Lighting issue...

Post » Wed Jun 20, 2012 11:40 pm

I have a Dwarven style dungeon, and many of the lights that I've placed can work incorrectly. Basically I place a light and it will light one dungeon piece, but not the one directly next to it, leaving one completely unlit and black, and the other fully lit. Sometimes I can just delete them and replace with the exact same thing from the object list and it works, but sometimes not. It seems to be a distance issue, as I can get really close to the light marker and both pieces will be lit correctly, but as I back up, chanks will become unlit on one of the pieces, leaving the seem between them completely obvious; it seems to happen more often that not on ceilings and floors. This has happened with many different types/colors/etc of lights, such as "IceCave_Blue_Omni" and "MagicLightLightSpell01"

Any help?
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Wed Jun 20, 2012 5:31 pm

I also want to note that this happens in CK as well, but much less often
User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Wed Jun 20, 2012 12:39 pm

You can alter the light radius by moving the mouse with the S key held down and the light intensity by moving the mouse with CTRL-ALT-S held down.
.
Assuming you've already moved beyond this, you may need to limit the number of lights which are not omnidirectional to no more than four per cell. I find it best to limit omnidirectional lights so that no more than two strike a given object at the same time. I've found the engine seems to be more sensitive to multiple omnidirectional lights when the light cast is not identical as well. You can also edit the cell's form under the lighting tab to get ambient lighting to fill in the gaps - although if you are trying to create something with genuinely dark areas this is not practical. Using only light models to light a cell the way you want it lit can be quite challenging.
.
One more thing. You may not be able to avoid more than one light striking large models such as a hallway - in which case, the middle road involves trying to avoid as much as possible any lighting overlap on surfaces. I don't know how helpful you'll find these tutorials but I'll post the links anyway just in case:
.
http://www.creationkit.com/Bethesda_Tutorial_Optimization
http://www.creationkit.com/Bethesda_Tutorial_Lights_and_FX
.
Good Luck!
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Wed Jun 20, 2012 2:59 pm

I like how they say red means too many lights are hitting a piece and performance issues are likely. It's really not so much the performance part but the conflicting interaction between those lights hitting the piece that is the problem. Radii overlaps causing lights to flicker and shut off. Sometimes you don't even need a light to have it's radius extending out to a piece for it to show it's being interacted with. I feel like it's using some other measure of proximity to define that.

Though, I suppose that is a form of "performance issue", it's not exactly how I would define it.
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Wed Jun 20, 2012 7:19 pm

Alright... it seems odd though. I've shrunk the scales in problem areas and they now work fine, but I've got other overlapping areas that have never had a problem.
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Thu Jun 21, 2012 12:47 am

I think this does what you want, or at least will help, but I haven't used it yet:
http://skyrim.nexusmods.com/downloads/file.php?id=10361
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Wed Jun 20, 2012 2:03 pm

I can confirm that Just In Time Lighting works wonders when used correctly. Make sure to read his tutorials.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Wed Jun 20, 2012 4:58 pm

Alright thanks, I'll definitely look into it. Shame the default lighting scripts are so bad though...

And while you're here, are you have problems with navmeshs eldiabs? I'm curious cause that's the problem I'm most concerned about. This lighting business was just an aside while I tried to think that issue over.

Like this post is saying (I think):
http://www.gamesas.com/topic/1361767-navmesh-bugs-part-iii/page__st__30
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Wed Jun 20, 2012 11:16 pm

Just in case anyone was wondering, here's the link to those http://sots-eye-candy.blogspot.com.au/2012/02/skyrim-ck-scripting-tutorial-dynamic.html.
User avatar
Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Post » Wed Jun 20, 2012 4:21 pm

bw117, there are no default lighting scripts that I'm aware of. It's just how the game engine decides which lights to render. It usually gets things wrong when there are more than it is built to handle. What Daemonjax's scripts do is allow you to build controllers and lighting balls that control the on/off state of the lights. His tutorials are great. You must go through them or it will get confusing fast.

There has been a bug with the navmesh since fallout days. Basically if you have built an area with two or more adjoining cells, the AI may freeze up and stop functioning. To get around this, convert your esp file to an esm. Some people don't like doing this for various reasons, but it's the only way that works. I've never had problems with it myself. Not sure what the big deal is. Their 'fix' in 1.5.24 was WAY worse than the actual bug. Glad they rolled it back. Hope they fix it someday, but at least is can be worked around.
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Wed Jun 20, 2012 5:36 pm

Don't esm files mess up actors or something like that?
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Thu Jun 21, 2012 12:00 am

Don't esm files mess up actors or something like that?
No? My mod is an esm just fine. (As far as I know...) The main downside of an ESM is converting too it can be time consuming and is an extra thing to do, and you can't edit it as an esm. That's just about it...
User avatar
Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Wed Jun 20, 2012 9:31 am

Oh really? I was under the impression actors had to be in an esp that used the esm with the location
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Wed Jun 20, 2012 3:13 pm

Two ways to easily convert esp to esm. One is to rename it and load in the CK and save it. Might crash, but it works. Or use TESVSnip to change the TES header from 00000000 to 00000001 (flag 1). Then save as an esm. Just back up your esp file before converting in case you royal screw something up and you wish to edit it. I learned that the hard way. ;]

Nah, esm files are fine, I'm not sure why everyone is so terrified of them. If you take care of the majority of your mod with the esm, you can also use an esp to overwrite things.

You can't upload a true esm to steam, but I don't exactly consider that a bad thing. Trying to support a mod there is insane. I gave up almost a month ago, Nexus is so much easier to deal with issues and optional files as well as rolling back to older versions, etc...
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Wed Jun 20, 2012 2:18 pm

Okay, that's good to hear. So your NPCs can follow Patrols and Sandbox correctly after the moving two cells away issue? Also, does that fix the zombie face thing? I have a fix for that I think, but I am curious as that would save me some time.

And honestly, Steam WS looked like a mess from the start! I'll probably upload something there and just say "go to Nexus for the working version" or something. :P
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm


Return to V - Skyrim