[RELz] Cava Obscura

Post » Mon May 02, 2011 11:47 pm

TAS is one of those mods I have installed, but haven't ever gotten around to playing. So it doesn't already have dark dungeons? I'll put that as a priority then.

No, unfortunately its dungeons are almost annoyingly bright after playing with RL and LTBD. I wish there was a Real Lights patch for TAS, too.

RL affects light sources, whereas this affects cell lighting, so it's two separate areas, no overlap. I should probably put that in the readme.

Sweet.
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Honey Suckle
 
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Post » Mon May 02, 2011 8:11 pm

EDIT: Updated for version 1.1 ;)

Downloaded. Sounds good.

I'm another Let There be More Darkness (LtbMD) user myself.
So I thought as a starting off point it might be worthwhile to catalogue what LtbMD and Cava Obscura already cover. So we know where yours currently stands on that score.
I know you said this isn't complete or anything, so this isn't really a request post, or even close to a gripe/complaint. Just thought it might be worthwhile, for you, and anyone trying to choose between them.

Covered by Both:
Cyrodiil + Shivering Isles
(DLC) Knights of the Nine
(DLC) Mehrunes Razor
(DLC) Thieves Den
Elsweyr: Deserts Of Anequina
Glenvar Castle
Kvatch Rebuilt
The Lost Spires
Oscuro's Oblivion Overhaul
Thievery In The Imperial City
UL: Colovian Highlands
UL: Beaches Of Cyrodiil
UL: Brena River Ravine
UL: Blackwood Forest
Verona House: Bloodlines

Unique to Cava Obscura:
A Brotherhood Renewed
Adense Epic Dungeon
AFK Weye
Arrows Of The Ayleid King
The Aylied Steps
The Forgotten Realm
Haunted House (by Kevy)
Haunted House (by WillieSea)
Heart Of The Dead
Kragenir's Death Quest
Lost Sword Of the Aylieds
Mimics!
The Northern Front
The Old Crow Inn
Spirit's Edge
UL: Arrius Creek
UL: Skingrad Outskirts
UL: Snowdale
UL: Blackwood Forest


Unique to Let there be More Darkness:
Curse of Hircine
The Elder Council
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benjamin corsini
 
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Post » Tue May 03, 2011 8:18 am

No, unfortunately its dungeons are almost annoyingly bright after playing with RL and LTBD. I wish there was a Real Lights patch for TAS, too.



I've made Real Lights and Cava Obscura (yes, I had the same idea as Wrinkly about reducing ambient light to 10%) changes into my custom patch. Actually I'm in the process of finishing my Real Lights patching of my whole mod list. It'a a hack job made with TES4EDIT though, as I really don't the patience to edit all those cells manually using the CS.

If there's interest I will extract the AS cells from my custom patch and post it on Nexus once I'm done (a couple of days, I guess).

I can also make a new filter mod for those mods not covered by Cava Obscura or Let there be Darkness.
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Taylah Illies
 
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Post » Mon May 02, 2011 8:02 pm

If there's interest I will extract the AS cells from my custom patch and post it on Nexus once I'm done (a couple of days, I guess).

I can also make a second filter mod for those mods not covered by Cava Obscura or Let there be Darkness.

Interest!
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Joie Perez
 
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Post » Tue May 03, 2011 10:57 am

Heh, just doing the TAS dungeons now - I think it might have more dungeons than SI! I've got an hour to kill though.

EDIT: Done the Lost dungeons, now to go through the others and see which need darkening. Looks like I'll have to bust out the CS.

@ PetrusOctavianus: I'm also interested in what you've got to offer us, do please upload. :)
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Davorah Katz
 
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Post » Mon May 02, 2011 8:16 pm

Interest!

+1

Can you PM when it's up? Thanks!
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D LOpez
 
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Post » Tue May 03, 2011 3:34 am

Anything to darken for thieving and hiding.
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Jesus Duran
 
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Post » Tue May 03, 2011 9:24 am

Why don't you just make an OBSE script that looks for dungeons, changes the lighting to 10%, mark the changes somehow, and exclude lights that are dark enough already?

ok... that seems easier in writing than when I actually think it out...
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Milagros Osorio
 
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Post » Mon May 02, 2011 10:40 pm

Why don't you just make an OBSE script that looks for dungeons, changes the lighting to 10%, mark the changes somehow, and exclude lights that are dark enough already?

ok... that seems easier in writing than when I actually think it out...


Scripting changes generally don't stick, and I'd have to change the lights after I enter an interior, so there'd be a slight delay. Plus, I'm not actually sure if there's a function to change cell lighting.

This way is more time consuming, but better.
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мistrєss
 
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Post » Mon May 02, 2011 9:55 pm

Congrats on your first mod release :cake:

(in particular, I have a 'realistic' nighteye shader on the backburner that amplifies the available light - if there is none, you still can't see anything, which makes nighteye useless). The sensible argument for having no light can be used, yes, but then you restrict yourself to not using nighteye too, as logically if there's no light you can't have night vision. I use nighteye as an archer, as you can't hold a torch, so there's not really an alternative.
An OBGE based solution or a direct modification of the stock shaders ?
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Invasion's
 
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Post » Tue May 03, 2011 8:44 am

Very nice! :thumbsup: I tried out Let There Be Darkness a while back, but wound up removing it before I left the tutorial dungeon--it just made things too dark. But I've never been happy with how bright the vanilla dungeons are, either. This seems like a good compromise.
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Madison Poo
 
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Post » Tue May 03, 2011 7:40 am

Heh, just doing the TAS dungeons now - I think it might have more dungeons than SI! I've got an hour to kill though.

There are something like 40-50 dungeons (he keeps adding more every update). This addition makes me interested - I went through a TAS dungeon last night, and the lighting annoyed me. It was just dark enough that I had trouble seeing without nighteye, but too bright (and too many lights) to really use nighteye, because I kept getting blinded. After last night, I'm also interested in a variant nighteye shader; I use Timeslip's, with the rotate option (grayscale), but bright lights tend to blind me, as I said.
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Undisclosed Desires
 
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Post » Mon May 02, 2011 8:17 pm

Congrats on your first mod release :cake:

An OBGE based solution or a direct modification of the stock shaders ?


I'm not a good hacker, so probably OBGEv2-based, though I haven't got to a stage where the difference matters. That allows me the option to pass info from mod scripts too.


There are something like 40-50 dungeons (he keeps adding more every update). This addition makes me interested - I went through a TAS dungeon last night, and the lighting annoyed me. It was just dark enough that I had trouble seeing without nighteye, but too bright (and too many lights) to really use nighteye, because I kept getting blinded. After last night, I'm also interested in a variant nighteye shader; I use Timeslip's, with the rotate option (grayscale), but bright lights tend to blind me, as I said.


Nighteye shader will probably be a long time coming - I've yet to release Enhanced Seasons, which has been in development hell for almost a year now (though I would like that to be out by November, no promises though). In general, stuff I work on alone should be assumed to have that sort of timescale, since it falls at the very bottom of my priorities. This has been a most strange exception, as I thought it up and completed it in a day or so.

TAS support is done. I'll probably add a few (hopefully smaller) more mods, and check out this replacement mesh situation before doing another release. If anyone knows of any mods not covered by this or LTBD (I'm including that because the ones I haven't covered for that, I don't have) that could do with treatment, let me know. If I've got it, I'll do it. If I don't, I will probably check it out.
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Nadia Nad
 
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Post » Tue May 03, 2011 1:08 am

This mod MAY, just MAY bring me back to Oblivion. At least it will be my number one download once I do return someday. But right now, I am wickedly ADDICTED to Morrowind and all the great mods that have appeared since 2006!
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TWITTER.COM
 
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Post » Tue May 03, 2011 7:08 am

A small change to a big difference.

Before & After
http://img232.imageshack.us/img232/5981/oblivion201010111838296.jpg
http://img408.imageshack.us/img408/4530/oblivion201010111840412.jpg

I think this is a keeper. :goodjob:
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Elizabeth Falvey
 
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Post » Tue May 03, 2011 7:30 am

I've yet to release Enhanced Seasons, which has been in development hell for almost a year now (though I would like that to be out by November, no promises though).


Wrinkly will your ES include landscape changes? Like snow on the ground during winter, different leaves' colors etc
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Soraya Davy
 
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Post » Tue May 03, 2011 3:48 am

Wrinkly will your ES include landscape changes? Like snow on the ground during winter, different leaves' colors etc


No, that's not feasible/possible. It's the ES bit from EW/AN + seasonal day length variations + latitude based day length variation + seasonal vanilla weather system volatility. Nothing major really.

In more related news, I've been trying to fiddle with the colors of the fx meshes altered by LTBD to reflect light only. Vanilla has them emitting light, and LTBD stops this, but they don't reflect light, and adjusting the specular color in nifskope seems to have no effect (I don't know why), and adjusting the ambient and diffuse colors definitely won't have an effect as there is a texture attached. I'm a bit of a newbie when it comes to meshes/textures, so if anyone can give me any hints on getting stuff to reflect light only, that'd be great.

EDIT: The two textures used by the meshes I'm working on don't have corresponding normal map (_n) textures - would this have something to do with it, and do I need to create normal maps for them in order to get them reflecting light? I thought I once saw that mentioned on the CS wiki...

EDIT 2: I tried creating a normal map in GIMP - it kinda had an effect, looked pretty rubbish though. Looks like I'll have to learn more of this whole normal mapping thing. I'm only interested in the specular map though (alpha of the normal map), so any hints of getting that good?

If anyone is interested in lending a hand, the two textures needing normal maps are:
textures\dungeons\misc\atmospherecloud01.dds
textures\dungeons\misc\gascloud01.dds

They're really transparent, which is probably what's causing much of the issues for me - while they glow like crazy in vanilla, there's not much actually there to work with. :( It's probably just me being a texturing newbie though. :P
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Roberto Gaeta
 
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Post » Tue May 03, 2011 5:55 am

I dont get how to import this mod into bash when it asks me to.
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Noraima Vega
 
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Post » Mon May 02, 2011 10:46 pm

I dont get how to import this mod into bash when it asks me to.



Know how to use Wrye Bash rebuild patch?
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Rodney C
 
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Post » Tue May 03, 2011 8:53 am

have to say I like this one better than any other lighting mod I have tried

thanks for sharing with us very nice works well -imho-
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jessica breen
 
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Post » Tue May 03, 2011 4:32 am

OK, I had a bit more of a fiddle around with normal maps - I did the lazy thing and just made a straight copy of the standard texture and just renamed it with the _n suffix. Here's what I got:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1207-50-06-68.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1207-50-04-14.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1207-49-59-85.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1207-49-59-85.jpg

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1207-50-12-22.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1207-50-28-42.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1207-50-26-41.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1207-50-23-64.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1207-50-17-11.jpg

Aside from the transparency issues, I think that looks pretty good. Of course, I have no idea how to fix the transparency, so if anyone's got any ideas, please do tell. Also, that's only two of the six effects showing up. Those two are the ones that have BillboardNodes, but the other four are are particle emitters, so perhaps that's why they don't show up, I must need to do something different for them. Can particles use specular maps, or have specular lighting?
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Melanie
 
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Post » Mon May 02, 2011 7:35 pm

Those pics are looking promising. I wish you well in this project. Unfortunately all I can offer you is good luck! I know nothing about the transparency issue.

The base mod you have available for download is sweet, I've been using it since release and like the effect. Plus it frees up some ESPs slots compared to LTBMD.
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Krystina Proietti
 
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Post » Tue May 03, 2011 12:17 am

Hope you figure things out and get what is not in your mod added.
The comparison done earlier still leaves me with LTBMD since none of those unique to yours I have ever heard of.
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Claire Lynham
 
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Post » Mon May 02, 2011 7:11 pm

Heh, just doing the TAS dungeons now - I think it might have more dungeons than SI! I've got an hour to kill though.

EDIT: Done the Lost dungeons, now to go through the others and see which need darkening. Looks like I'll have to bust out the CS.

@ PetrusOctavianus: I'm also interested in what you've got to offer us, do please upload. :)


I'm just waiting for your AS update first. Then I'll go through every cell added by my custom patch, edit in the changes made by Cave Obscura and copy the relevant cell records over to both a new darkness filter patch (for those mods not touched by Let there be Darkness and Cave Obscura), and a Real Lights patch for Aylied Steps.
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Paula Rose
 
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Post » Mon May 02, 2011 10:30 pm

I'm just waiting for your AS update first. Then I'll go through every cell added by my custom patch, edit in the changes made by Cave Obscura and copy the relevant cell records over to both a new darkness filter patch (for those mods not touched by Let there be Darkness and Cave Obscura), and a Real Lights patch for Aylied Steps.


Not sure I understand how you're structuring things... So you've got a big filter patch which contains changes for mods which aren't covered by CO or LTBD, and then a RL-TAS patch? The first part makes sense, but I didn't know RL and TAS needed a patch. Also, when you say 'edit in the changes', is that removing the TAS cells from the darkness filter patch (which currently contains TAS cells, but won't need to once I release my update)? I'm a bit confused... :blink:

I've got a bunch of quest mods which I want to see whether they need darkening, but I'll probably release 1.1 with only the TAS addition and the FX meshes edits.
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Ronald
 
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