Great mod! I have some suggestions: Vampires, Werewolves and Khajit should not be affected by light level. I don't think NPCs really use spells such as nightvision, ever. Making them use Nightvision, Candlelight or any other spell depending on light level would have to be scripted (although they use torches). So maybe these exclusions are necessary? The player won't be benefited by this exclusion since the game treats the player character differently.
If using Growl by Enai, it's easy to implement to werewolves as they have their own races like vampires. If not, I made a INI configuration where it will affect all Werewolf creatures and Vanilla NPCs who can transform to werewolves (Aela, Farkas and Vilkas to be precise). It's that or you could add to plugin the condition "hasspell" + "beastform" but I think an INI section is better.
EDIT: The first INI config I posted, was broken. xD I made some INI tweaks if you want to implement it:
Spoiler:
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;Beware of darkness (If not using growl, removes all vampires, khajit and werewolves) Spell = 0x801~Beware of darkness.esp|ActorTypeNPC|-0008883A,-0008883C,-00108272,-0008883D,-00088844,-00013745,-00088845,-00088794, -000A82BA,-000A82B9,-00088846,-000CDD84,-00088884,-0001A696,-0001A692,-0001A694|NONE|NONE|NONE|100
;Beware of darkness (If using growl,removes all vampires, khajit and werewolves) Spell = 0x801~Beware of darkness.esp|ActorTypeNPC|-0008883A,-0008883C,-00108272,-0008883D,-00088844,-00013745,-00088845, -00088794,-000A82BA,-000A82B9,-00088846,-000CDD84,-00088884,-0001A696,-0001A692,-0001A694,-040DF5AA~Growl - Werebeasts of Skyrim.esp,-040DF5AB~Growl - Werebeasts of Skyrim.esp,-040DF5AC~Growl - Werebeasts of Skyrim.esp,-040DF5AD~Growl - Werebeasts of Skyrim.esp,-040DF5AE~Growl - Werebeasts of Skyrim.esp,-040DF5AF~Growl - Werebeasts of Skyrim.esp,-040DF5B0~Growl - Werebeasts of Skyrim.esp,-040DF5B1~Growl - Werebeasts of Skyrim.esp,-040DF5B2~Growl - Werebeasts of Skyrim.esp,-040DF5B3~Growl - Werebeasts of Skyrim.esp|NONE|NONE|NONE|100
The second INI configuration could be used as a standard, since SPID skips records and plugins that were not found and it will work normally as it should without Growl because I didn't delete any record, only added.
Great! Glad I helped. :) Just a heads up for those who might cure Farkas and/or Vilkas and want the vision benefit gone, just delete these two IDs from INI file: -0001A692,-0001A694 The first is Farkas, the second is Vilkas. They are the last two IDs before "Growl" IDs. The only manual adjustment you will have to do, ever.
Is there a way for you to make it to bypass the effect by sprinting? I don't know if anyone experience this but on my end it looks weird that my sprinting animation is going fast but the movement speed is slow.
Do you think there'd be a way to have npcs be affected by the light source the player provides ? As far as i've tested, i can stand with a torch right next to a npc and he'll still walk very slowly, i wonder if that could be changed somehow ?
May I suggest excluding exterior locations during daytime? I have to use a torch to move fast in the mornings when it is still dark, thing is I'm on a tundra when I see everything and won't stumble because the clouds are darker than normal today. Aside from that little, this mode is really cool, makes torches something to worry about.
I used mod to show current light level - under cathedral weathers and elfx I had 19 light during cloudy weather which slowed me down, but it should not as all is well visible so one should tinker with the values in xedit to make it compatible with lightning and weather mods.
Edit: I checked it again - and while moving around Riverwood my character slowed down when it should not. Light was in one place (not dark at all) around 6 and in other place 70 or something like this.
Not sure if it is engine problem or maybe other mods do this, but light level is not stable, so while Your mod is super immersive it is not working as it should because of this. It is not immersive to run and slow down several times because in one spot there is very low light level and in another is high.
Edit 2: Okey, now it works all right - I used much lower light values for spell "beware of darkness" giving slower movement - I used 4 as highest light giving slow effect and moved up to 1. Much better! :). Moving around dark Riverwood slowed me down when there was real darkness.
I have 799 mods installed and it's running ok. Do you have the latest version of SPID and its requirements? All I can say it's not this mod. Something else in your game. I released a mod that uses SPID where the user had exact the same problem as you, it turned out his SPID version was really old.
23 comments
Vampires, Werewolves and Khajit should not be affected by light level. I don't think NPCs really use spells such as nightvision, ever. Making them use Nightvision, Candlelight or any other spell depending on light level would have to be scripted (although they use torches). So maybe these exclusions are necessary? The player won't be benefited by this exclusion since the game treats the player character differently.
If using Growl by Enai, it's easy to implement to werewolves as they have their own races like vampires.
If not, I made a INI configuration where it will affect all Werewolf creatures and Vanilla NPCs who can transform to werewolves (Aela, Farkas and Vilkas to be precise). It's that or you could add to plugin the condition "hasspell" + "beastform" but I think an INI section is better.
EDIT: The first INI config I posted, was broken. xD
I made some INI tweaks if you want to implement it:
Spell = 0x801~Beware of darkness.esp|ActorTypeNPC|-0008883A,-0008883C,-00108272,-0008883D,-00088844,-00013745,-00088845,-00088794, -000A82BA,-000A82B9,-00088846,-000CDD84,-00088884,-0001A696,-0001A692,-0001A694|NONE|NONE|NONE|100
;Beware of darkness (If using growl,removes all vampires, khajit and werewolves)
Spell = 0x801~Beware of darkness.esp|ActorTypeNPC|-0008883A,-0008883C,-00108272,-0008883D,-00088844,-00013745,-00088845, -00088794,-000A82BA,-000A82B9,-00088846,-000CDD84,-00088884,-0001A696,-0001A692,-0001A694,-040DF5AA~Growl - Werebeasts of Skyrim.esp,-040DF5AB~Growl - Werebeasts of Skyrim.esp,-040DF5AC~Growl - Werebeasts of Skyrim.esp,-040DF5AD~Growl - Werebeasts of Skyrim.esp,-040DF5AE~Growl - Werebeasts of Skyrim.esp,-040DF5AF~Growl - Werebeasts of Skyrim.esp,-040DF5B0~Growl - Werebeasts of Skyrim.esp,-040DF5B1~Growl - Werebeasts of Skyrim.esp,-040DF5B2~Growl - Werebeasts of Skyrim.esp,-040DF5B3~Growl - Werebeasts of Skyrim.esp|NONE|NONE|NONE|100
The second INI configuration could be used as a standard, since SPID skips records and plugins that were not found and it will work normally as it should without Growl because I didn't delete any record, only added.
I've updated the mod based on the ini you made.(version1.1)
Just a heads up for those who might cure Farkas and/or Vilkas and want the vision benefit gone, just delete these two IDs from INI file: -0001A692,-0001A694
The first is Farkas, the second is Vilkas. They are the last two IDs before "Growl" IDs. The only manual adjustment you will have to do, ever.
Edit: I checked it again - and while moving around Riverwood my character slowed down when it should not. Light was in one place (not dark at all) around 6 and in other place 70 or something like this.
Not sure if it is engine problem or maybe other mods do this, but light level is not stable, so while Your mod is super immersive it is not working as it should because of this. It is not immersive to run and slow down several times because in one spot there is very low light level and in another is high.
Edit 2: Okey, now it works all right - I used much lower light values for spell "beware of darkness" giving slower movement - I used 4 as highest light giving slow effect and moved up to 1. Much better! :). Moving around dark Riverwood slowed me down when there was real darkness.
All I can say it's not this mod. Something else in your game.
I released a mod that uses SPID where the user had exact the same problem as you, it turned out his SPID version was really old.