Daggerfall Unity
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  1. blackraven3000
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    This mod actually Improves gpu usage for interiors compared to without this mod. Meaning in, interiors with many light sources you'll have lower gpu usage using this mod compared to without it. Which is a good thing, Better visuals and better performance!

    In my testing I found an interior that caused 100% gpu usage and less fps. I installed this mod and my gpu usage went down to around 80% with no fps loss. Great result :) (On version 0.14.4 Beta, with no other mods installed)
    1. Makutamaster
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      I was looking for a comment with details like this, so you have my sincerest thanks!!! <3 This is amazing to know!
  2. icarus7234
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    Almost like having a (miniature) engine upgrade all over again - better and more configurable lighting adds a modern feeling and ambience to even the base textures.

    Love it.
  3. SpookRooster
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    packaged entirely incorrectly. how this has any endorsements is beyond me.
    1. dcdrake
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      • 1 kudos
      Perhaps you could elaborate? I'm sure the modder would appreciate constructive, helpful, detailed feedback.
    2. idgafaboutnames
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      • 1 kudos
      If you've downloaded enough dfu mods to supposedly know when one is packaged incorrectly, then you probably don't actually need the mod to be packaged "correctly" to know what folder to place the files in.
    3. purple7filth
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      This person's a troll, they left the same comment copypasted on another mod
  4. johnnyan
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    I've noticed an issue (in dungeons at least), if light source is close to a wall, it will go to the next room as well.
  5. MizterMoonshine
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    Needs an update, causes a black screen when reloading savegames in town interiors (dungeons work fine)
    1. DracenNotEdgy
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      Same here, after I load a save anywhere other than inside a town interior its normal (Playing: Vers. 0.14.5)
    2. luz019
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      • 1 kudos
      Same here.Culprit is "transparent windows" mod (again). The screen goes black after loading save inside a building, but ONLY when it's raining outside :D First load after game start is working.
      When testing I was using these mods:
      distant terrain
      dynamic skies
      handpainted models - main
      handpainted models - treasure piles
      mountains and hills
      dream - cinematics
      dream - commoners
      dream - handheld
      dream - hud & menu
      dream - mobs
      dream - music
      dream - npcs
      dream - paperdoll
      dream - portraits
      dream - sound
      dream - sprites
      dream - textures
      dream - transparent windows
      improved interior lighting

      It doesn't matter if the lighting mod is before or after transparent windows.

      EDIT: disabling rain SFX in transparent window mod fixed the problem for me.
  6. Rodderick90
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    • 4 kudos
    Good evening, hope you had a good weekend.
    I keep getting this exception with Exception Handler.

    Exception Report [4E912128] Daggerfall Unity beta 0.14.5 Windows
    An unhandled exception was thrown.
    UnityException: Transform child out of bounds
    [Stack Trace]
    ImprovedInteriorLighting.ImproveFireplaces.AddLightsToFireplaces (DaggerfallWorkshop.Game.PlayerEnterExit+TransitionEventArgs args) (at <4b475b18356d463db168465d8a75abbc>:0)
    DaggerfallWorkshop.Game.PlayerEnterExit.RaiseOnTransitionInteriorEvent (DaggerfallWorkshop.StaticDoor staticDoor, DaggerfallWorkshop.DaggerfallInterior daggerfallInterior) (at <173b5088bd2041d4b028be1f9578885c>:0)
    DaggerfallWorkshop.Game.PlayerEnterExit.TransitionInterior (UnityEngine.Transform doorOwner, DaggerfallWorkshop.StaticDoor door, System.Boolean doFade, System.Boolean start) (at <173b5088bd2041d4b028be1f9578885c>:0)
    DaggerfallWorkshop.Game.PlayerActivate.TransitionInterior (UnityEngine.Transform doorOwner, DaggerfallWorkshop.StaticDoor door, System.Boolean doFade) (at <173b5088bd2041d4b028be1f9578885c>:0)
    DaggerfallWorkshop.Game.PlayerActivate.ActivateStaticDoor (DaggerfallWorkshop.DaggerfallStaticDoors doors, UnityEngine.RaycastHit hit, System.Boolean hitBuilding, DaggerfallWorkshop.StaticBuilding building, DaggerfallConnect.DFLocation+BuildingTypes buildingType, System.Boolean buildingUnlocked, System.Int32 buildingLockValue, UnityEngine.Transform doorOwner) (at <173b5088bd2041d4b028be1f9578885c>:0)
    DaggerfallWorkshop.Game.PlayerActivate.Update () (at <173b5088bd2041d4b028be1f9578885c>:0)

    Going to play with some settings, try turning off adding light to fireplaces, see if it stops but thought I'd let you know, I don't even know what most of it means lol.
  7. Etern4lSaiy4n
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    how do i fix the "the content does not look valid" popup on mod organizer?
  8. Joapotua
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    Hello friend, congratulations for your work! I love this mod, gave exactly the change this game needs to look modern without interfering in it's timeless classic style. However, I'm having an issue, this mod makes my game crash constantly, a few times to the point of freezing my whole computer, which makes it a deal breaker. Any way for me to send you a bug report? My hardware is adequate for everything before 2015 and even it's small issue with CPU heating shouldn't be that much of an issue to make the mod break my computer like that.
  9. Neso12
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    Great mod, however vanilla sprite lamps don't emit light, i don't use hand painted models mod and this makes taverns darker at night as the only thing that gives off light is the fireplace.
    1. ShortBeardDFU
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      • 4 kudos
      Hi Neso12,

      Can you please share a screenshot with me of what you mean specifically?
  10. thenameisthegame
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    It sure adds a more 'lively' environment, especially with the fireplaces and the flickering lights! My only minor note on the lights is the loss of the variety - even if little - of light source colors in all environments (those blue lights that aren't torches that can be found in Knightly Order will appear the same color as everything else).

    I wonder if a setting to just not force a change in color would be possible? Keep 'vanilla light source colors' but just have the rest of the effects present?
    1. ShortBeardDFU
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      Hi thenameisthegame,

      Thank you for the kind comment :) It's possible to add a setting like that, however I am not sure if I can target specific lights like the blue ones you mentioned. Without looking more into it, it very well may be an "all or nothing" situation. I'm sure there is a way to do it, but it may bit of extra work. I intend to update this mod at some point to fix a couple of other things, so I may look at this at that point. 
    2. thenameisthegame
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      That's for sure something I'll look forward to!

      In a way, after trying a bit of experimenting around, I've found making a very light orange (almost white) does provide the ''illusion of diversity'' as the light itself might not be different, but also because it isn't overpowering in color to begin with, the surfaces it will appear on will make for the variaty while also providing 'very faint hint of warmth'. I do keep the default orange for the fireplace as I found that really good!

      Of course, it still doesn't get me 'a blue light source' at places where those exist, but that's still more than I thought I could be doing with the mod, which is great if someone doesn't want to saturate their game but also benefit from all the little tweaks and 'soul' the mod and modules bring (the flickering <3)!