there seems to be a conflict with lighting mods. i use 'improved interior lighting' to be specific. the conflict is that enchanted weapons which this mod generates a blue hue that surrounds the player (very neat feature btw, same with transparency when invisible) switches to the color specified by the interior lighting mod, like say yellow, when entering an interior and stays that way, inside & out, no more blue. anyway to fix this?
The Improved Interior lighting mod is probably setting all lights it sees to yellow. I can probably fix that by continuously resetting the magic glow light.
the improved interior lighting mod has enable options for regular interiors and dungeon interiors. this conflict only happens when entering regular interiors and not dungeons, which is curious. however you fix it i'll be looking forward to it. i would post this conflict to the other mod page but its seems the author is taking a hiatus at the moment, last seen nov '24.
The RSH author has been gone for 2+ years, but all of their mods are MIT licensed, so anyone who would like to is allowed to fork the mod to make it work with FPL.
Hey - loving the mod! Quick question - are the "alchemical flares" supposed to be super long lasting? I was wondering if there would be a way to configure that, since currently they last way longer then other dropped light sources.
Nevermind about this comment actually, my apologies, the issue was that I was testing the light duration similar to thrown torches (with the respective mod).
When passing time while a thrown torch is on the ground, the torch will go out after an hour or so, but the alchemical flare doesn't seem to be checking for that sort of time passing.
After playing with it normally it seems to last about as long as I'd feel makes sense, at least for basic ones.
The only thing I'd like to maybe ask for feature wise is a way to adjust the volume of the flares? Just to help balance it out with other sound scape stuff
There are a few minor bugs I need to fix when I get back to coding again, e.g. light sometimes bleeds through walls and color is sometimes off when there are multiple light sources.
The quality it adds to the game is substantial :) I love the blue light from the magic weapons btw, you should state it in the Description.
Some suggestions/feedback: - The "light affected by player movement" setting is IMO not that usable and negatively affects gameplay, but maybe someone will like it... maybe if it does not affect lanterns than it would be a incentive to get one, and thus get rid of the effect... It does not seem like something which is beneficial so Id consider if its good idea to have it as a option. Just my opinion ofc. On a horse its basically a darkness...
EDIT: On the other hand, the slower fade-in of a torch light when u equip it, is a very nice effect linked to the "light affected by player movement" - decoupling these two would be the best. I love the fade-in but dont enjoy the other effects of movement based light.
I'll probably make the 'light affected by movement' option off by default. Lanterns aren't affected by that, just torches and candles. I'll probably separate the light fade-in-on-equip and have it be active all the time.
Maybe im stupid and it's on Purpose or its a bug, but as soon as i turn invisible, my weapons turn almost fully invisible aswell. i really hate it but i think this mod is really cool. is there a way to change it so i can turn that off but still use the mod? Mutch Love <3
All your mods are things that itch at the back of my mind that Daggerfall would really benefit from. You've really made Daggerfall a much more engaging stealth experience. So, thanks, I really appreciate the work!
Any idea why the lighting might not work on my horse--it works flawlessly with everything else? I don't have any mods besides DREAM90s that I suspect would alter the horse sprite. I did have Realistic Wagons installed, but uninstalled it. It does apparently edit some values for owned horse, like it's name, so maybe RW "corrupted" something before being uninstalled.
Next chance I get to buy another horse, I'll see if replacing the horse fixes things. But, otherwise, I'm stumped and thought I'd point it out, so you're aware.
You are probably using an older version of 'enhanced riding' from the Roleplay and Realism mod. It was updated recently to add the lighting (version 1.8).
Thanks! I had no idea. Nexus will tell me a mod has been recently updated long after I've downloaded the latest version, so I don't always trust it when I see "update available."
86 comments
at times I see a bit of a torch behind my health bars
I have the dream recommended list of mods and the load order for them aswell.
Im not sure what might be causing this. any idea?
Mods that might effect this that I have on are improved interior lighting, no more led, torch indicators ,and handheld torches.
When passing time while a thrown torch is on the ground, the torch will go out after an hour or so, but the alchemical flare doesn't seem to be checking for that sort of time passing.
After playing with it normally it seems to last about as long as I'd feel makes sense, at least for basic ones.
The only thing I'd like to maybe ask for feature wise is a way to adjust the volume of the flares? Just to help balance it out with other sound scape stuff
I love the blue light from the magic weapons btw, you should state it in the Description.
Some suggestions/feedback:
- The "light affected by player movement" setting is IMO not that usable and negatively affects gameplay, but maybe someone will like it... maybe if it does not affect lanterns than it would be a incentive to get one, and thus get rid of the effect... It does not seem like something which is beneficial so Id consider if its good idea to have it as a option. Just my opinion ofc. On a horse its basically a darkness...
EDIT: On the other hand, the slower fade-in of a torch light when u equip it, is a very nice effect linked to the "light affected by player movement" - decoupling these two would be the best. I love the fade-in but dont enjoy the other effects of movement based light.
I'll probably separate the light fade-in-on-equip and have it be active all the time.
i really hate it but i think this mod is really cool.
is there a way to change it so i can turn that off but still use the mod?
Mutch Love <3
I wish you a wonderfull cristmas time and a great new year + 2025 ^^
Any idea why the lighting might not work on my horse--it works flawlessly with everything else? I don't have any mods besides DREAM90s that I suspect would alter the horse sprite. I did have Realistic Wagons installed, but uninstalled it. It does apparently edit some values for owned horse, like it's name, so maybe RW "corrupted" something before being uninstalled.
Next chance I get to buy another horse, I'll see if replacing the horse fixes things. But, otherwise, I'm stumped and thought I'd point it out, so you're aware.