[MOD] Improved Interior Lighting

A curated forum for approved mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
User avatar
Hazelnut
Posts: 2018
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Improved Interior Lighting

Post by Hazelnut » Sat Nov 23, 2019 12:34 pm

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

User avatar
pango
Posts: 2065
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [MOD] Improved Interior Lighting

Post by pango » Sat Dec 07, 2019 11:50 am

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

User avatar
Seferoth
Posts: 538
Joined: Fri Nov 22, 2019 5:45 pm
Location: Finland

Re: [MOD] Improved Interior Lighting

Post by Seferoth » Sun Dec 08, 2019 8:02 am

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

User avatar
pango
Posts: 2065
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [MOD] Improved Interior Lighting

Post by pango » Sun Dec 08, 2019 8:59 am

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

ShortBeard
Posts: 27
Joined: Tue Aug 06, 2019 1:10 pm

Re: [MOD] Improved Interior Lighting

Post by ShortBeard » Mon Dec 09, 2019 9:30 am

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 :)

Post Reply