OBLIVION
Illumination Within Revived OMOD version by
Oblivion » Miscellaneous
Added: 13/06/2006 - 04:28PM
Updated: 25/07/2010 - 02:32PM

963 Endorsements

0.9.2 Latest version

29,951 Unique D/Ls

36,381 Total D/Ls

100,907 Total Views

Uploaded by cydog2001

Description

Last updated at 14:32, 25 Jul 2010 Uploaded at 16:28, 13 Jun 2006

Illumination Within Revived v0.9.2
==========
Author: Stryfe


ABOUT
==========
Based on the original work of Slap and ModMan, this mod lights up the external windows buildings throughout Cyrodil in the evening, based on various scripts that control the time and duration of illumination. Cathedrals, guild halls/inns, homes, and shops are all timed differently to give a staggered feel to the lighting process. All major cities are included.


DETAILS
==========
This mod is a little bit different than it's predecessor, mainly in the fact that I have made it slightly more modular. This allows people to add or remove lights and/or shutters at will, without having to have multiple versions of the same plugin.

Skingrad window meshes were added to this release, and I am partially done with adding the lights to Skingrad as well. I also MAJORLY cleaned up the ESPs. There was a LOT of junk in there...


FUTURE PLANS
==========
- Integration of Unique Temples.
- Having the ambient lighting turn on when the actual window mesh appears. They are currently independant of one another.
- Having the shutters appear when the actual window mesh appears. They are currently independant of one another.
- Add 'per room' lighting as is in Skingrad to all other cities.
- Fix Cropsford lights.
- Tweak sunrise/sunset illumination times.
- Completely redo all meshes.
- Consolidate textures.
- Remove curtained windows.
- Add different light levels.
- Develop scripts to light only a portion of a structure's windows vs. all of them at once.


VERSION HISTORY - Illumination Within Revived
==========
v0.9.2
-----
Fixed: Fixed swapped Inn/Shop scripts. (Whoops!)
Fixed: Removed extra lantern from Cheydinhal. (Found by klump)
Fixed: Fixed mesh with inverted normals that prevented the window from being illuminated. (credit: Grumblepunk)
Tweak: Renamed ESPs to remove spaces.

v0.9.1
-----
Fixed: Missing floors when IWR was loaded.

v0.9.0
-----
Added: Skingrad window meshes.
Added: Skingrad window lights partially complete.
Tweak: Updated Cathedral window mesh.
Fixed: Unlit Cathedral window texture. (Credit: fmm40fr)
Fixed: Cleaned up ESPs/ESM.
Fixed: Removed interior lighting changes to prevent conflicts with other interior lighting mods.


VERSION HISTORY - Illumination Within
==========
v1.0.5
-----
Added: Made Glow/NoGlow/Shutter/NoShutter ESPs.
Fixed: Cleaned up ESP

v1.0.4
-----
Fixed: Corrected texture paths in NIFs.

v1.0.3
-----
Fixed: SFX Volume for lanterns.
Fixed: Temple floor disappeared after a certain point in the Main Quest.
Fixed: Elder Council Chamber turned pitch black after a certain point in the Main Quest.

v1.0.0
-----
Initial Release.


INSTALLATION
==========
First off, you *MUST UNINSTALL* Illumination Within and previous versions of Illumination Within Revived before installing this mod. If you don't, things will conflict like crazy, and I make no guarentees as to the resulting stability (or possible lack thereof) of the game.

There are three main files to this mod, along with two folders that contain the actual meshes and textures.

IWR-Windows.esp: Contains all the window mesh changes as well as the scripts governing them.
IWR-Lights.esp: Contains all the lights as well as the scripts governing them.
IWR-Shutters.esp: Contains all the shutters as well as the scripts governing them.
Meshes: Contains all the meshes for the windows as well as the shutters.
Textures: Contains all the textures for the windows as well as the shutters.

NOTE: When copying the files and folders, if you are asked to replace files, click "Yes". This won't replace any files from other mods.

1. Copy 'IWR-Windows.esp' to your Oblivion\Data directory.
2. Copy 'Meshes' to your Oblivion\Data directory.
3. Copy 'Textures' to your Oblivion\Data directory.
4. Optional - Copy 'IWR-Lights.esp' to your Oblivion\Data directory. (If you want the windows to actually have ambient lighting, install this.)
5. Optional - Copy 'IWR-Shutters.esp' to your Oblivion\Data directory. (If you want shutters, install this.)


UNINSTALLATION
==========
If for some reason you want to uninstall this mod, do the following:

1. Delete 'IWR-Windows.esp' from your Oblivion\Data directory.
2. Delete 'IWR-Lights.esp' from your Oblivion\Data directory.
3. Delete 'IWR-Shutters.esp' from your Oblivion\Data directory.
4. Delete the 'MMWindowLights' directory from your Oblivion\Data\Meshes\Architecture directory.
5. Delete the 'WindowLights' directory from your Oblivion\Data\Textures\Architecture directory.


CREDITS
==========
Slap & ModMan - Base concept and initial work.
Daeger - Some of the initial fixes in the original Illumination Within.
AstroCat - Some of the initial fixes in the original Illumination Within, figuring out that I goofed and swapped the Inn and Shop scripts in IWR v0.9.1.
Grumblepunk - Finding and fixing the mesh issue with chorrol03CT.nif.
klump - Finding the extra lantern in Cheydinhal outside "Brogas Goods and Stores".
Everyone else whom I might have missed!