how to setup no ligths dungeon? And how to put enlighteneabl

Post » Wed Jun 20, 2012 2:40 pm

How do I do to put a dark ambience in a dungeon I am making? to remove that "ligthned look so to have effective torches use?

Also how do I do to put lightneable torches or lightneable sources like braziers so that the player when gets close and uses can enlighten them?
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Chelsea Head
 
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Post » Wed Jun 20, 2012 2:49 pm

http://www.creationkit.com/Bethesda_Tutorial_Lights_and_FX this might help.
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Emma Copeland
 
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Post » Wed Jun 20, 2012 7:56 pm

That is the trasncription of the tutorial but doesn't seem to answer what I was looking for ...
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Hot
 
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Post » Wed Jun 20, 2012 11:22 am

When creating a new interior cell, there is a lighting tab. You control the ambient lighting through there. By default its black, so it cant get any darker.
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Karl harris
 
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Post » Wed Jun 20, 2012 5:57 pm

I have edited this but the light is still not dark , I btw cloned bleackfalls barrow and deleted all rest couse I liked the setup music etc but I can't get it darkand leave only the light sources , I do not wantto delete the fog couse I like it too but I reduced ambient coor to almoust black and still is the same no changes ... tested ingame ...

what should I exactly edit to allow dark ambients?
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Chloe Mayo
 
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Post » Thu Jun 21, 2012 1:18 am

pick your cell in the cell view window. (highlight it), and select edit. choose the lighting tab. for the template, change it to NONE. now set all your RGB values for everything on that tab. 0 is darkest. if you're choosing a template, uncheck all the inherits, so you can modify your light levels to a darker ambience.

the fog color will undo any attempts at just ambient light adjusting, since it's overlayed over it. then go to the directional ambient lighting, might as well hit the set from ambient level.

then the more you experiment, the more you learn, the more you know. good luck.
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cheryl wright
 
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Post » Wed Jun 20, 2012 5:19 pm

Dont forget the directional ambient lighting tab. By default, for god knows why, its set to all white.
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Big mike
 
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Post » Wed Jun 20, 2012 5:04 pm

whats directional light? and what with the ambient light from exterior?
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David Chambers
 
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Post » Wed Jun 20, 2012 10:58 pm

directional light, that tab shows basically X+ X- Z+ Z-, stuff like that. That's to simulate light coming from that direction. Double click anything in the cell, and you get X Y Z coordinates. You might be able to use this to simulate the sun rises in the east and sets in the west if your interior has an actual in-game facing and somehow you would think this might impact what the light inside might look like.

The exterior light is if you leave a hole in a cave, or have holes in say a roof of a house, and you want the sky to show. You pick the region where the house is to get the nearest thing that looks like the sky in that region of skyrim to shine through.
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Tanika O'Connell
 
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Post » Wed Jun 20, 2012 9:13 pm

Hi Prometheus,

I currently have a fire on an island in my small mod. The fire starts unlit.

To make it so a player can light the fire;

Spoiler
I used these objects;
  • Campfire object without fire (unlit)
  • Campfire object with fire (lit)
  • Oil trap
I first set up the objects at the same z coordinate but apart from each other for ease of working.

I set the campfire with fire to be 'Initially Disabled' and have 'Enable Parent' = the oil trap and 'Set Enable State to Oppiste of Parent'.

Then I aligned the objects on top of each other.

Its not perfect!

So;
  • Player sets fire to oil trap
  • Oil sets a burning
  • When burnt out, the oil is disabled
  • This enables the burning camp fire
Presto! We now have a fire lit by the player.

I am currently trying to make the fire light with condition (player carrying torch) and questions.

Spoiler
I plan it to go something like this;

Initially show unlit fire object then -
  • Has player entered a certain trigger box?
  • No - do nothing - stop
  • Yes - continue
  • Is player carrying a torch?
  • No - do nothing - stop
  • Yes - messagebox (script) "Do you want to light this fire?" - continue
  • Answer no - quit message - do nothing - stop
  • Answer yes - quit message - enable lit fire object
This should be fairly easy to do - I just have not the time at the moment.

Regarding torches, I have only been able to find the 'RemovableTorch01' object!

The 'RemovableTorchSconce01' is good to get a torch into player inventory. Activating that object puts a 'Torch01' in player inventory if a torch is in sconce. I cannot find the 'Torch01' object in the CK though. 'Torch01' maybe script created - I'm looking into that. (Edit it is scripted - TriggerRef.AddItem(Torch01) but there is more to the script than that!)

That torch has the 'Turn Off Fire' check box that can be enabled or not and I will be 'mucking around' with that later!

Sorry I can not offer any other suggestions that may be of any use to you at this.
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BethanyRhain
 
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Post » Wed Jun 20, 2012 9:59 pm

I placed in my dungeon but there is nothing to make it work , or may be I am wronging something , I activate with a torch but doesnt put anything there ....
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Chloe Yarnall
 
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Post » Wed Jun 20, 2012 11:29 pm

Hi again,

In the example I give above, the player ignites the oil pool (trap) with magic 'Flames' - that is the player has 'Flames' equipped and uses them on the oil pool.

I am working on a trigger box script that will ask player if they want to light an oil pool if player Has entered trigger box and has a torch equipped. The script is going to have a yes no message box and if yes is picked then the oil pool will be ignited!

The script could (probably) be easily changed to omit the message box and simply light the oil pool if player is carrying a torch.

So Far I have got;
  • Interior with a floor to stand on only
  • Oil pool trap in place
  • Trigger box defined with script:
Spoiler
Scriptname aa00TempFireOnSwitchScript extends ObjectReference

Import Debug

int buttonSelected

Event OnTriggerEnter(ObjectReference akActionRef)

Debug.notification("Entered Fire Trigger Area") ;Comment out if not needed

; Does player have a torch equipped?

if (game.getplayer().GetEquippedItemType(0) == 11) ; check left hand for equpped item 11 is a torch and as far as I can see always equips in left hand (0=left 1=right)

Debug.messagebox("Light this oil pool?")

endIf

EndEvent

As can be seen, this is very much a work in progress, a rough if you like and needs additions;
  • Message box needs 'Yes' and 'No' buttons - these are message box properties
  • Check for button pressed
  • No - quit message box - do nothing
  • Yes - quit message box - activate oil pool trap (ignite the fire)
Optionally - skip message box and just ignite oil pool trap if player has a torch equipped.

All that would then remain is to line up the oil trap with your brazier and have two objects lined up for the fire / flames - one on fire other not and enable as I describe above.

I hope this makes sense and is of at least some use to you.
I shall try to complete this today if time permits!
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Charlie Sarson
 
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Post » Wed Jun 20, 2012 10:20 pm

let me know if you need no glow ashes ... but I guess u can just create a new nif with no glow feature on them ....it woudl be very usefull for me to use this as I am making all my dungeons pitch black ...meaning no light sources at all but putting enlighteable sources in woudl be a very good solution .... hope u can complete it ...
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Christina Trayler
 
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Post » Wed Jun 20, 2012 4:17 pm

let me know if you need no glow ashes ... but I guess u can just create a new nif with no glow feature on them ....it woudl be very usefull for me to use this as I am making all my dungeons pitch black ...meaning no light sources at all but putting enlighteable sources in woudl be a very good solution .... hope u can complete it ...

I am nearly there!

It is a bit complicated. As with most things though, once I know how to do this it will be easy to replicate.

I will try to finish up tonight and I may need to write a how to guide or make a video to show it. (The process is kind of long!)

You should be able to follow what I do and adapt it as you see fit.
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SWagg KId
 
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Post » Wed Jun 20, 2012 5:11 pm

cool thanks a lot for your efforts , it will benefit my mod a lot ... I hope it will be aplicable alsoon light candles , lanterns , torches , braziers and oil lamps ... may be woudl be cool to have even a proper linchpin and flint to be able to light up the stuff , but I wuess a torch would be anouth ...

also carriable lanterns , candles , and oil lamps woudl be cool ...

I have added tomy dungeon the removable torch shaft but I coudln't make it work when I approach says use the thing and nothing happens even if I have a torch equipped , may be I missed something?
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Shelby McDonald
 
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Post » Wed Jun 20, 2012 11:16 pm

LOL!

I'm starting with an adaptation to my 'light the lighthouse fire' idea and hope that the end result will be (at least) a way to light something other than hurling fire magic at it! :smile:

I'm kind of starting to think that I'm almost coming at the issue from the wrong angle but the tests of what I have done so far work and I am learning as I go. :smile:

As for candle lights, lanterns and torches - I have some ideas for them. Braziers will work when I get round to finishing on the current route though.

The idea of having a flint and tinder in character inventory to light things with sounds intriguing and may be I could try to work it out.

Possibly, but no promises, I may be able to make a collection of lightable objects.

I cannot as yet switch a torch on and of if it is in the game world but I am using the torch sconce with removable torch in testing!

I have missed several hours work tonight due to having an unexpected guest - it was good to have a break and to see my guest though.
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Carlos Rojas
 
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Post » Wed Jun 20, 2012 8:41 pm

if u need the models let me know ....
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NO suckers In Here
 
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Post » Wed Jun 20, 2012 2:40 pm

if u need the models let me know ....

Hi,

I've just about finished!

When complete, you add/reference items from render window - thus - I do not need models as they are in the CK! (Maybe I will take you up on the offer - but I want to finish this as is). :)

So far, with what I have made, in game you can;

Spoiler
Approach target to set on fire OR extinguish
  • If target not on fire and
  • character has no torch -- notification that player is in area of something that can be set on fire
  • character has a torch -- player asked if wants to ignite target - if no - do nothing - if yes ignite target
  • If target is on fire
  • player asked if wants to extinguish target - if no - do nothing - if yes extinguish target

It's all smoke and mirrors I tells ya!

I just need to add smoke, light and sound - it will not take long - then add some 'error capture' type script.

It may be easier if I release this as a mod with instructions on use.

I will probably finish tonight then do instructions through the day later and decide how best to pass it to you and others.
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Haley Merkley
 
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Post » Wed Jun 20, 2012 10:24 pm

Just a quick update!

FINISHED!

Well, I am finished apart from one piece to add to the script relating to igniting the target by using magic (flames) but that can wait for the time being.

The blooming thing actually works too and I will be using it in my main project.

A full description, video, tutorial and anything else will have to wait till I have had some sleep. :smile:

It has been years since I got so 'in to' a project and I kind of lost track of time - so it is very 'early' here.

I hope that the end product will be enough for now and plan to update it if / when I can.
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LittleMiss
 
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Post » Wed Jun 20, 2012 10:31 am

thanks looking foward for it altough I didn't quite understood what you made , if a working nif , a script or what ... but as long as works is fine :) ...
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Gwen
 
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Post » Wed Jun 20, 2012 3:14 pm

thanks looking foward for it altough I didn't quite understood what you made , if a working nif , a script or what ... but as long as works is fine :smile: ...

For the time being, it is a scripted new trigger box that will interact so to say with world objects. There is some work for the user to do and a fair few scripted options - it is really easy to use once you know how to. :smile:

I have just got in from doing life stuff and will shortly be making a better description with instructions, (possibly) a video, (possibly a tutorial) and an interior mod to demonstrate how to use what I have made so far and show some examples.

This may not be exactly the mod we are looking for but it is a start.

What can be done with the 'mod' (with a little input from the user)?

Make it appear to player that a 'fire' target can be ignited or extinguished. This relies on having objects set up in render window.

What sort of things could this be used for?

Ideally, the modder would use a test interior to build and test fire targets and then simply copy and paste the working fire targets into the main mod being made - once a working target is in main mod, it would be a simple matter to duplicate the fire target for multiple use. I will be making an example such a test area today - adapted from my working 'template'.

These fire targets would be great in a dungeon! All braziers and other fire objects could (potentially) be fire targets with an initial 'off' state - thus the dungeon would be unlit until player ignites fire targets.

The list below demonstrates fire targets I have tested that can be ignited by player if character has a torch equipped or extinguished by player!
  • Braziers
  • Campfires
  • Fire pits
  • Fire places
  • Oil Traps
Work in progress or to be added;
  • Allow 'Flames' spell to ignite the target
  • Better use of Torch sconces so they can be ignited / extinguished
  • Better use of candle objects so they can be ignited / extinguished
Possible additions;
  • Flint and tinder object to use instead of torch to ignite fire targets
  • Working ignitable lantern that could be equipped by player
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Nathan Barker
 
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Post » Thu Jun 21, 2012 1:49 am

Hi all,

I'm about to turn in for the night.

Just thought I would let you know that I have completed *cough* a working version of my mod and some documentation including a 'flash card' type of video.

I will warn you all that the mod is a tad basic and the a bit rough around the edges and it requires some input from the user (modder) - but it works and it comes with a complete 'Fire Target' collection of linked objects that can be used for testing and finding out how the mod works. :smile:

I will not likely be able to put the work up on any site till the day after next. :( Sorry to any of you waiting to see the work.

I would like to thank you all for setting me on the path to making the mod. It has been a long time since I had a project to sink my teeth into like this.
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Laura Ellaby
 
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Post » Wed Jun 20, 2012 2:45 pm

sure no problem and thanks for ur work , what's need left to be refined and fully working?
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Robert
 
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Post » Wed Jun 20, 2012 1:18 pm

Well .. it is fully working for the basic stuff it does!

The mod is like a tool for modders - it does nothing in game by itself as such.

The mod is used in CK to tie a number of objects together to make a complete 'fire target' in a much easier way than tying them together with links to each other manually.

The thing is, I have included a campfire 'fire target' in the mod but have used the mod to make other 'fire targets' in testing - brazier, lighthouse light fire, giants campfire and I was looking at a torch sconce too but had no time to test it.

I have put a property into the mod for 'fire targets' to be able to be lit from the 'Flames' spell but not scripted that yet - it was not easy to figure that out so in this first version of the mod it is not used.

What would be real nice to refine the mod would be the addition of a 'flint and tinder' object that could be in the player inventory and I could easily script in that if player had that, then they could use it or a torch to ignite the 'fire target'.

The mod does not need lightable torches as such but they could be made as a seperate mod - torch on model / torch off model and triggered by my mod - but I think the torch item in game already can be switched off or on - so I may need to look into that.

The models for on off candles are in the game already I think but, again, I have not yet tried them out.

One last thing that would be superb is a ligthable and equipable lantern! This could be a seperate mod or integrated into my mod fairly easily - I just need to look into models again.

I have 3d studio max and may be able to make some models myself to add to the current mod.



I really want to get the mod as it stands out to you guys for you to play with it and see how it works. :)

Later, I plan to go through that list of additions as a way of possibly updating the mod. I have already looked at the 'flint and tinder' idea and would be able to fairly easily add this - depending on how I do model - from an existing CK model or made from new (3DS max - converted).
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Sophh
 
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Post » Wed Jun 20, 2012 8:38 pm

Very good let me kniw when I can implement this and how so I can place igniteable sources in my dungeons ... Btw even an oil pond or an oil vask or trail could be ignite ... For the spell the fire flasks in some dungeons could be used wgen fired at they fall and vurn the oil if not wrong...
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daniel royle
 
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