Morrowind
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Booze

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Booze

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86 comments

  1. Booze
    Booze
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    Good day everyone.

    Well, I never expected this to become so popular. I loved this mod, but I uploaded it then went on to play the game, and then on to other things, and never really followed-up. The original mod (v1.1), it turns out, was full of additional edits that should not have been there. They are easy to see now with xEdit (the Morrowind version is called TES3View) but back then, I had no idea, I guess I should've checked in TES Construction Set, but anyway. So sorry to everyone who commented here and reported bugs and never got feedback from me.

    Nowadays TLAD has been cleaned-up by Necro (see my new MOD description) and the AMBI settings are also available via Let There Be Darkness with MWSE. TLAD even works with The Midnight Oil (load the TLAD ESP *after* the one from that mod). You can even use the Darkening Shader that comes with the Morrowind Graphics Guide Shaders to replace TLAD completely, which is almost what I did, that Shader is exceptional (use MGE's default light attenuation if you do this). However, TLAD uses total ZERO light in caves, while the Shader is probably a little brighter in those circumstances.

    So in preparation for my 2nd play of Morrowind I tweaked Necro's Edit a little, and added the sound from Expanded Sounds to the swinging lights. I've uploaded that just now. For the curious I use both Atmospheric Snd Effects by Duncan and Expanded sounds together, tweaked a bunch.

    Anyway, glad to see everyone enjoyed this mod for so long and Big Thanks to Necro for the clean-up and to LTBD for the MWSE AMBI.

    PS: I created a new Nexus Account when I first came back here, and I just now recovered this one so I could edit the mod, but I use mostly my new account, so if you want to PM me use that one: B00ze64. Thanks.

    Best Regards,

    EDIT: Well, I've finished playing Morrowind+Trib+BM and I've used about 3 high quality torches in all, so clearly I went overboard with
    the duration in this latest version. 6 hours seems reasonable, but it clearly isn't. However I'm not really wanting to tweak this AGAIN, so just enjoy the fact that all you need are 2 torches in your inventory, in case one burns out.
  2. Perechon0814
    Perechon0814
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    Hi!
    I have some little problems with your mod!
    Outside it´s much too bright!
    https://www.nexusmods.com/morrowind/images/9369?BH=0

    Inside (for example caves) it´s much too dark!
    https://www.nexusmods.com/morrowind/images/9370
    Here you see Addamasartus directly after entering.  Fires should have a light radius of 2 meters? I think these ones have radius of about 10 centimeters!

    Have I made an error when installing the mod?
    perechon
  3. ReverendFelix
    ReverendFelix
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    Pardon me but, what is;

    True_Lights_And_Darkness_1.1 + DBL

    Mlox is crying about it being missing for TLAD.
  4. Runnster
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    Ive installed the TLAD lights Logical flicker, and the candles flicker and the lights got more character to them, but I dont notice anything being "darker".. Am i missing something? 

    Newest OpenMW user.
    1. B00ze64
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      That's because the version I uploaded only contains the lights. You have to load it after Necro's version, which has the ambience edits.

      Regards,
  5. Folcro
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    Hello!

    Love this mod and the challenging realism it adds to the game. Just what I had been looking for!

    I do have one strange issue/incompatibility to report. When loaded with "New Ilunibi," that cell's water level reverts to vanilla levels (which is a problem for that mod). Does this mod make any direct changes to Ilunibi at all?

    The mod does work when it is loaded after this one, but is not able to enjoy the benefits of this mod.
    1. B00ze64
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      There are 2 files in this mod, "TLAD Lights-LogicalFlicker-OriginalColors-ExpSnd.esp" only contains LIGHT objects, it does not touch any cell. The other file is "TLAD Daylight - BCOM.esp" and while it touches a few cells, not the one you mention, there are no water levels in the cells records.
  6. TheShadowGoy
    TheShadowGoy
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    i use OpenMW and when i use this lights will only turn on when i walk closer to them and turn off when i walk 10 ft away or so, pls help
    1. B00ze64
      B00ze64
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      Sorry, I do not use OpenMW. But I suspect some other issue, if lights did not work in OpenMW, more ppl would complain.
    2. Poopman55
      Poopman55
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      This happens for me too. Also using OMW
    3. Bryertuck
      Bryertuck
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      I had something similar. Try this and see if it works. 

      While in game, go into options, video then lighting. Set the number a max lights to 32(or highest number)  
    4. HadeusOfficial
      HadeusOfficial
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      Did you ever figure out why this is happening? or how to fix it?
      I am also experiencing this.
    5. Mrovkogon
      Mrovkogon
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      I suppose it's related to OpenMW engine handling lights, check documentation, it can be tweaked in game setting and some additional setting in config file. Vanilla engine handle up to 8 lights and OpenMW up to 32, distances and other parameters also can be adjusted, per pixel lightning enabled and other stuffs I don't even understand :). I experimented with various setting and get rid of lights popping up, but then I set it back to default for the sake of performance (Don't get me wrong, OpenMW 0.47 have stellar performance in comparison to original engine, and I didn't managed to crash it to desktop in last two weeks of tweaking and testing my rather extensive mod list.)
    6. B00ze64
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      I'm not sure how the mod can cause issues with lights in OpenMW that are not there without the mod. All the mod does is change the colors and the radius of the lights (i.e. they light a bigger area, to compensate for the fact that ambient lighting is reduced). I'd have to install OpenMW and play with its settings. Hopefully someone will reply with the correct settings...
  7. ClaytonM123
    ClaytonM123
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    Is this compatible with OpenMW / TES3MP?
  8. Poopman55
    Poopman55
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    I feel stupid but where do I get the "darkness" part of this mod? Necro's version requires MGEXE which I can't use, this one doesn't include darkness, and the mud crab island one requires mud crab island which I don't care for.
    1. B00ze64
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      Necro's has a regular "all included" ESP version that you can use.
    2. Poopman55
      Poopman55
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      Thanks
  9. IlanSmolders
    IlanSmolders
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    The 1.5 version MISSES the read mes
    1. B00ze64
      B00ze64
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      This is the content of the archive as per Nexus:

      (Sound)
      (plx_snd)
      swingrope.WAV (68.2 kB)

      TLAD Daylight - BCOM.esp (80.0 kB)
      TLAD Daylight - BCOM.txt (714 B) <---
      TLAD Lights-LogicalFlicker-OriginalColors-ExpSnd.esp (75.9 kB)
      TLAD Lights-LogicalFlicker-OriginalColors-ExpSnd.txt (2.5 kB) <---
  10. PoodleSandwich2
    PoodleSandwich2
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    Hey there! Does the new version require Expanded Sounds to work or will it work fine without it? I noticed it said "required" in the download section but don't know if that just means "if you want to hear the sound" or "will break otherwise" thanks! :)
    1. B00ze64
      B00ze64
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      If you do not have Expanded Sounds (or ASEE) loaded, Morrowind will give an error that a sound is missing.
    2. Booze
      Booze
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      I have released v1.5 and it now includes the needed sound, so you no longer need Expanded Sounds or ASEE.
  11. B00ze64
    B00ze64
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    Mudcrab Island TLAD/BCoM/Ashfall patch has been released :-)