When you mention to use this alongside Let there be darkness, which specific settings under which tab we have to "disable"?
In the light tab? , the intensity is 90 and radius is 1024 , then theres the options to disable non meshes lights and others ...
Or do you mean the general world values in the first tab of color in cells, sun, etc?
I have tried both and honestly dont see much of a difference besides the brighter light .... no ambiance like in your pictures.
Is there a recommended for starters screenshot that shows what we have to do in Let there be darkness for it to play along with your mod? or we simply disable it?
Would love to know more about this lightning stuff in the game :)
The options about light duration don't seem to do anything for me, so I can't use vanilla (ie: not the unrealistically long durations in TLAD) values.
This is especially annoying when used in conjunction with something like Midnight Oil, which allows you to refill lights.
I have TLAD almost at the end of my load order, by the way, so I am positive nothing else is affecting the durations.
Edit: After a bit of fiddling around I think some of the options in the MCM do not work at all: while manually editing the names of certain lights in data.lua (like light_com_lantern_01) is reflected in game, editing durations does nothing at all.
Hi Necrolesian, thank you for your work! Looks very cool, but I noticed that for me the light level indoors changes very significantly between the fragments of floors, walls etc. :
Moreover, the objects indoors look unnaturally dark in comparison to the building itself:
I tried to fix it, but for some reasons there is no Mod Config entry for your mod. I tried to turn off all the other mods (not MGE and MWSE, of course) - it didn't help.
So I would like to ask: 1. Are the situations on the screenshots bugs or features? 2. What can be the reason for the Mod Config problem?
UPD: Problem with Mod Config solved. If case anybody else will face it: it looks like Vortex cannot unpack the mod archive correctly, you should open it, find the folder TLADLights (02 MWSE TLAD Lights\MWSE\mods\TLADLights) and copy it to the corresponding folder of the MWSE mod (...\Morrowind\Data Files\MWSE\mods).
Yeah seams are a real annoyance for me too. I haven't found a good way to eliminate them honestly but you can try fiddling with the lighting coefficients in MGE XE and see if you can find settings that work for you, that's all I can really think of!
Hey, I just updated from the old 1.1 version to this in an attempt to get better lighting control. Everything looks great, except the nights are just simply to dark to see much. I spent 4 hours making .ini micro adjustments getting interiors to be lit properly. But I had to go beyond and adjust more, to try getting a decent ambient night lighting set up. Now my well lit interiors (i.e. the trade house in Seyda Neen) are over bright and the nights are still too dark to see. Though it may be 'realistic' to have this level of night darkness, it completely breaks my immersion. And please don't give me the usual 'answers for casuals', like just use night eye or etc. I'm looking for some real settings advice here. Or another mod suggestion that can achieve similar lighting without the utter blackness of night.
Nothing in this mod should affect ambient lighting at night. That's controlled by the ini settings under the various weather conditions (or by Weather Adjuster if you're using that mod).
Weather huh, I wondered about that. Well, I ended up using the old 1.1 version in conjunction with 'Let there be darkness'. I must say I'm rather pleased with the results. I believe I didn't even really need to adjust much either. So pretty much plug n play. So for anyone else having trouble like I did, it maybe a good alternative. The nights are still dark and all dungeon like interiors are too. But carry-able light sources work much better. It achieves the balance I was looking for.
Anyway, I wanted to say that I appreciate your great effort at helping to keep Morrowind alive. Rock on!
I love the mod, but since I migrated on OpenMW .48 I have trouble with it ! I battled all this afternoon with google, .esps, and config files, there is no darkness in interiors… At least, I wonder if it’s working, seems darker than vanilla, but I recall it being far darker in .47 ! I don’t understand anything ! ^^
I haven't used OpenMW in a long time, so I'm not sure what could be causing your issue! But it does sound like it has something to do with a change from .47 to .48
Yes, and now I think of it, I recall reading somewhere that .48 does indeed change things about shaders, maybe even lightning itself ; If it’s that, I’ll just have to wait and see, if not, but only on my end, I wonder what cause the issue. I’ll probably ask on Openmw Forums. But damn, there are so many resources online about all versions, all settings… And I read so much those last days, I’m totally lost about it ! lol Thanks for your answer !
Hi Necro sorry for the stupid question, in the description you for the MWSE version you say the following; "Just disable LTBD's light source overrides to ensure there's no conflict." and "LTBD includes overrides for TLAD's ambient lighting values (which are highly recommended to be used with this mod)."
Hello all an idiot here with a problem, downloaded this, great, shows in load order, great, shows loading at bottom of screen when I boot up game, great, but is not showing in mod config so I can do things with it and I can't figure out why. Relatively new to modding so please help a moron out. P.S. I have MWSE, MGE XE, MCP all up and running.
Cheers for the reply. I have looked through the files but for the life of me I cannot find MWSE.log anywhere. What's confusing me is, its all running and in the correct folders etc. Thanks for taking time out of your day to help a numpty.
I'm using the MWSE version with LTBD, MGEXE PPL, and the recommended light attenuation settings. It looks really good in a lot of places, but some places have some really jarring unnatural light cutoffs, like it's just not able to light the next mesh or something. It's especially blatant in dwemer ruins and ancestral tombs. Is this normal with this setup? Is there anything that can fix it?
Yea dwemer ruins are particularly problematic for lighting seams. Unfortunately Morrowind's lighting sucks lol. You may try this mod? I haven't actually tried it. Otherwise, you can try playing around with the attenuation settings? I think these settings look good overall, but maybe you can reduce the seams a bit.
Thank you very much for this edited mod. I like to change the light in the game and I stocked up on some mods. :) I would like to ask Is it good to use them together? - True Lights and Darkness - Necro Edit (I use MWSE version with Daylight plugin) - abot Windows Glow Expansion - Enlightened Flames - Glow in the Dahrk - Glowing Atronachs - Improved Lights for All Shaders - The Lighting Mod - complete (because I liked lighting and modifiers in MGSO)
Enlightened Flames, GITD, Glowing Atronachs, and ILFAS are all okay. The daylight plugin isn't needed with GITD because GITD implements its own interior daylight. Unless you just don't like GITD's daylight for some reason. I'm not sure about Windows Glow Expansion. I wouldn't use TLM complete. There are likely to be conflicts. I'd use the modular version and just use the parts you want, like the sneak component.
86 comments
In the light tab? , the intensity is 90 and radius is 1024 , then theres the options to disable non meshes lights and others ...
Or do you mean the general world values in the first tab of color in cells, sun, etc?
I have tried both and honestly dont see much of a difference besides the brighter light .... no ambiance like in your pictures.
Is there a recommended for starters screenshot that shows what we have to do in Let there be darkness for it to play along with your mod? or we simply disable it?
Would love to know more about this lightning stuff in the game :)
Cheers!
This is especially annoying when used in conjunction with something like Midnight Oil, which allows you to refill lights.
I have TLAD almost at the end of my load order, by the way, so I am positive nothing else is affecting the durations.
Edit: After a bit of fiddling around I think some of the options in the MCM do not work at all: while manually editing the names of certain lights in data.lua (like light_com_lantern_01) is reflected in game, editing durations does nothing at all.
Moreover, the objects indoors look unnaturally dark in comparison to the building itself:
I tried to fix it, but for some reasons there is no Mod Config entry for your mod. I tried to turn off all the other mods (not MGE and MWSE, of course) - it didn't help.
So I would like to ask:
1. Are the situations on the screenshots bugs or features?
2. What can be the reason for the Mod Config problem?
Thank you!
Anyway, I wanted to say that I appreciate your great effort at helping to keep Morrowind alive. Rock on!
I love the mod, but since I migrated on OpenMW .48 I have trouble with it !
I battled all this afternoon with google, .esps, and config files, there is no darkness in interiors…
At least, I wonder if it’s working, seems darker than vanilla, but I recall it being far darker in .47 ! I don’t understand anything ! ^^
If it’s that, I’ll just have to wait and see, if not, but only on my end, I wonder what cause the issue. I’ll probably ask on Openmw Forums.
But damn, there are so many resources online about all versions, all settings… And I read so much those last days, I’m totally lost about it ! lol
Thanks for your answer !
"Just disable LTBD's light source overrides to ensure there's no conflict." and "LTBD includes overrides for TLAD's ambient lighting values (which are highly recommended to be used with this mod)."
You're referring to the following respectively, correct?
https://ibb.co/LNRxqfH and https://ibb.co/fF461RX
- True Lights and Darkness - Necro Edit (I use MWSE version with Daylight plugin)
- abot Windows Glow Expansion
- Enlightened Flames
- Glow in the Dahrk
- Glowing Atronachs
- Improved Lights for All Shaders
- The Lighting Mod - complete (because I liked lighting and modifiers in MGSO)
The daylight plugin isn't needed with GITD because GITD implements its own interior daylight. Unless you just don't like GITD's daylight for some reason.
I'm not sure about Windows Glow Expansion.
I wouldn't use TLM complete. There are likely to be conflicts. I'd use the modular version and just use the parts you want, like the sneak component.