Skyrim

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kuertee

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kuertee

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  1. kuertee
    kuertee
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    0.802 fix, 25 April 2015:

    • Bug fix: Torches were still getting removed from followers even when userAddTorchesToFollowers was False.
  2. kuertee
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    0.802, 23 April 2015:

    • Tweak: When userAddTorchesToFollowers is False, torches will not be removed from followers anymore - like in previous versions.
  3. zelazko
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    Anyone tried to port it to SSE and see if it works?
  4. Mookeylama
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    i came across this topic you made Kuertee, about aliases and failed force greets.
    https://forums.nexusmods.com/index.php?/topic/3053409-mods-that-add-nearby-npcs-to-aliases-that-break-quests/

    you mentioned that you had fixed your mods and would re-release them...but the date of that thread and the dates on your mods seem off. did you not implement the fix that you talk of?
  5. Necrokat
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    Sound great and I love to use it if it was just the lighting aspect. I do not desire anything to effect actors animallife or draugr. Is there a possibility of a version with just lighting please?
  6. Theseus12
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    considering the falmer are blind, I would think that they would be unable to see you. Otherwise, I like how it looks. Tracking
  7. User_2838758
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    I don't know why but this mod doesn't work for me, lights in dungeons are still lit. Instead, I get the complete opposite : I have lights that seems slightly bright but suddenly get brighter when I get closer.
  8. Soltaris
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    This mod sounds very interesting indeed! I'm especially intrigued about the darkness feature but I'm a bit worried how it would affect humanoid inhabited interiors such as jails, NPC town homes, lighthouses, ships, bandit dungeons, giant caves, etc. Would it be possible for the mod to scan for the absence of specific races in an interior before engaging the darkness feature?

    If that method affects performance too much, perhaps a custom keyword could be added to specific interiors when the mod is first initialized after installation, and only the locations with that keyword would be darkened during gameplay. In tandem with this, perhaps include a feature that allows players to manually mark interiors they want dark and the mod could keep a list of these marked locations. This way Sightless Senses would still work with other mods which add new dungeons.
  9. Deathgod881
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    Any major scripts being used with this mod?
    1. kuertee
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      Yup. They're "major". They don't only keep track of lights that have been disabled so that they can be re-enabled. But they also keep track of actors so that their detection of the player can be enacted.

      I still oppose the general consensus that scripts are the culprit with problems. Bugs in mods, dlcs and in the vanilla game, yes. The amount of scripts, no.

      My load order comprises of:
      this mod - tracks 50 (or is it 100) lights, 30 nearby actors,
      Fight or fly: 30 combatants, 30 surrendered, 30 ignored actors,
      Battle fatigue and injuries: 30 actors,
      Useful potions: 30 actors
      Skills-based damage multipliers: 30 actors,
      Gold adjustment: looks for actors and chests to adjust,
      Simple Multiple Followers: 20 followers, 10 pets,
      Horse commands: 10 horses
      And others of my mods...

      And all of them have scripts that tick on each actor as fast as they can. The scripts are set to run 1 tick per second, but they run about 2 to 3 per second. And most of those mods have their main quest also ticking over.

  10. kiskoller
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    I am using this mod of yours purely to give torches to NPCs.

    My issue is with big fights. Because the mod is working as intended, I have dozens of torches on my screen, ruining my performance. My question is, do you guys know any mod that limit the torches light, so if you have more than X torch, the rest gets its light source removed?

    Changing how many actors get torches wont be a solution, because sometimes I fight small groups, sometimes huge ones.

    EDIT: I do not quite understand the main concept of the mod though: Why would you want to disable the light sources? Is it because it is unrealistic for torches be lit when noone is nearby?
    But as far as I understand the light sources will be never relit! So even if an NPC walks to a dark firepit he wont relit it! So its just as unrealistic, if not more. It is understandable if bandits want to lit the complete dungeon if they move around it randomly every night, even if the player does not see it. It is more jarring if you see 3 bandit carrying torches near a big fireplace.

    Or maybe I dont understand the concept.
    1. Mookeylama
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      this works great for say caves or dungeons where there's no, or very few, people in the surrounding area. who the hell's been going around these ancient caves and tombs lighting torches and fires lol?? this helps w/ that. works well in large buildings too, in the areas nobody is in
    2. kuertee
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      @kiskoller: The "disable lights far from actors" is to disable the "fake" lights - which are found everywhere. Fake lights are not dynamic lights cast by torches (or fire, or actual sunlight, etc.). These are lights added by map authors to "beautify" their work. They're basically decoration. Also, not all wall torches actually cast light. They may have a glow around them, but they don't actually cast light. Some do. A lot don't.

      To test the existence of fake lights, go to a cave with some light sources like torches or braziers. Make sure you don't have the mod installed first, though.
      1. Examine the lighting of the area
      2. Go right up to a light source like a torch
      3. Open the console (with the tilde (~) key).
      4. Then click on the torch.
      5. Type "disable" then press enter. The torch should disappear. If it doesn't then you would have clicked and disabled a "fog object". Click on the torch again and disable it.
      6. Close the console and re-examine the lighting of the area.
      7. If the torch cast dynamic light, then it would have dimmed the area. If there was no change, the lighting in the area is fake. The torch was simply a "decorative". The actual light source is not from the torch but from an unseen "light object" added by the map author.
      8. Go around and disable all light sources.

      " Disable lights far from actors" operates on these fake lights. There's also an option, of course, to make it operate on the decorative candles, torches, and braziers. But this secondary options is not 100% full proof because some objects simply can't be disabled by the script engine.

      As for torches, I could prevent NPCs from dropping a torch if the area is sufficiently lit by other drop torches. I'm just not sure when I can do this. I'm currently trying to get my Trap Avoidance AI in my Simple Multiple Followers mod finished.

      Thanks for helping out, Mookeylama.
    3. Mookeylama
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      no prob!
      does ELFX add a lot of those fake lights? because i'd rather not change the look of ELFX too much
    4. kiskoller
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      Thanks Mookeylama and kuertee for the reply!

      kuertee: This is a really nice mod btw, just like the others from you I'm using.

      Mookeylama: I think ELFX actually removes most of these fake lights.
  11. stackofbeef
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    This mod deserves so much more attention. I think the title and the first 3 pictures are the problem

    You know, catchy words nowadays are things like Immersive, realistic, hardcore... Then, sightless sense: animals, automatons, undeads... + drop lit(if you can squeeze it in the title). I think it would also be a good timing to re-post your mod since we did not get anything new so special lately.

    A suggestion would be to re-release it if you're looking for popularity.
    1. kuertee
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      Hey stackofbeef, thanks for your kind words and suggestions.

      What I've learned (from a handful of recent and not-so-recent comments) is that players like their ENB and other custom interior lighting mods too much. I'm not sure of ENB's current state but when they first started coming out, I found that they only painted "what the player see" but had no actual in-game effect. They do look pretty, admittedly.

      As of adding hyperbole to the title...no thanks. It's a practice that I've always avoided. It's really just my preference.

      Ka3mon did recently ask me for a list of my mods (e.g. SMF) that are not yet on his site, GEMS. Some of my mods are already on there. Although, I've never recommended any of my mods to be listed, he always sent me a heads up before he added one. I guess other players recommended my mods to him. I don't know. Anyway, some of the newer (e.g. mods I've built since Jan 2013) are not on there yet.

      I'm busy with the next update to NPC Reactions. And I've just recently released the new Simple Multiple Followers and Horse Commands. I'm waiting for these new releases "settle" (i.e. bug reports from players). Then I'll check for which mods are not yet on GEMs and give him a list of those I think are suited.

      Thanks, again. I'm glad that you find a use for this mod. Personally, I actually love how you can't really sneak past animals, the undead and the Falmer like in the "vanilla" game. Also, I like the saturated look of caves without lighting.
    2. stackofbeef
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      Yeah, it's now a must have mod for me and there's nothing else like it. I first deleted it because i play with the requiem overhaul and since there's so much realistic change with requiem, i thought there was already something like that. I look more into it and found out, i was wrong. Then i kind of forgot what was the name of your mod so i spent an hour looking on google. Luckily, i ended up finding it, but i forgot what i typed.

      And trust me when i say that i can't play skyrim without your mod. You spoiled me. It really don't make sense for a thief to be able to sneak behind an animal, draugh, skeletons, falmers and a few more. This mod makes so much sense in so many ways.

      In fact, i want to donate just to show you how i appreciate your mod, but not yet since i can't really say that i'm stabilized to say the least, but wait for it. I also must save-up for FO4, i didn't pre-order it yet.

      I mean, look at what that payed for mod thing on steam made us realize. Without you guys, skyrim to me would not be worth more than a 5/10.
      Also, i will do my best to spread your mod around as-soon as you update the NPC reaction.
  12. Pleebotomy
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    Noice mod. I having some problems like others though. Too many NPCS travling around using torches and seems I can either have them all use them, or none. Same with followers. Either all have torches or none. The lighting in dundeons is superb though mate! I hate to lose that but can not stand everyone or noone having torches
    1. Pleebotomy
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      Hey mate. Which scripts control follower and NPC torch carry? I would try remove those for a bit and see if dat help. i am guessing KuSSNPC.pex for general npc but which script for followers?
    2. kuertee
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      I've got the new version all set with the fix for torches (along with a couple of other minor bug-fixes: e.g. the "userAddTorchesToNPCs" entry in the MCM actually changed the "userDisableNoGlowTorches" variable) but I haven't packaged (e.g. put the files together, update the read-me, upload, etc.) the new version up yet. Not sure when I'll get to it.

      If you want to update your version with just the fix for torches, you'll need to overwrite the processActor () function the kuSSQS.psc file with the code below. Simply copy the code below and replace the lines in the kuSSQS.psc file. Just search for "Function processActor" to find it in the file quickly.

      The change will:
      1. Add torches to actors that are 500 distant away from each other. You'll won't see actors near each other with more than 1 torch - unless two actors with torches meet up.
      2. Adds torches to followers as normal but when userAddTorchesToFollowers is False, then it won't remove the torches as the previous version did. So when userAddTorchesToFollowers is False, you control who amongst your followers have torches.


      Light Property Torch01 Auto
      Actor previousNPCRef
      Function processActor (Actor actorRef)
      If actorRef.IsPlayerTeammate ()
      If userAddTorchesToFollowers && !actorRef.GetItemCount (Torch01)
      actorRef.AddItem (Torch01, 1)
      EndIf
      ElseIf userAddTorchesToNPCs && actorRef.HasKeyWord (ActorTypeNPC) && !actorRef.GetItemCount (Torch01)
      If !previousNPCRef || (previousNPCRef && actorRef.GetDistance (previousNPCRef) > 500)
      previousNPCRef = actorRef
      actorRef.AddItem (Torch01, 1)
      EndIf
      EndIf
      EndFunction


      Be sure to compile your changes.
    3. Pleebotomy
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      Got this latest and companions are working fine now! Cheers mate!