Hey KoW!
I wasn't guessing earlier, you can see these additional light sources and their properties in scene view.
I'll break it down below. This will be helpful for AlexanderSig to address problems you're raising.
Here's that save in unmodded game. I've selected default light added by dungeon layout data so we can see its properties. Note that light source isn't actually connected to the lantern - this how lights in dungeons work. These objects don't have a light source attached, the light source is a free-floating object in scene. When you see two or more light objects grouped together in a dungeon, they typically all share a single, independent light source placed nearby.
- default-light.jpg (417.8 KiB) Viewed 3805 times
Now with mod installed, every light object prefab
also has a light source attached. Note there are now two "lightbulb" gizmos in view. Each of these represent a light source. The first is added by DFU from dungeon layout data and the second is added by mod on its prefab.
- extra-prefab-light.jpg (202.16 KiB) Viewed 3805 times
Light added by mod is selected in second screenshot - note its properties and how big and bright it is compared with default light. It has a range of
18 compared to the default range of 2.6. Incidentally, this is also why these extra lights also have a tendency to shine through walls. They're really huge - this one is almost 7x the range of default light.
In KoW's earlier screenshot at the Mantella, there are several light prefabs, and each one has another huge light source contributing to scene.
That's the most glaring (excuse the pun) problem here. You're also correct KoW - mod absolutely needs to tune materials and rebuild. But these lights on prefabs are most responsible for all the extra brightness and shining through walls. They need to have less range and intensity to start with.
It would also help to attach a logic component to these prefabs so their light emitter is disabled when placed inside dungeons. Otherwise they'll always be adding to default dungeon lights as above, and any grouping of lights will become exceptionally bright like at the Mantella.
I'm happy to help with a script to disable lights on prefabs in dungeons. AlexanderSig, just hit me up in PM if you need any help from me.