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Daemonjax

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  1. TechAngel85
    TechAngel85
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    I found working with this original JIT a bit cumbersome so I've written the scripts and released a new version for anyone that is interested:
    https://www.nexusmods.com/skyrimspecialedition/mods/30166/
  2. TechAngel85
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    For anyone having issues with debug messages the scripts are set up for two light balls. Thus, each trigger box much have two balls assigned to it.

    Second, the balls must have light references (or any object reference) assigned to them in the script properties. If one ball isn't used, it must have both the "specialCases" bools checked (or set to true).

    Third, you must use the properties in order. Use ball_1/light_1 before you use 2, use 1 and 2 before using 3, and so on.
  3. fadingsignal
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    Can someone help me? This pops up no matter what I do ("controller ball needs it's lights checked" )

    I made one controller, with two balls, and two lights, just as a simple test to get the feel of it. I double, triple checked everything, but this pops up when I enter the cell, and the activators don't do anything.

    I'm COC'ing to my cell from the main menu so nothing is baked in the save.

    To make this weirder, if I load a game where I was already inside this interior, this pop-up does not occur. It's as if this script is attempting to load and run before the objects are loaded and have references.

    Again, both balls have their single light assigned, both balls are properly assigned to the controller. HALP.

    1. --JawZ--
      --JawZ--
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      COC might cause issues like sections not being activated properly. Might be something to it.
      Have you tried entering the cell thourgh the normal means of a door?

      Otherwise check your light bulb assignment. remove all current light bulbs and then add just one in there, and test to see if it works.
    2. TechAngel85
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      Sounds like there is no light bulbs referenced in the script on LightBall trigger.
  4. Jack8623
    Jack8623
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    Can someone help me? This pops up no matter what I do ("controller ball needs it's lights checked" )

    I made one controller, with two balls, and two lights, just as a simple test to get the feel of it. I double, triple checked everything, but this pops up when I enter the cell, and the activators don't do anything.

    I'm COC'ing to my cell from the main menu so nothing is baked in the save.

    To make this weirder, if I load a game where I was already inside this interior, this pop-up does not occur. It's as if this script is attempting to load and run before the objects are loaded and have references.

    Again, both balls have their single light assigned, both balls are properly assigned to the controller. HALP.

    izgSNq3.jpg


     
     
    I am running into the same issues too… I have double checked and triple checked everything I can think of. All the controllers “have no balls” though I have linked the balls under the script properties on the controller like the tutorial says to do. Edit controller script properties, select ball 1 one then select the actual lighting ball 1 in the render window. Did it for all balls 1 through 4 but error states the controller has no balls… Then I am getting an error on not all but most lighting balls, checked them in CK and the lighting balls do in fact have lights linked in their script properties, the light source was selected using the render window selection under the lighting ball script properties… Having another issue too where timers are not working on certain lights and also the fog beam FX… It works on 4 out of 6 total, triple checked the settings on the ones that are not working on their timers but nothing is out of place. It’s weird because more than half the lights setup dynamically are working fine, it is just a few areas that aren’t, kind of like the timer lights I am having issues with, seems like most are working great then a few aren’t.
     
    The error states debug mode is on but in the script properties debug is off. I guess it goes into debug mode automatically if there is an issue?
    I keep rechecking everything and re-reading the tutorial to see if there is something I have missed but can’t find anything…
     
    I wonder if it is an issue with the latest version of SKSE? I am trying to use them in a castle house in SSE. My assumption is that this should work fine in SSE. I have made another mod house in SSE with only timers and they all seem to be working…
     
    Hope to get it sorted out soon because the design of this castle was extremely dependent on this.
    By chance do the lights placed in the cell require an editor id name for this to work? They all have different form ID’s and are being selected in the render window so I can't fathom that is the case.
     
    pyC3hgv.jpg
  5. Gearhog
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    You're absolutely amazing. Thank you so much for this. Hasn't gotten much attention in several years, but I was pulling my hair out trying to figure out how to fix my house. Because, you see, this house is being created specifically for lighting. I needed something for taking screenshots of my skin overhaul and most of the lights would only trigger if my camera was pointed in a very, very small section, or I was in a little bitty radius. Which simply does not do at all for screenshots. I need shadows!

    Now I want to completely remake the lights in Skyrim. You've created a monster.

    So, again, thank you. Endorsed.
  6. fadingsignal
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    .
  7. FireKahuna
    FireKahuna
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    Your example ESP is amazing, but there is one issue with it. Massive numbers of UDRs. A simple clean with TES5Edit and a reupload will fix that. I know its a mod very unlikely to conflict, but its still a possibility for CTDs.
    1. Daemonjax
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      Ahh well, it was just an example. I intentionally went a little crazy with things, trying to break stuff. It didn't (afaict), and I did do some weird stuff in there just because I could. I completely transplanted parts of terrain and stuff for no good reason other than to see what would happen. I never really intended for someone to use it full-time -- but it IS "fully functional"). But even if they did, it shouldn't break anything important... and if it did, someone could upload a "fixed" version, like you said. To my knowledge, no one has... after all these years.

      I chose that area specifically because there was no apparent interest from anyone to mod anything in that interior location, and to act as a tutorial for the specialCaseIsDoorTrigger flag feature added in version 1.12. The use of that feature is almost critical when modding/building interior cells that have multiple entrances/exits -- which is a common enough occurrence that I added the feature before it was requested (and I just knew someone would).

      My hope was that someone would look at it and do something even BETTER than I did for that area, since that example mod only took me a couple hours to make. And if no one did, presumably due to lack of interest in High Hrothgar, then whatever problems caused by my heavy-handed edits would solve itself (e.g. no one cares enough either way).

      Note: I don't recommend "cleaning" mods using automated tools. They usually break more than they fix. That should always be done by hand while armed with understanding.
  8. Teirdalin
    Teirdalin
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    "They work as advertised." considering the description didn't actually say what the mod does; I can see how this can work as advertised no matter what.

    I don't see how I'm the only one here who somehow doesn't know exactly what this does; might just be sleep deprivation though.
    1. Daemonjax
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      This is modder's resource that allows you to bypass the engine limitation for the number of dynamic shadow casting lights that can be placed in an area.

      If you don't know/care about that limitation, then this mod isn't for you. However, if you're modding interiors in any way and hit that wall, then all roads lead here when googling for a solution. My description and tutorials take that much for granted -- I wasn't trying to make a cold-call sale so much as offer a service to an already interested party. If you ended up here while browsing the nexus for random mods, then I can understand where you're coming from... but still find it strange that you decided to post about your ignorance (please don't take offense at my use of the word, I just do find that behavior odd). I'm sure a lot of people looked at this mod and thought to themselves, "I have no fucking clue what this guy's talking about." And then they moved on. That's fine. It's not my intention to try to convince someone they need this mod when they didn't already know that they have a need.


      Programming experience would be a plus in order to understand the basics of data structures like trees and linked lists, but it's not really required. If you're a coder, then the penny drop moment should come quickly... if not, it'll require persistence.

      If anyone's wondering why this hasn't been updated in years: It's because it's perfect in every way. There's no bugs, and no one has made any feature requests. It would take an almost conscious and deliberate effort on Bethesda's part to break it with a patch (afaik they haven't).

      My goal was to make this, and then come back to the game years later and see what people made with it. It never really caught on the way I planned, but oh well... proof that cleverness is no guarantee of success. It helped some people better realize their own creations, at least... which is cool. 240 endorsements isn't shabby for a what turned out to be a niche (only of interest to builders) modder's resource. However, I did hope for more after all this time. Maybe if it had boobs?

      I used to be really into modding skyrim... but, quite suddenly, I lost interest years ago and haven't re-installed it since. Right now I'm really into Morrowind, though... which, in all honesty, is just a superior game.

      I verified the link in the description still points to the correct page for the tutorials for this mod, which includes video demonstrations of before and afters. I don't know if there's anything I could've added to make it easier to understand.

      http://sots-eye-candy.blogspot.com/2012/02/skyrim-ck-scripting-tutorial-dynamic.html
  9. jazzmax
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    hello can someone explain hoe to use this script in CK, I cant find any tutorial
    1. Homer2101
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      Tutorials can be found on this blog:

      http://sots-eye-candy.blogspot.com/2012/02/skyrim-ck-scripting-tutorial-dynamic.html
  10. PCGirl
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    Where did the tut go to. All I get is a legal document about terms of use and patents????