Für all diejenigen, denen es in den Dungeons zu dunkel ist, hier die Passenden Parameter für : AmbientDungeons.ini. For those who find it too dark in the dungeons, here are the appropriate parameters for : AmbientDungeons.ini.
set ADQuest.CaveB to 1.6 set ADQuest.CaveC to 1.0 set ADQuest.CaveS to 1.6
set ADQuest.ForestB to 1.6 set ADQuest.ForestC to 1.0 set ADQuest.ForestS to 1.6
set ADQuest.RuinB to 1.6 set ADQuest.RuinC to 1.0 set ADQuest.RuinS to 1.6
Look wonderful but Im having kind of a big issue, whenenver I use a torch in a dungeon, the screen is cut diagnoally down the center and a whole bunch of lines come across the screen. I tyurn torch off, no problems. However using a torch is kind of necessary due to the dark atmosphere this mod provides, so theres really no way around this for me. Does anyone know what could be causing this? Please help.
Heres an example of what it looks like: http://i1092.photobucket.com/albums/i409/1callan0/Pub/2014-04-06_00001.jpg
I am having this same problem. I have it even when only Dark Darn UI, ENB, OBGE2 and a few OBSE plugins are running (Those being: Oblivion stutter remover, blockhead, disable vampire race, fast exit and MenuQue).
What luck... Was going through Ambient Dungeon scripts and I saw the area of the script that sets it to work on places where it otherwise wouldn't.
Create a shortcut of OBSE_loader and set its parameter to "-editor". The shortcut now opens Construction Set with OBSE script editing capabilities.
Open up ADScript: "if (player.IsInInterior == 1)
if (LocationType.Type == 4) || (LocationType.Type == 5 ) || (LocationType.Type == || (LocationType.Type == 2 && LocationType.OblivionCount != 0) ;Oblivion, aylied ruins, SI caves. set brightness to RuinB set contrast to RuinC set saturation to RuinS elseif (LocationType.Type == 7) ;Castles set brightness to ForestB set contrast to ForestC set saturation to ForestS elseif (LocationType.Type == 2 && LocationType.OblivionCount == 0) || (LocationType.Type == 6) || (LocationType.Type == 3 ) ;Cave, dungeon, sewer set brightness to CaveB set contrast to CaveC set saturation to CaveS else set brightness to 0.8 set contrast to 1.15 set saturation to 1.1 endif else if (forestenabled == 1) && (LocationType.isForest == 1) set brightness to ForestB set contrast to ForestC set saturation to ForestS else set brightness to 1 set contrast to 1 set saturation to 1 endif endif "
After "else set brightness to 0.8 set contrast to 1.15 set saturation to 1.1 " , you can edit settings for interiors that's not not one of the defined types of locations (cave, alyeid ruin, etc).
I already edited it to 0.8, 1.15, and 1.1. Defaults are all 1.
As you can see there's another block that says
""else set brightness to 1.0 set contrast to 1.0 set saturation to 1.0" and that is for exteriors that are not forests.
Not sure if you check these mods anymore but I've had kinda an issue with this mod, I love the concept and everything but the thing is whenever I got to the Dark Brotherhood Sanctuary its completely dark like I need a torch and can't even see in front of me dark.
Hey, i installed this mod, i really like it and all, but im wondering, is there a way that i can make it a bit brighter, as much as it sets the atmosphere its a bit too dark for me, i really can't see what im doing
Dungeons and caves look unnaturally black now, even when there are some light sources nearby. There shouldn't be pitch black areas in a room with a couple of candles; human eyes get adjusted to the low light and you'd see the room lit with ambient light. I'll give this mod some more time and a few more dungeons, but I'm not happy with what I'm seeing.
The vividness of colours is also an issue; in low light human vision becomes practically black&white (with a bit of blue), so actually desaturating colours would be the right way to go. I'm looking for a mod that would make caves and ruins look stone-gray rather than the green/cyan look they have.
73 comments
For those who find it too dark in the dungeons, here are the appropriate parameters for : AmbientDungeons.ini.
set ADQuest.CaveB to 1.6
set ADQuest.CaveC to 1.0
set ADQuest.CaveS to 1.6
set ADQuest.ForestB to 1.6
set ADQuest.ForestC to 1.0
set ADQuest.ForestS to 1.6
set ADQuest.RuinB to 1.6
set ADQuest.RuinC to 1.0
set ADQuest.RuinS to 1.6
Heres an example of what it looks like: http://i1092.photobucket.com/albums/i409/1callan0/Pub/2014-04-06_00001.jpg
But you could try to use Cava Obscura, which makes ambient lighting in dugeons as well, plus Oblivion Reloaded.
Was going through Ambient Dungeon scripts and I saw the area of the script that sets it to work on places where it otherwise wouldn't.
Create a shortcut of OBSE_loader and set its parameter to "-editor". The shortcut now opens Construction Set with OBSE script editing capabilities.
Open up ADScript:
"if (player.IsInInterior == 1)
if (LocationType.Type == 4) || (LocationType.Type == 5 ) || (LocationType.Type == || (LocationType.Type == 2 && LocationType.OblivionCount != 0) ;Oblivion, aylied ruins, SI caves.
set brightness to RuinB
set contrast to RuinC
set saturation to RuinS
elseif (LocationType.Type == 7) ;Castles
set brightness to ForestB
set contrast to ForestC
set saturation to ForestS
elseif (LocationType.Type == 2 && LocationType.OblivionCount == 0) || (LocationType.Type == 6) || (LocationType.Type == 3 ) ;Cave, dungeon, sewer
set brightness to CaveB
set contrast to CaveC
set saturation to CaveS
else
set brightness to 0.8
set contrast to 1.15
set saturation to 1.1
endif
else
if (forestenabled == 1) && (LocationType.isForest == 1)
set brightness to ForestB
set contrast to ForestC
set saturation to ForestS
else
set brightness to 1
set contrast to 1
set saturation to 1
endif
endif
"
After
"else
set brightness to 0.8
set contrast to 1.15
set saturation to 1.1
"
, you can edit settings for interiors that's not not one of the defined types of locations (cave, alyeid ruin, etc).
I already edited it to 0.8, 1.15, and 1.1. Defaults are all 1.
As you can see there's another block that says
""else
set brightness to 1.0
set contrast to 1.0
set saturation to 1.0"
and that is for exteriors that are not forests.
I think it's only supposed to affect dungeons/indoors, hence the name "Ambient Dungeons.
Dunno how to make it affect the whole world, but that shouldn't be too hard..?
help appreciated.
-Matt
The vividness of colours is also an issue; in low light human vision becomes practically black&white (with a bit of blue), so actually desaturating colours would be the right way to go. I'm looking for a mod that would make caves and ruins look stone-gray rather than the green/cyan look they have.
Perfect work thanks a lot!
Will endorse when possible.