[MOD] Improved Interior Lighting [October 2020 - v1.0.3]

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Hazelnut
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Re: [MOD] Improved Interior Lighting

Post by Hazelnut »

It has flicker effects when it's almost run out as a player warning, although they can sometimes be hard to notice when focussed on other things... I think it works okay.

Adding a persistent flicker would make it much harder to know when your light was about to die.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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pango
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Re: [MOD] Improved Interior Lighting

Post by pango »

Since enemies lighting effects have been merged, this mod may require some adjustments for 0.10.14+, since I intentionally removed shadows from some monsters (ghosts, wraiths, vampires, vampire ancients, fire atronachs, fire daedras, frost deadras; Look for NoShadow attribute in MobileEnemy:https://github.com/Interkarma/daggerfal ... yBasics.cs)...

(PS. Made NoShadow flag explicit for light emitting enemies too, PR)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Seferoth
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Re: [MOD] Improved Interior Lighting

Post by Seferoth »

So this mod is not currently compatible with 0.10.14?
You can't have a nightmare if you never dream.

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pango
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Re: [MOD] Improved Interior Lighting

Post by pango »

It will still work, but add unexpected shadows behind light emitting enemies, so it may look a bit odd at times
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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ShortBeard
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Re: [MOD] Improved Interior Lighting

Post by ShortBeard »

Thanks for the updates/issues everyone. Been really busy lately, so hopefully I'll get to it on the weekend some time and make any needed fixes/updates :)

deblue
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Joined: Thu Apr 02, 2020 2:00 pm

Re: [MOD] Improved Interior Lighting

Post by deblue »

Hello! I'm new to Daggerfall unity and modding the game in general, so sorry if the problem I have isn't tied to your mod but I found a light source that didn't emit light in the starter dungeon. I have these mods installed:

armorreducesdamagetakeninsteadofavoidingoverhaul
birds in daggerfall
convenient clock
distant terrain
all dream mods
enhanced sky
all handpainted models mods
improved interior lighting
loadingscreen
locationloader
npchealthindicators
postprocessing
realgrass
rocks of daggerfall
roleplayrealism
taverns redone
villagerimmersionoverhaul mods

I have a screenshot but it's on Imgur. A link below to imgur cause the file is too large to add here it seems.

https://imgur.com/SPKcCux

Thanks!

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mikeprichard
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Re: [MOD] Improved Interior Lighting

Post by mikeprichard »

Since it looks like Shortbeard may be gone, does anyone have plans to update this mod so it works with the latest DFU versions? No big deal if not - just reviewing my loadout.

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BadLuckBurt
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Re: [MOD] Improved Interior Lighting

Post by BadLuckBurt »

mikeprichard wrote: Sun Apr 12, 2020 12:38 am Since it looks like Shortbeard may be gone, does anyone have plans to update this mod so it works with the latest DFU versions? No big deal if not - just reviewing my loadout.
He seems to be active on Discord so perhaps if you ask him there.
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

Zelania
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Joined: Sun Apr 12, 2020 12:39 pm

Re: [MOD] Improved Interior Lighting

Post by Zelania »

I can't get over how good the interior lighting looks with this mod. I sincerely hope it gets an update!

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King of Worms
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Re: [MOD] Improved Interior Lighting

Post by King of Worms »

This mod works properly with 0.10.22... that bug is not a bug of this mod.
If this mod stops working some day, it will be a disaster, not a minor issue :D Its essential. Maybe ask the creator if he is up to sharing the source, so in case he moves on, someone can rebuild it if needed?

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