[MOD] Improved Interior Lighting [October 2020 - v1.0.3]
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: [MOD] Improved Interior Lighting
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.
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
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
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Re: [MOD] Improved Interior Lighting
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)
(PS. Made NoShadow flag explicit for light emitting enemies too, PR)
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Seferoth
- Posts: 665
- Joined: Fri Nov 22, 2019 5:45 pm
- Location: Finland
Re: [MOD] Improved Interior Lighting
So this mod is not currently compatible with 0.10.14?
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
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Re: [MOD] Improved Interior Lighting
It will still work, but add unexpected shadows behind light emitting enemies, so it may look a bit odd at times
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- ShortBeard
- Posts: 45
- Joined: Tue Aug 06, 2019 1:10 pm
Re: [MOD] Improved Interior Lighting
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
-
- Posts: 1
- Joined: Thu Apr 02, 2020 2:00 pm
Re: [MOD] Improved Interior Lighting
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!
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!
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: [MOD] Improved Interior Lighting
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.
- BadLuckBurt
- Posts: 948
- Joined: Sun Nov 05, 2017 8:30 pm
Re: [MOD] Improved Interior Lighting
He seems to be active on Discord so perhaps if you ask him there.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.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
-
- Posts: 2
- Joined: Sun Apr 12, 2020 12:39 pm
Re: [MOD] Improved Interior Lighting
I can't get over how good the interior lighting looks with this mod. I sincerely hope it gets an update!
- King of Worms
- Posts: 4753
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
- Contact:
Re: [MOD] Improved Interior Lighting
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 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?
If this mod stops working some day, it will be a disaster, not a minor issue 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?
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz