Morrowind

File information

Last updated

Original upload

Created by

TES3 Community

Uploaded by

RedFurryDemon

Virus scan

Safe to use

101 comments

  1. korootz
    korootz
    • premium
    • 14 kudos
    Can you please make it so that changing the settings in Alt+L menu will be remembered? After restarting the game they are resetted back to defaults.
  2. deathstarboy
    deathstarboy
    • member
    • 0 kudos
    Are the effects in this mod everywhere or just for the cells in Vvanderfeel? Because i am in Tamriel Rebuilt Telvanni parts now and night is not dark at all like on Vvanderfeel. Thx
    1. RedFurryDemon
      RedFurryDemon
      • supporter
      • 67 kudos
      This mod doesn't affect exterior lighting.
  3. jennyverse
    jennyverse
    • member
    • 1 kudos
    This is awesome, thank you! The non-pulsing lighting is such a relief and everywhere looks great.
  4. monkeychan
    monkeychan
    • member
    • 1 kudos
    Probably the best lighting mod, with some tweaking I may finally be able to get truly dark sewers, shipwrecks and caves, without making vivec plazas look like gloomy tombs at the same time. And get rid of the blue vivec waterfalls. Perfect along with Weather Adjuster for darker nights as well.
    1. Nephatrine
      Nephatrine
      • supporter
      • 28 kudos
      How were you able to manage to get the plazas to not be gloomy darkness?
  5. BjornTjockPals
    BjornTjockPals
    • member
    • 1 kudos
    I really appreciate an option to disable lights without a mesh. Bye bye blue waterfalls in Vivec's Quarters!

    [Request] Can you make L hotkey for lightning values optional? It is a little annoying when you already have other mod that uses L key for something, and I do not see a option to change it in your mod
    1. arcvoodal
      arcvoodal
      • member
      • 3 kudos
      I will also like to request this
    2. Pherim
      Pherim
      • premium
      • 245 kudos
      To change the hotkey, open this mod's main file (Data Files\mwse\mods\RFD\LetThereBeDarkness\main.lua) with a text editor, go to line 415 (or search for "tes3.scanCode") and change "tes3.scanCode.l" to the key you want, for example if you want K instead of L, change it to "tes3.scanCode.K". If you want to disable the hotkey completely, write "--" at the beginning of the line to comment it out.
  6. arcvoodal
    arcvoodal
    • member
    • 3 kudos
    Wanted to add that making the changes from the link pasted here works very well with this mod. You don't need to download anything from that link, just copy-past that info to the .ini

    https://www.nexusmods.com/morrowind/mods/45315?tab=posts&BH=0
    1. Delta77777777
      Delta77777777
      • member
      • 23 kudos
      Yeah, this.
      *But download and Endorse the mod anyways to show the author you care.
  7. NordmanR
    NordmanR
    • member
    • 8 kudos
    This mod is absolutely fantastic, thanks you!
  8. Necrolesian
    Necrolesian
    • premium
    • 109 kudos
    I'm definitely liking this so far. There are two downsides in my opinion, but both can be overcome.

    First, while this mod is basically a lua version of TLD in terms of cell ambient light values, interior cells still look *very* different from TLD because TLD's changes to light records, which greatly enhance light sources, are absent. The vanilla light sources are ridiculously feeble, and interiors are *too* dark with TLD's AMBI values (which this mod implements with the overrides) but vanilla lights.

    This is still true at 120% radius (the default), and while you can boost the radius further across the board to partially compensate, I much prefer TLDs light source values, which give a much richer lighting to interiors.

    This can be overcome by using this mod alongside TLD, but then TLD will be editing all those cells and their ambient light values uselessly, and I think one of the points of this mod is simplicity and avoiding the potential performance impacts of TLD.

    Second, this mod (without TLD) lacks TLD's gorgeous interior daylight, which I don't know if I can do without. Again, this can be overcome by using it alongside TLD, but then why not just use TLD?

    It does have the advantage of allowing the disabling of unnatural lights (lights without a mesh) without a plugin, which I have mixed feelings about because I think it makes certain cells (some of the ice caves on Solstheim for example) *too* dark.

    One feature that I'd like is an option to only disable the "negative lights," not all lights without a mesh, so I can avoid using a plugin for that. Ideally I'd also like an option to modify light sources themselves to match TLD's values, and an implementation of interior daylight, but I don't know how feasible that is or how much of a pain it would be.

    As it is though I'll still be using this, because it's just too cool. I'll probably modify my "still edit" of TLD to take out all those cell edits and just include the light sources and interior daylight (and maybe a couple other tweaks as well).

    But anyways, this is great. Very well done.

    Edit: Another feature request: An MCM option to change the hotkey (L by default) to bring up the preview window. I can just edit the lua file to change it, but still, it would make it easier for people.
    1. Necrolesian
      Necrolesian
      • premium
      • 109 kudos
      Okay, I thought about it a little more, and it occured to me that I could disable lights without a mesh, but just whitelist all the lights except the negative ones (the ones starting with "dark"). Or I could whitelist only select lights, like the BC mushrooms, lava lights, or the ones used on Solstheim (since some of those ice cave cells unfortunately rely on them).

      And this seems to work for the most part. Negative lights disappear, and (most of) the whitelisted lights can still be seen. Ideally, this could be used to enable the specific lights somebody likes or feels are necessary, and disable the rest.

      But there's one complication with this that prevents me from using it. The light sources TLD uses for its interior daylight are themselves lights without a mesh, and are disabled by this feature. And for some reason, they don't appear even when whitelisted. All the other whitelisted lights I've tested appear as normal (and this includes whitelisted lights added by other mods, like the lights used by Glowing Atronachs). But TLD's interior daylight just won't show up even when whitelisted. The only way I can see it is to not disable lights without a mesh at all.

      I have no idea why whitelisting doesn't work for these particular lights, but the upshot is that I can't use this feature and still need to use a plugin to disable negative lights.
    2. RedFurryDemon
      RedFurryDemon
      • supporter
      • 67 kudos
      First off, thank you for the testing and review!

      Exporting and implementing a table for TLaD light radius/color overrides wouldn't be much of a problem.

      As for interior daylight, please check out Glow in the Dahrk by MD. It's also fully luafied, and a recommended mod to use alongside LTBD.

      I am currently working on changing the no-mesh light disabling to be more convenient, and it's okay for me to also include an option to disable only dark lights.

      The hotkey configurability is in the works, too.
    3. mulletman1271
      mulletman1271
      • premium
      • 0 kudos
      I also have a small request. Could there be an option in the MCM to disable light flickers? maybe one box for candles and another for everything else (torches, fires...) thanks again!
    4. RedFurryDemon
      RedFurryDemon
      • supporter
      • 67 kudos
      One of the modders is currently working on that. I am yet unable to say whether this option is going to be part of LTBD or a standalone lua mod.
    5. Necrolesian
      Necrolesian
      • premium
      • 109 kudos
      Overrides for TLD light radius/color would be perfect.

      Regarding interior daylight, I do use GITD and like it a lot, but it doesn't add real interior daylight like TLD does. It makes the windows glow and implements sunbeams (which look really nifty), but TLD's daylight is a real light source that illuminates the cell and objects in it. Spuzzum's Interior Daylight did the same thing, but TLD's looks better in my opinion.

      I took a couple screenshots in Ghorak Manor, one with LTBD + GITD, and one with LTBD + GITD + TLD.

      https://i.imgur.com/SfGw1Gd.jpg
      https://i.imgur.com/rc4rESx.jpg
    6. Necrolesian
      Necrolesian
      • premium
      • 109 kudos
      BTW about TLD light source overrides, TLD's changes to light sources go beyond just radius/color values. First it edits the time values for a number of lights, which I would definitely want to keep. It also edits the weight/value of quite a few of them in ways that make sense and I think should be kept (or at least there should be an option for it).

      Also it makes name changes to several lights. A lot of these are just convenience changes for sorting purposes (Candlestick Iron instead of Iron Candlestick). Some are made because of radius/time changes (Torch Poor and Torch High Quality instead of just Torch, because now the latter is a lot brigher than the former and lasts a lot longer).

      And some of the name changes are due to TLD's (sometimes radical) changes to light color values. Candle Pink, Candle Emerald, Candle Amethyst, for example. There are a couple typos in these names (Candle Saphire instead of Sapphire, Candle Deadric instead of Daedric). As long as the TLD radius/time/color changes are included, the name changes I'd say should also be included (with typo fixes hopefully).

      I'm actually working on a tweaked version of TLD that will make a few changes, including reverting some of TLD's more radical light color changes (along with removing a few unnecessary edits, incorporating PFP fixes regarding the "illegal to sleep here" flag and maybe one or two other things). I also plan on including modular plugins with only the light source changes or interior daylight (so, for example, assuming LTBD or another mod doesn't include TLD's interior daylight one could use a plugin with only that to minimize performance impacts).

      Also I'm looking forward to being able to easily turn off the "flicker effect" of lights, either in LTBD or a standalone mod. That combined with overrides for TLD's light source changes would completely obviate the need for a plugin for light sources.

      BTW I don't know if you would want to include an option with overrides for my version of TLD's light sources in addition to the originals. That would be nice for me, since I wouldn't have to use a plugin for it, though I suspect the originals would still be much more popular with others.
    7. Necrolesian
      Necrolesian
      • premium
      • 109 kudos
      Also, TLD has lots and lots of cell reference edits. This includes tons of light sources deleted, additional tons moved around, lots more new ones added (other than the interior daylight ones), plus some changes that I think were probably accidental (a door and tapestry moved, a stack of 10 gold added). I'm planning on deleting these cell references in my version. Some of them might be beneficial, but exhaustively going through each one would take forever.
    8. RedFurryDemon
      RedFurryDemon
      • supporter
      • 67 kudos
      Necro, thanks a lot for your input. Please send me your .esp with edited light source color values, radius, and whatnot - I create my override files by exporting data directly from the game using custom lua scripts, instead of writing all of that manually. (I don't care about modularity for the purpose of data exporting.)

      I am, however, not going to change names. UI Expansion lets you see how much duration a light has, and Light Decay also gives visual hints when a torch is about to go off.

      Do you have discord? It would be very convenient in case you wanted to playtest in-dev versions of LTBD.
    9. Necrolesian
      Necrolesian
      • premium
      • 109 kudos
      I went ahead and finished the changes to my edit of TLD.

      https://www.nexusmods.com/morrowind/mods/47133

      Regarding discord, I tried creating an account a few months ago but I had issues with mobile phone verification that they wouldn't let me create an account without. Oh well.
    10. joelanggml
      joelanggml
      • premium
      • 0 kudos
      What settings did you use to get the screenshot that was LTBD + GITD + TLD? I'm using all three and all my interiors are way too dark.
    11. Necrolesian
      Necrolesian
      • premium
      • 109 kudos
      GITD doesn't affect lighting. It just produces a "glow" on windows that doesn't actually illuminate objects.

      Right now I use LTBD's TLAD ambient light overrides, plus the MWSE version of my TLAD edit for light source overrides (I use the "Necro Edit" option where that's available and where not I use the TLAD settings, though it's a matter of personal taste). I also use the TLAD Daylight plugin for interior daylight.

      The TLAD ambient light overrides in LTBD zero out ambient lighting values in most dungeons, which I like for the most part, but it's really a matter of taste. You could try using the Di.still.ed Lights ambient light overrides instead, which tend to be not quite as dark. Or you could not use any ambient overrides and just use LTBD's sliders and set them how you prefer.
    12. Vashra1
      Vashra1
      • member
      • 8 kudos
      Dude, do you have a list of which mesh-less lights belong to which cells? Or...is there a way for me to see that in the console? I'm with you on wanting some mesh-less lights enabled, but I can't figure out how to know which lights those *are* except to step through the whole bloody list blacklisting one at a time....
    13. Vashra1
      Vashra1
      • member
      • 8 kudos
      Sorry for the double post. I'm sleepy.
  9. Vashra1
    Vashra1
    • member
    • 8 kudos
    Is there a way (other than downloading CS and booting up each cell) to see which lights that don't have meshes apply to which cells? Some of them have names like "colony_..." which give a clue, but others are rather obscure.
    It would be a daunting amount of work to pick through the list one at a time until I find the offending light....

    I want to turn off all the silly extra lighting on walls near certain torches and such, but keep the mysterious (one assumes the source is magic) lighting on some objects and water.

    Also...what is the difference between choosing TLAD overrides on the first tab in MCM, and toggling "use TLAD overrides for radius and color" in the 2nd tab?

    Aaaaand I don't think I understand what the radius slider does. Or maybe I don't get what the first tab is doing...or something.

    I would have thought that if I set LTBD to use di.stilled.lights override and set the sliders on the first tab to 100% (letting whatever settings di.stilled.lights has be at 100% strength) and set LTBD's radius slider to 100%, that it would basically look *exactly* like di.stilled.lights, except dark lights would be off (set in LTBD). I have not turned off any meshless lights yet (afaik di.stilled.lights leaves them all up). I haven't told LTBD to cut the flicker on fires yet (but I want to). But...it seems different (still a bit darker, less radius on the lights) than what the current di.stilled.lights provides.

    I suppose I can just use this mod *and* di.stilled.lights (and set this mod to no override so they don't conflict?), but I was thinking your intent in having the di.stilled.lights override file was to provide that mod's lighting/color functionality (if not the weight changes and such) so I wouldn't need it?
  10. multiple
    multiple
    • supporter
    • 26 kudos
    Wow. The Lua revolution brings great things. An option to put just candles still would be great also...my taste. I don't know nothing about coding, and I wonder if it could be possible to act on the flicker rate itself...to speed it up and make flames of candles tremble, not pulse, for example? Well, yes...sophistications...
    1. Gortag
      Gortag
      • member
      • 5 kudos
      di.Still.ed Lights does this.