If you notice a distinct "area of light" in the dungeon, like someone turned a light on, it's probably a LIGHT record that needs to be swapped.
If you notice ambient light in the dungeon, like walking outside at night, it's probably your ambient lighting template.
For the second case, I've uploaded an optional file Darker Ambient Light - Dungeons and Caves Only which will overwrite the ambient lighting template for dungeons and caves only. This will allow you to still have bright city and town interiors (e.g. from Luminosity) and have really dark dungeons. This is completely optional, but highly recommended if you want even darker dungeons.
I've decided to close comments and bug reports. I never wanted to be one of "those" modders, but spurious bug reports have force my hand.
This mod is not complicated: it uses a Base Object Swapper ini file to swap LIGHT records with ALPHATEST. The list of lights to swap comes from Vanilla, and optionally, LUX. There's also an optional, very simple plugin to update your dungeon lighting templates to be darker. This plugin is a diet version of Ambiance, another mod that is quite battle tested. These tweaks are so simple, that there frankly shouldn't be much room for things to go wrong.
If you're having issues, you either have a conflict with another BOS file, have a lighting mod that adds new light ref's not covered by this mod, or you haven''t installed it correctly (e.g. you have some issue with Vortex not installing to the correct folder, I dunno. I've heard Vortex has issues installing mods that zip the file directly instead of data/file.ini? You can always try installing it manually).
After 50 endorsements, I'm confident that remaining issues are user error. Good day and I wish you all well.
Thank you for the mod! :) I just tried it quickly by running through Bleak Falls Barrow, I am using Skyrim is Luminous (with the "somber" option) as a lighting mod, it was darker but still not dark enough. I had to use the Darker Ambient Light optional file and to load it after Window Shadows RT, and now it's perfect!
Awesome! Glad to hear it's working well. Can I add these pictures to the mod's photos? Your captions and examples show the mod better than mine do lol.
I really don't understood, how can I missed this mod in july 0.o Before this mod I stucked 1.5.97 because of very old, but good Dynamic Immersive Seriously Dark Dungeons mod and finally, I can swapped
I'm really enjoying this mod, it makes having a light source actually meaningful.
Ran into a minor issue in Forsaken Crypt. The sconce where you pour the liquid for the White Phial quest is disabled. Was still able to pour it, but had a floating green goo without RuinsSconeAndBase being enabled. Don't know if that's fixable without enabling all sconces.
Thanks for the update! Bleaks Falls is fully dark with the Lux patch for me now! A couple things Ive found in Korvunjund
FXfireWithEmbersOut This one specifically glows for me because I have Embers XD
Other things that can be snuffed out in Korvunjund RemovableTorchSconce01 Campfire01Burning RemovableTorch01 TorchPermanantOn KorvanjundOrangeOmni - Most of these are overwritten by Lux and disabled for me but 3 of them are left untouched KorvanJundOrangeShadowOmni
Thanks! Just FYI I couldnt snuff out the RemovableTorch01 by adding it to the swap file. I think it has something to do with it being put in place via being attached to an activator (RemovableTorchSconce01) I tried disabling both of those via the swap file and while the sconce disappeared the torch itself did not.
I just tried this out with a combo of mods. I recognize your mod doesn't handle all, but I figure it might be information for others. I am using LUX and Embers XD, and Dynamically Darker Dungeons, and Darkened Dungeons Lighting, along with your mod.
As has been mentioned, we seem to still have some light sources casting light, despite there source being gone. I believe this is the Embers XD. The dungeons are very dim, but not dark...and there are parts that still have light on my character...not a bright one, but they are definitely more lit up that the darkness.
I wonder if there is a way to utilize some of the scripts out there in combo with this mod...lighting unlit fires, and such. I don't know how it'd be coded, but you could have any item that BoS swaps...a lit brazier, a candle, a sconce...be replaced with an item with a similar script to usable unlit campfires, where if you have a torch in you hand, or a flame spell, a prompt appears on the BoS'd item to swap it again, lighting the item. Or a prompt appears using KID that recognizes you have a log, or branches, or straw, or pinecones, or whatever, and allows you to put them in the Brazier to light them.
Great mod! It's fun to see the creativeness we have in the community.
I'm noticing the same in my game, even when I've gotten every light record in SSEdit. I believe there's still something with the image space that needs tweaking, beyond just disabling LIGHT records. Something beyond even Darkened Dungeons Lighting ...
EDIT: also, I just pushed an update that gets more missed lights.
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The author has locked this comment topic for the time beingIf you notice ambient light in the dungeon, like walking outside at night, it's probably your ambient lighting template.
For the second case, I've uploaded an optional file Darker Ambient Light - Dungeons and Caves Only which will overwrite the ambient lighting template for dungeons and caves only. This will allow you to still have bright city and town interiors (e.g. from Luminosity) and have really dark dungeons. This is completely optional, but highly recommended if you want even darker dungeons.
This mod is not complicated: it uses a Base Object Swapper ini file to swap LIGHT records with ALPHATEST. The list of lights to swap comes from Vanilla, and optionally, LUX. There's also an optional, very simple plugin to update your dungeon lighting templates to be darker. This plugin is a diet version of Ambiance, another mod that is quite battle tested. These tweaks are so simple, that there frankly shouldn't be much room for things to go wrong.
If you're having issues, you either have a conflict with another BOS file, have a lighting mod that adds new light ref's not covered by this mod, or you haven''t installed it correctly (e.g. you have some issue with Vortex not installing to the correct folder, I dunno. I've heard Vortex has issues installing mods that zip the file directly instead of data/file.ini? You can always try installing it manually).
After 50 endorsements, I'm confident that remaining issues are user error. Good day and I wish you all well.
I just tried it quickly by running through Bleak Falls Barrow, I am using Skyrim is Luminous (with the "somber" option) as a lighting mod, it was darker but still not dark enough. I had to use the Darker Ambient Light optional file and to load it after Window Shadows RT, and now it's perfect!
Ran into a minor issue in Forsaken Crypt. The sconce where you pour the liquid for the White Phial quest is disabled. Was still able to pour it, but had a floating green goo without RuinsSconeAndBase being enabled. Don't know if that's fixable without enabling all sconces.
A couple things Ive found in Korvunjund
FXfireWithEmbersOut
This one specifically glows for me because I have Embers XD
Other things that can be snuffed out in Korvunjund
RemovableTorchSconce01
Campfire01Burning
RemovableTorch01
TorchPermanantOn
KorvanjundOrangeOmni - Most of these are overwritten by Lux and disabled for me but 3 of them are left untouched
KorvanJundOrangeShadowOmni
This is because skyrim sort of "caches" activators (I've ran into this for my standing stones mods, so I'm used to this annoyance).
As has been mentioned, we seem to still have some light sources casting light, despite there source being gone. I believe this is the Embers XD. The dungeons are very dim, but not dark...and there are parts that still have light on my character...not a bright one, but they are definitely more lit up that the darkness.
I wonder if there is a way to utilize some of the scripts out there in combo with this mod...lighting unlit fires, and such. I don't know how it'd be coded, but you could have any item that BoS swaps...a lit brazier, a candle, a sconce...be replaced with an item with a similar script to usable unlit campfires, where if you have a torch in you hand, or a flame spell, a prompt appears on the BoS'd item to swap it again, lighting the item. Or a prompt appears using KID that recognizes you have a log, or branches, or straw, or pinecones, or whatever, and allows you to put them in the Brazier to light them.
Great mod! It's fun to see the creativeness we have in the community.
I'm noticing the same in my game, even when I've gotten every light record in SSEdit. I believe there's still something with the image space that needs tweaking, beyond just disabling LIGHT records. Something beyond even Darkened Dungeons Lighting ...
EDIT: also, I just pushed an update that gets more missed lights.