Will the dynamic street lights make a return? I miss them. Though I did try Narsis with the old version (with dynamic street lights) and it had appalling stutter at night, so I agree it needed some tweaking..
Any thoughts on adding a feature that alerts guard's or npcs nearby when turning lights out when not in stealth? I use this in combination with Mort's stealth improved and I turn on the light detection feature. Having npcs alerted to you turning off lights could add some extra stealth challenge
Is this mod incompatible with Glow in the Dahrk or Let there Be Darkness? I'm getting this bug where shadows in dungeons end in 90 degree angles and straight lines to the point where it's almost like an invisible wall stops the light from flowing between chunks. Like the light always stops the end of a room or the door between one room and a hallway in an ancestral tomb. As though there are certain square chunks of a room that block the light. EDIT: I fixed the problem by installing True Lights and Darkness mod, no more black boxes of impenetrable shadows in some interior dungeons.
I'm getting some odd behaviour, when I turn on an extinguished lantern or candle (already off because daytime, or after turning it off), I get a light source but no flame object—I can only see flames (again, light sources work as intended) which are already lit.
Your reply got me thinking, so I disabled some other mods I thought might affect flames. Eternal Shine and Let There Be Darkness had no effect thank goodness, until I found the main culprit ILFAS; disabling this fixed most lights, except silverware candles for some reason. These all still relight without flames. At first thought it might be Silverware Repolished but that mod's been disabled for some time now—so, some other replacer jamming it up? I can't think what, I'm running a mostly vanilla+ setup as far as meshes and textures go (MOP, MET etc.) and silverware models look pretty 2002, so I'm guessing something lighting specific. I'll keep looking.
Edit: As an added bonus Enlightened Flames actually appears to work well with Midnight Oil.
So after a fair bit of hunting and testing it actually appears to be Morrowind Optimization Patch and Project Atlas which are the core incompatibility for me. Disabling ILFAS (based on MOP) actually just defaulted the light meshes I was testing to old deployments of RR-Better Meshes and Properly Smoothed Meshes—all except silverware, which remained covered by Project Atlas. Both of these enhanced mesh mods work perfectly with The Midnight Oil, either with or without Enlightened Flames. Overriding the last Atlas and MOP lights with the higher poly models completely fixed the issue for me—hopefully this helps. Considering how much out there is based on those optimized meshes, this is a pity.
Poked around a bit in the meshes and the problem seems to be that in the meshes that don't work the NiBSParticleNodes are nested under NiLODNodes. If you take them and just hang them under root node like RR did it works like a charm.
And Enlightened Flames doesn't seem to be the culprit here - it must be those meshes in combination with Midnight Oil because you get the same kind of behaviour without Enlightened Flames installed and just the normal particle flames. If you activate and deactive them they are also missing the particle flame.
Without having looked at the code yet - does Midnight oil maybe not traverse that aditional layer of NiLODNodes?
Would be a bit much to explain in a comment. You'd need to familiarize yourself with NifSkope.
I made the necassary changes on the mesh replacers I use for my Morrowind installation. But I don't remember anymore which meshes were affected. If you tell me the NIF files you need I could upload them for you.
@Guitarsaregreat1 You could try the workaround i posted on the bug section, maybe it's easier since i don't know a thing about graphic and just solved it by playing with mods and mod orders... but you'll have to switch from IMfAS to Glowing Flames :(
@Sahughani thanks for looking into it. For the adventurous, I've used Nifskope before to make small tweaks and there's a learning curve but it really isn't too bad for the technical-minded. It might be a bit time consuming to do for all your lights though. The underlying issue seems code related, as I'm certain it only popped up recently.
@Xadhoom The simplest workaround seems to be temporarily using the 'Meshes\L\' folder from your preferred non-MOP meshes mod until an update drops for The Midnight Oil. Meaning you could probably disable those Glowing Flames plugins (I believe they make numerous cell edits) if you plan on returning to ILFAS in the future.
I seem to be having the same problem with a couple oaab lights. Any chance you'll share how to fix it? I already spent too many hours trying by myself with no luck 😅
As well as NPCs being present in an interior cell to keep the lights on, could you add in goblins (of all kinds)? It's kind of weird to have goblin caves with lots of lights but they're all out!
I'm getting a frankly bizarre issue with Project Cyrodiil. Keeping this mod active turns Anvil into a lagfest at night where I can't take ten steps without freezing. Disabling this in the MCM suddenly resolved my freezing issues.
I unfortunately had an issue where lights turn on for the night, they never turn off after that:
0. I use a new character and just this mod enabled (plus Patch for Purists and CREL for quick start, and MGE XE with latest mwse update), sunset and sunrise hours in MCM config are default 1. I go to balmora (by strider or coc) - lanterns are on 2. Wait 12h till nighttime - lanterns are on 3. Wait 12h more till midday - lanterns are still on, I run around a bit, but they still stay on
I also noticed that sometimes I get duplicate lanterns (two lanterns hanging in the same place), but I couldn't reproduce this reliably
Also getting this; [01:52:07.326] [Midnight Oil - nightDay: WARN] Found duplicate light: light_de_streetlight_01_128 I have about 11 times in my mwse log and; [01:55:16.590] [Midnight Oil - nightDay: WARN] Found duplicate light: light_de_streetlight_01_223_S I have that about 14 times, same log. I am not sure if these messages are important but I bring them to your attention.
Are you on the very latest version? It has a script to remove all duplicate logs caused by a previous error. After you've visited all affected cells you shouldn't get these anymore.
The Midnight Oil-48293-2-3-1-1736419149, no version number in mcm, no version number for esp (obviously), dl'd 9 January 2025, 10:22 pm. Guess that means yes? Ah so the recent version does its own housekeeping so to speak, nice. Yet to pass enough time to see if the lights come on yet. Previously they were on all the time, I mean the outside lights in towns. I previously had a funny one, lights were on inside, I left, came back, lights were off, one of the dumner? strongholds, thought it was amusing as I have them set as off, most other places I enter, its dark, I light stuff, I leave, come back and I think they are off. Anyways, thanks for the mod, and the reply. I think its a great idea for immersion, not dunking, the other one lol.
Got a question. I Balmor, outside the outfitter, near the pawn shop, at night, past light turn on time plus variance, should the window of the outfitter shop not glow if I have Glow in the Dahrk installed? Other than turning on/off lights like lamps, streetlights, does this mod interact with window glow at all? I swear the window I am looking at used to glow lol.
This mod doesn't interact with Glow in the Dahrk at all. It does use a similar mechanic for staggered lights turning on, which is randomised for each object. Are you saying Glow In The Dark windows aren't lighting up at all anymore?
Thank you for your reply and letting me know that glowing is not something that this mod is involved with.
Yes the window I am looing at is not glowing, the time of day is such that the outside lamps (lights) have turned on, some time has passed beyond any on set point plus any variance delay for both this mod and glow in the dahrk.
I also believe the there are a ring of windows high up on the Balmora temple that used to glow at night. They currently do not.
I am looking at afore mentioned window, Balmora Ourfitter, ref ex_hlaalu_win_01, viewed from the outside, not inside the shop.
If you would not mind educating me a little; 1. It is my understanding that a glow for an object is a property of its .nif file and a .nif file is a mesh? 2. The .dds file is only a texture and is not responsible for an objects glow? 3 .Glow in the dahrk should contain a mesh called ex_hlaalu_win_01.nif. I am using Wrye Mash, which may have multiple mods that change the ex_hlaalu_win_01.nif. 4. I should ensure that the ex_hlaalu_win_01.nif used by the game is from the glow in the dahrk mod. Meaning for ex_hlaalu_win_01.nif no other mod should change it after the glow in the dahrk mod. 5. It is also my belief that .esp files do not contain .nif or .dds files? 6. Load order of esm and esp files during game start is irrelevant in terms of an objects glow.
I would completely understand if you prefer to point me in the direction of external resources that specifically educate a person as to the answers to my questions above, however it will probably be quicker for me if you had the time to answer them.
edit. Out of prudence I installed glow in the dahrk again, played a bit and returned to balmor, the windows now glow. It would be nice to confirm my above assumptions though.
The install order in Wrye Mash will determine which version of a given asset (e.g ex_hlaalu_win_01.nif) gets used.
The load order of the plugin determines which asset gets used for a given object, in case a mod changed ex_hlaalu_win_01 to use a different nif. I don't think that's the case.
But either way, GitD should be installed and loaded after other mods to make sure it isn't being overwritten.
185 comments
Any thoughts on adding a feature that alerts guard's or npcs nearby when turning lights out when not in stealth? I use this in combination with Mort's stealth improved and I turn on the light detection feature. Having npcs alerted to you turning off lights could add some extra stealth challenge
EDIT: I fixed the problem by installing True Lights and Darkness mod, no more black boxes of impenetrable shadows in some interior dungeons.
Edit: also, sorry for double posting this in the bug reporter, only considered it afterwards.
Edit: As an added bonus Enlightened Flames actually appears to work well with Midnight Oil.
And Enlightened Flames doesn't seem to be the culprit here - it must be those meshes in combination with Midnight Oil because you get the same kind of behaviour without Enlightened Flames installed and just the normal particle flames. If you activate and deactive them they are also missing the particle flame.
Without having looked at the code yet - does Midnight oil maybe not traverse that aditional layer of NiLODNodes?
I made the necassary changes on the mesh replacers I use for my Morrowind installation. But I don't remember anymore which meshes were affected. If you tell me the NIF files you need I could upload them for you.
@Xadhoom The simplest workaround seems to be temporarily using the 'Meshes\L\' folder from your preferred non-MOP meshes mod until an update drops for The Midnight Oil. Meaning you could probably disable those Glowing Flames plugins (I believe they make numerous cell edits) if you plan on returning to ILFAS in the future.
As well as NPCs being present in an interior cell to keep the lights on, could you add in goblins (of all kinds)? It's kind of weird to have goblin caves with lots of lights but they're all out!
0. I use a new character and just this mod enabled (plus Patch for Purists and CREL for quick start, and MGE XE with latest mwse update), sunset and sunrise hours in MCM config are default
1. I go to balmora (by strider or coc) - lanterns are on
2. Wait 12h till nighttime - lanterns are on
3. Wait 12h more till midday - lanterns are still on, I run around a bit, but they still stay on
I also noticed that sometimes I get duplicate lanterns (two lanterns hanging in the same place), but I couldn't reproduce this reliably
[01:52:07.326] [Midnight Oil - nightDay: WARN] Found duplicate light: light_de_streetlight_01_128
I have about 11 times in my mwse log and;
[01:55:16.590] [Midnight Oil - nightDay: WARN] Found duplicate light: light_de_streetlight_01_223_S
I have that about 14 times, same log.
I am not sure if these messages are important but I bring them to your attention.
Ah so the recent version does its own housekeeping so to speak, nice. Yet to pass enough time to see if the lights come on yet.
Previously they were on all the time, I mean the outside lights in towns.
I previously had a funny one, lights were on inside, I left, came back, lights were off, one of the dumner? strongholds, thought it was amusing as I have them set as off, most other places I enter, its dark, I light stuff, I leave, come back and I think they are off.
Anyways, thanks for the mod, and the reply. I think its a great idea for immersion, not dunking, the other one lol.
Other than turning on/off lights like lamps, streetlights, does this mod interact with window glow at all?
I swear the window I am looking at used to glow lol.
Yes the window I am looing at is not glowing, the time of day is such that the outside lamps (lights) have turned on, some time has passed beyond any on set point plus any variance delay for both this mod and glow in the dahrk.
I also believe the there are a ring of windows high up on the Balmora temple that used to glow at night. They currently do not.
I am looking at afore mentioned window, Balmora Ourfitter, ref ex_hlaalu_win_01, viewed from the outside, not inside the shop.
If you would not mind educating me a little;
1. It is my understanding that a glow for an object is a property of its .nif file and a .nif file is a mesh?
2. The .dds file is only a texture and is not responsible for an objects glow?
3 .Glow in the dahrk should contain a mesh called ex_hlaalu_win_01.nif.
I am using Wrye Mash, which may have multiple mods that change the ex_hlaalu_win_01.nif.
4. I should ensure that the ex_hlaalu_win_01.nif used by the game is from the glow in the dahrk mod.
Meaning for ex_hlaalu_win_01.nif no other mod should change it after the glow in the dahrk mod.
5. It is also my belief that .esp files do not contain .nif or .dds files?
6. Load order of esm and esp files during game start is irrelevant in terms of an objects glow.
I would completely understand if you prefer to point me in the direction of external resources that specifically educate a person as to the answers to my questions above, however it will probably be quicker for me if you had the time to answer them.
edit. Out of prudence I installed glow in the dahrk again, played a bit and returned to balmor, the windows now glow.
It would be nice to confirm my above assumptions though.
The load order of the plugin determines which asset gets used for a given object, in case a mod changed ex_hlaalu_win_01 to use a different nif. I don't think that's the case.
But either way, GitD should be installed and loaded after other mods to make sure it isn't being overwritten.