Might I humbly suggest you rename your page to "Graphic Herbalism MWSE lighting fix" or something? Folks doing a quick search might miss your mod thinking it's for the older/other gh mods out there.
Edit - this mod is really very nifty. I love that I pick the plant, and the lights go out :)
However....I've noticed that in vanilla, on a couple of plant groups there are apparently "extra" lights (I'm guessing lights that were not directly attached to any source?) which you have proactively disabled. Would it be too much code to leave those enabled for the occasional extra bright spots on those plant patches, and have them disable only when picked too? I may be asking for too much, as I don't know anything about scripting.
If that's not possible, I get it...I just...I'd just like seeing the weird bright magic glow illuminating the tree trunk near the mushrooms (or other similarly lit plants) before I pick them. If those extra light sources not directly died to the mesh of a mushroom cannot be dynamically disabled upon picking the plant, could we maybe get a simple MCM button that turns all those extra light sources on or off - kinda like LTBD does for "dark" lights? If you gave us a button to toggle, we could use your mod with LTBD, leave the extra light sources enabled for your script, and then pick and choose which ones to turn off in LTBD, which already has that functionality.
I know....it's nitpicky a.f..... I want the glow to go away when the plants are picked, but I also want all the glow I can get up to that moment too. ;)
At last! Thank you so much for creating this much needed addition to GH.
Edit: For anyone using the 'Let There Be Darkness' MWSE lighting mod make sure to uncheck the option to disable lights with no mesh in the MCM; otherwise you will not see any glow lighting.
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Morrowind Script Extender v2.1.0
MGE XE Version: 0.18.0.0
Edit - this mod is really very nifty. I love that I pick the plant, and the lights go out :)
However....I've noticed that in vanilla, on a couple of plant groups there are apparently "extra" lights (I'm guessing lights that were not directly attached to any source?) which you have proactively disabled. Would it be too much code to leave those enabled for the occasional extra bright spots on those plant patches, and have them disable only when picked too? I may be asking for too much, as I don't know anything about scripting.
If that's not possible, I get it...I just...I'd just like seeing the weird bright magic glow illuminating the tree trunk near the mushrooms (or other similarly lit plants) before I pick them. If those extra light sources not directly died to the mesh of a mushroom cannot be dynamically disabled upon picking the plant, could we maybe get a simple MCM button that turns all those extra light sources on or off - kinda like LTBD does for "dark" lights? If you gave us a button to toggle, we could use your mod with LTBD, leave the extra light sources enabled for your script, and then pick and choose which ones to turn off in LTBD, which already has that functionality.
I know....it's nitpicky a.f..... I want the glow to go away when the plants are picked, but I also want all the glow I can get up to that moment too. ;)
Edit: For anyone using the 'Let There Be Darkness' MWSE lighting mod make sure to uncheck the option to disable lights with no mesh in the MCM; otherwise you will not see any glow lighting.