Im a little reluctant to try as id have to hard download to my game and i cant just safely try it through mod organizer 2. does it actually illuminate the area around the the "distant" lights or are you just able to see the lightsources from a distance and not the actual light they omit (from a distance)??? from the screenshots it looks like the distant lanterns sorta glow and definitely render but they don't illuminate whats around them which would be a dealbreaker for me. any input helpful
Um...in the vanilla game, the windows aren't lit at all, so they definitely don't provide light to anything around them.
A mod like Glow in the Dahrk will make the windows light up, but the light effect is (and is meant to be) utterly minimal as far as lighting the *area* outside the window. So no...this doesn't save you from needing a torch to walk down a dark alley....?
This mod apparently makes those glowing windows visible from a distance as "points of light" for those using MGE.
So...all your mod meshes include ".dist" in their names except for the 7 meshes conflicting with Glow in the Dhark. Did you change your naming requirements for some reason or should those be renamed to include the .dist or what? I'd love to see twinkly lights in the distance, but I'm quite reluctant to mess up the existing prettiness of GitD.
hlaalu, redoran, and velothi windows are named as .nif not .dist.nif
During setup, the Readme tells you to add the "Distant Lights Override.txt" file to the static overrides file list. So I open MGE XE, go into the Generate Distant Land wizard, choose Custom Installation, and then try to add that text file to the list of Statics Overrides. Thing is, the application then tells me I've already generated Distant Land statics and if I try to recreate them the statics I already have will be deleted. What am I supposed to do here? How am I supposed to generate the Distant Lights feature? I have the most recent version of MGE XE (version 0.10.1 to be exact) and the most recent version of MWSE. I would like to install the "Glow In The Dahrk" mod, so can I just choose Automatic Generation instead and then install the mod? How do I add the Distant Lights override without deleting anything that could be important?
I would recommend (or atleast hope) that something be put into the ReadMe that further clarifies this because I didn't read anything about having to recreate anything manually when I downloaded or installed this mod.
EDIT: I eventually decided to recreate the files anyway after putting the Distant Lights Overrides doc into my list of overrides and nothing bad has happened yet. Maybe I am just new to this.
Any information and/or advice on this matter would be appreciated. Thanks for reading.
That's correct, you need to recreate the distant land files with the overrides provided. It's been a while, but it shouldn't conflict with any other mods as this mod provides unique meshes to simulate distant lights used only by MGE.
That's good. And thanks for the response. I also included the "MGE XE Default Statics Classifiers.ovr" file in the Overrides list. I take it I was supposed to do that and nothing bad has happened so far.
Must have for the "lighting fanatic" modding type. edit:Shows that I wrote that at 4:42 AM, I meant that very positively, this installed very carefully with a handful of other lighting mods make morrowind look, in my opinion, better than anything in Skyrim or any other modern games
a bit late but for anyone else. Drang and Drop both folders, "Data Files" and "mge3" directly into the "\Morrowind" folder. NOT the data files folder like you would for most other mods. No .esp/.esm. So it should work right off the bat.
I didn't think my curated Morrowind mod collection could ever see another worthy addition, but lo, I was wrong. Great work, tracking for now, will download and install soon
16 comments
A mod like Glow in the Dahrk will make the windows light up, but the light effect is (and is meant to be) utterly minimal as far as lighting the *area* outside the window. So no...this doesn't save you from needing a torch to walk down a dark alley....?
This mod apparently makes those glowing windows visible from a distance as "points of light" for those using MGE.
Did you change your naming requirements for some reason or should those be renamed to include the .dist or what?
I'd love to see twinkly lights in the distance, but I'm quite reluctant to mess up the existing prettiness of GitD.
hlaalu, redoran, and velothi windows are named as .nif not .dist.nif
I would recommend (or atleast hope) that something be put into the ReadMe that further clarifies this because I didn't read anything about having to recreate anything manually when I downloaded or installed this mod.
EDIT: I eventually decided to recreate the files anyway after putting the Distant Lights Overrides doc into my list of overrides and nothing bad has happened yet. Maybe I am just new to this.
Any information and/or advice on this matter would be appreciated. Thanks for reading.
Anyways, cheers, and great mod :-D
edit:Shows that I wrote that at 4:42 AM, I meant that very positively, this installed very carefully with a handful of other lighting mods make morrowind look, in my opinion, better than anything in Skyrim or any other modern games
the readme was a little vague to me... Sorry..
Nice Work PirateLordX :D