Skyrim Special Edition

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BleedingEye

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BleedingEye

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About this mod

Turns all ambient lighting in dungeons, caves and ruins to black without touching the light sources.

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Permissions and credits
Changelogs
Update (15.6.21)
Now added support for Wyrmstooth by Jonx0r. Same rule as below, load this after all lighting mods.
Applies to all interiors.
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Update (6.5.21)
Added a optional file to be used with Midwood Isle by Will Evans. Same rule here: Must be loaded after all lighting mods.
Applies to all interiors.
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Update (5.30.21)
Made a version that eliminates ambient lighting for all interiors as well. if I haven't missed something.

Added a Modders Resource version. Contains only a dark LT. To use, just load xyz_Pitchblack_Modders.esp as inactive plugin and your mod as active. On Cell View select Interiors. Right-click on the desired interior and select Edit. On the top right select the Lighting tab, in the drop down menu Template select xyz_PitchBlack_LT. Done.
Just make sure that it inherits ambient-, directional-, fog color and fog near.

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Not needed but highly recommended:

Dynamic Immersive Seriously Dark Dungeon - SE by jbvertexx. Dynamically disables light sources in forsaken interiors, fully configurable via MCM menu.

Realistic AI Detection (Better Sneaking) by Olivier Doorenbos. Shifts the major impact of sneaking mechanics from skill to light.

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If you're like me and were always very disappointed on how skyrim handles the lighting in forsaken interiors then you are most welcome.

Problem:
Here and there few candles, some ember there and it's lit like the surface of the sun. Well, no more.

Long story short
This turns interior ambient lights to black.

Full story
The interior cells use a lighting template which can be edited by the cell separately again to save time or what ever. Problem is it doesn't make any sense the way it's been set up. If you've entered a nordic ruin with no windows, no large cavities where a vast amount of light can enter and light a large amount of space the only way to see is with other light sources be it physical or magical, otherwise its pitch black. Now, there are a few of those in ruins here and there but none of them can light a entire interior complex ranging over several rooms and such. Even with the use of lighting mods like ELFX and RLO it is still lit.
There are some mods which change the interior "light level" to make it darker or fool you into believing it. While that may be true those lower the brightness of the image in the post-processing which also darkens the light you might carry along with you. So it kinda chancels everything out.

What I've done here is 1st:
went through all interior* lighting templates in the CK and set all RGB values to 0 for everything there. 

2nd:
went through all interior* cell and, in the lighting tab, made sure that it inherits ambient-, directional-, fog color and fog near.

And this is the result.

Now this is a hastily made thing and I a was only able tho test a few interiors so it might not be done. Unfortunately I've ran out of time and must attend to other stuff. So I won't be able to update this or reply to comments for the next 4 months (or 6).

Compatibility
This is compatible with every mod that adds or alters light sources to interior*.
Altered interiors* are supported as well, as long as they have the vanilla lighting templates assigned to them.
This is incompatible with mods that alter the lighting templates of the interiors* or alter the inheritance of the lighting tab on interior* cells.

This can be used alongside with ELFX, RLO or any other lighting mod (only ELFX has been tested) but you must load this mod after the lighting mod.
Again: this mod doesn't touch any light sources, ONLY the lighting templates and the inheritance of lighting in interior* cells.

*interiors: meaning all forsaken interiors, dungeons, caves, ruins.

Other interior cells added by other mods may be effected depending on whether they use the vanilla lighting template or not.

For permission see permission tab.