Hearthfire static Emittance Fix.

Post » Fri Nov 16, 2012 11:51 pm

[img]http://i80.photobucket.com/albums/j183/Siomir/emittancepage_zps7f6669b0.jpg[/img]

Just want to inform you that i made a small fix that adds emittance to all windowed walls that previously missed it.
First version is out, more to come. See http://skyrim.nexusmods.com/mods/25853 for more info and download.

[img]http://i80.photobucket.com/albums/j183/Siomir/Emittancedemo_zps6f214aa9.jpg[/img]
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GLOW...
 
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Post » Sat Nov 17, 2012 1:16 pm

http://i80.photobucket.com/albums/j183/Siomir/WindowtintdemoMini_zpsc3781f7c.jpg
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Alex [AK]
 
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Post » Sat Nov 17, 2012 6:32 am

On a related note, is it possible to fix light emitters from light sources added by crafting? Quite a few of them don't put the emitters in sensical locations, so you've got torches sitting in darkness while random spots on the wall suddenly illuminate.
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Meghan Terry
 
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Post » Sat Nov 17, 2012 3:51 pm

Well, because of the engines light restriction adding more lights might not work well, since you get artifacts if there are to many lightsources (objects flashing dark/light), i checked this, because i also noticed that the lights were placed only in some places while other areas missed it. I can cheat by adding gloweffects, this does not add lights, but can "simulate" emittance from torches and lights. The possibility that we can add more lights to the house with artifacts is slim, reposition lights and give them a bigger radius to cover more areas, is possible, but that might also make the house way to bright.

I can simply test this myself when i get the time, im not done with this mod yet.
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Emily Rose
 
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Post » Sat Nov 17, 2012 9:34 am

Does this mod conflict with anything? I installed this mod along with Crimson Ranger Armor yesterday and my game started CTD after the Bethesda logo. Removing both of these mods still didn't fix the issue and I had to restore my Skyrim folder from the previous night to get it working again.
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Rob
 
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Post » Sat Nov 17, 2012 10:03 am

No, it doesn't, it only changes the mesh on most hearthfire manor walls (interior) and adds a few dust beam effects to most of the windows inside the house. So nothing should collide with my mod, i also cleaned it after i was done making sure i had no dirty edits. But since your game crashes before you can even load a game i would look towards your skyrim.ini and skyrimprefs.ini or maybe a mod you are running have a faulty .esm..hard to say, but im pretty sure my mod is compatible with all other mods unless they change the same records as mine do and even then it should'nt crash that early.
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Nadia Nad
 
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Post » Sat Nov 17, 2012 10:49 am

Well, because of the engines light restriction adding more lights might not work well, since you get artifacts if there are to many lightsources (objects flashing dark/light), i checked this, because i also noticed that the lights were placed only in some places while other areas missed it. I can cheat by adding gloweffects, this does not add lights, but can "simulate" emittance from torches and lights. The possibility that we can add more lights to the house with artifacts is slim, reposition lights and give them a bigger radius to cover more areas, is possible, but that might also make the house way to bright.

I can simply test this myself when i get the time, im not done with this mod yet.
I don't mean every object, things like randomly furnished candles would be nice but yeah that could be overload easily. What I do mean however is objects specifically crafted to emit light, such as the goat horn candle holders, chandeliers, and so forth. These objects often already appear to add additional light sources, but in a number of cases these light sources don't match the source they're supposed to come from. Off the top of my head, the goat horn candles in the back of the entrance way (towards the main hall) don't appear to properly have their light emitters on where the candles are, and the armory had all sorts of trouble with improperly placed lighting.

Is it possible to move the existing light added from crafting them onto the objects the light is supposed to be emitting from? It might require a few additional lights where they just stuck the light source in between candle holders, but it'd still be relying partially on just adjusting existing light sources.
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Mr. Ray
 
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Post » Sat Nov 17, 2012 1:35 am

Just updated the file:

Version 0.4
  • Added a shadow caster to the fireplace in the mainhall for a more atmospheric feeling (that is at least my opinion)
  • Added a new imagespace that makes the manors seem a little warmer than they did.
  • Fixed the dust beams in the greenhouse and the kitchen. http://skyrim.nexusmods.com/mods/managechangelog/?go=delete&id=25853&lid=24758
  • Added a few more lights to the house, not all places mind you, just a few to check for artifacts. lights i\'ve added so far: Armory, 2nd floor mainhall and the entrance hall.
Example pick of the new imagespace:

http://i80.photobucket.com/albums/j183/Siomir/2012-10-25_00004.jpg
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Jack Walker
 
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Post » Sat Nov 17, 2012 1:39 pm

Looks awesome. Haven't given the newest version a go but will do so soon.
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Matt Bee
 
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Post » Sat Nov 17, 2012 2:24 pm

I don't think theres any bugs, people just need to understand they can't have a light sorce for every single torch, that would be too taxing on the hardware, its probably working just as intended, that being said though, there could still be bugs for random missing objects, I know my entryway bugged up a bit when I upgraded it from a small house wile it was still being built.
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Cheville Thompson
 
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Post » Sat Nov 17, 2012 4:00 pm

I don't mean every object, things like randomly furnished candles would be nice but yeah that could be overload easily. What I do mean however is objects specifically crafted to emit light, such as the goat horn candle holders, chandeliers, and so forth. These objects often already appear to add additional light sources, but in a number of cases these light sources don't match the source they're supposed to come from. Off the top of my head, the goat horn candles in the back of the entrance way (towards the main hall) don't appear to properly have their light emitters on where the candles are, and the armory had all sorts of trouble with improperly placed lighting.

Is it possible to move the existing light added from crafting them onto the objects the light is supposed to be emitting from? It might require a few additional lights where they just stuck the light source in between candle holders, but it'd still be relying partially on just adjusting existing light sources.

I second this. My house is stupidly dark because about a third of my light sources don't actually produce any light.

Mightylink - I don't think this is a deliberate move to reduce the load on the hardware. The building is quite noticeably under lit.
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Robert Devlin
 
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Post » Sat Nov 17, 2012 10:49 am

It is, i have tried to add a few lights, i know how this works, and adding more lights is killing it and adding more artifacts, this beeing because the debug #of lights are bright red in many areas. We need not have lights on each torch, that would be insane, but this house is seriously bad when it comes to lighting. Im getting reports on my mod that some experience these arftifacts however not everyone, please report if you do with this mod and which lights, so i can fix this accordingly. :)
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Sara Johanna Scenariste
 
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