About this mod
If you want your dungeons pitch black and without glowing distance fog, this mod will help. This mod simply turns off the "glow" of the dungeon clipping fog, so that the fog is dark. Generally, this mod is only useful in connection with darker dungeons and fog remover mods.
- Permissions and credits
For whatever reason, Bethesda loves to create dungeons that are bright, glowy and foggy.
...but if you're like me, you like your dungeons pitch black and creepy. I'm not against fog, but it shouldn't glow.
TO CLARIFY: there are two types of fog in Oblivion dungeons: (1) volumetric ambient fog, that has a particular shape and (2) distant clipping fog, that forms a circle around the player's position at a distance. This mod changes (2), but doesn't affect (1).
With the goal of darkening my dungeons, I found and installed:
- Darker Dungeons and Nights Mod Pack (uploaded by Peekaboom) and
- Real Lights by Josef K.
Together, those mods go a long way to making dungeons dark, creepy and awesome. Thanks to both of them.
Once you bring the dungeon lighting down, however, the glowy volumetric interior fog found in most Oblivion dungeons becomes very conspicuous and out-of-place. Thankfully, the glowy volumetric ambient fog can be easily removed using the mod Dungeon Fog Remover by Jhaerik.
Unfortunately, once the glowy volumetric interior fog is removed, yet another issue arises. There is a glowy "fog wall" in every interior that moves with the player, defining the perimeter of the rendered world. You generally can't see the fog wall when the lights are up and the dungeon rooms are filled with glowy volumetric fog, but once the lights are down and the volumetric fog is gone, the glowy fog wall is quite visible in any larger room or passage.
The "fog wall" you can see is related to the the edge of the render distance. For performance reasons, the game engine running under vanilla settings only renders the dungeon out to a certain defined render distance. Anything beyond that specified render distance is not rendered. There is a fade-out region between the player and the rendering perimeter--hence, the "fog wall."
To fix this problem, Shimmer came up with Interior Draw Distance ENB Fog Fix, which cleverly fixes the problem by pushing the render distance out far enough to render the entire dungeon cell at all times. Shimmer's solution will likely work quite well for users running on modern machines without too-many heavy mods. If you're already using Shimmer's mod and it works well for you, it would make sense to stick with it. The only potential downside of that solution is that, because it renders the entire dungeon cell, it may (potentially) have an effect on your frame rate if you're running a lot of mods and/or an older machine.
The solution provided in this mod is simply a different approach to the same problem. I kept the fog wall / render distance where it is in vanilla, but I turned off its "glowiness," so its no longer visible. To put it another way, the fog is still there, but it's unlit, so you can't see it in the dark. Thus, the rendered volume is kept to the vanilla size and this may help frame rates in dungeons--especially if your modlist is taxing your system or you have an older system.
Compatibility:
This mod could potentially conflict with any mod affecting lighting in dungeons. It won't cause any problems with game stability, but if another mod sets the ambient lighting for the fog wall above pitch black, that mod will undo what this mod does. If you don't want to see the glowy fog wall, this mod will need to be below any other mods affecting dungeon lighting.
Installing / Uninstalling:
This mod includes no scripts, meshes or textures. It simply changes a few lighting parameters in interior cells identified as "dungeons" (i.e., caves, mines, fort interiors, Ayleid ruins). It should not affect your save file. It can be added or removed from your load order without issue.