but it's definitely not impossible. Worst case scenario; I have to create new meshes for all the lights and use scripts to toggle them
That's what I did. In Obivion nif you could remove the flame part but as it was in the lights sections, you have to turn of the light source there because otherwise it would still emit light even without any flame. So each light had its counterpart that was switched. In the end it was not very handy...

The elegant solution is to have the flame to emit the light and then just extinguish them. The requires to change all the candles with their unlit version and had flames on them for light source. Then you can unlit them one by one :) But it is a lot of work...

@generalnmx: Water arrows are easy.
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Arrogant SId
 
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Post » Thu May 17, 2012 12:21 am

Maybe you could add a shout or spell to take out all the lights in a certain area to go with a stealth character. IDK just a thought.
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Joe Alvarado
 
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Post » Thu May 17, 2012 3:25 am

Maybe you could add a shout or spell to take out all the lights in a certain area.

Blasting an enormously loud shout in order to extinguish lights in order to increase stealth?
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CYCO JO-NATE
 
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Post » Wed May 16, 2012 1:29 pm

That's what I did. In Obivion nif you could remove the flame part but as it was in the lights sections, you have to turn of the light source there because otherwise it would still emit light even without any flame. So each light had its counterpart that was switched. In the end it was not very handy...

The elegant solution is to have the flame to emit the light and then just extinguish them. The requires to change all the candles with their unlit version and had flames on them for light source. Then you can unlit them one by one :) But it is a lot of work...
We'll have to see what the scripting allows us to do :P Right now this is more of a hack than a mod since I'm working without the CK.

All shouts, spells and whatnot will be added to my "Things I could add post-release" list. The mods' first and foremost purpose is to allow you to toggle the lights and I won't be implementing any extra features until later. Keep the suggestions coming though, just because I'm not doing it right now doesn't mean I won't do it in the future
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James Shaw
 
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Post » Wed May 16, 2012 9:05 pm

Blasting an enormously loud shout in order to extinguish lights in order to increase stealth?

Looks like someone has encountered the shout that is actually a "whisper" used by stealth characters to, distract I think it was?
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Angelina Mayo
 
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Post » Wed May 16, 2012 1:02 pm

Looks like someone has encountered the shout that is actually a "whisper" used by stealth characters to, distract I think it was?

Oh the throw voice shout?

Never used that one, I didn't know it was quiet.

I just use the one you start out with
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Jennifer Rose
 
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Post » Thu May 17, 2012 12:00 am

Replacing all the lights is certainly a lot of effort, can't you just use a global script?
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Alexxxxxx
 
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Post » Wed May 16, 2012 6:40 pm

Replacing all the lights is certainly a lot of effort, can't you just use a global script?
oh I hope so... but I'm also willing to replace all the lights if necessary.
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Scared humanity
 
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Post » Thu May 17, 2012 4:29 am

As you said in your OP, using the lights to create confusion would be a nice addition in the future. Having the enemy notice the light going out and walk over to investigate and relight the source.
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Cameron Garrod
 
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Post » Wed May 16, 2012 5:56 pm

As you said in your OP, using the lights to create confusion would be a nice addition in the future. Having the enemy notice the light going out and walk over to investigate and relight the source.
That already happens if you remove torches from walls. The NPCs that notice it will come over to investigate. :)

Regarding "water arrows".. That's definitely on my to-do list, but I'm not sure whether I'll create new water arrows or just use the regular arrows from vanilla.

It's an interesting idea to be able to shoot down candles and torches from afar but I don't know if it's possible to do that.
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Marcia Renton
 
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Post » Thu May 17, 2012 4:37 am

That already happens if you remove torches from walls. The NPCs that notice it will come over to investigate. :)

Oh, I haven't noticed. :) Hopefully there's an easy way ro replicate that AI behaviour onto your additions then.
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Matthew Aaron Evans
 
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Post » Thu May 17, 2012 3:20 am

Oh, I haven't noticed. :) Hopefully there's an easy way ro replicate that AI behaviour onto your additions then.
I hope so too. AI programming is a [censored] <_<
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Samantha hulme
 
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Post » Thu May 17, 2012 12:44 am

Don't only do this for immersion purposes, it would be nice if it had a real impact such as making you harder to detect when you are in the shadows.
Much like the old Dark Project games, they were unique regarding light and shadow influencing stealth :>

Edit: Didn't read previous comments, its been said partly but I say it again!
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Philip Rua
 
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