[RELz] Cava Obscura

Post » Tue May 03, 2011 4:41 am

Nice work! Thanks for including TAS. :clap: Hope you're feeling better soon.

As far as ULs go, I know there's two dungeons (one with at least two areas) in Beaches: Lost Coast, one in Blackwood, and one (with a couple of cells) in Colovian Highlands.

Of course, these are just the ones I've found, there may be more in each mod... :shrug:

edit: I see that Lost Coast and Colovian Highlands are listed as masters in the filter patch, though not on the changelog...


All three were already covered in 1.0, hence they're not in the changelog.


so if I install this now, I should uninstall all the LTBMD plugins then?


Uninstall the LTBD plugins for the mods CO supports, but you can keep the plugins for the mods CO doesn't support, mixing 'n' matching between the two mods to get full coverage (though obviously at different darknesses, not too noticeable though).

Great work wrinklyninja - or at least it sounds like great work, and I plan to use this instead of LtbD when I get around to play again :)

From my own game setup I see one important mod missing from your list: http://www.tesnexus.com/downloads/file.php?id=14714. It has some great dungeons to fight through, and I imagine they could do well with a bit of darkening (though I don't remember how dark they were).


I'll check it out this evening, hopefully.
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Brandon Wilson
 
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Post » Tue May 03, 2011 9:37 am

All three were already covered in 1.0, hence they're not in the changelog.

Ah. Totally missed that... :facepalm:
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gemma king
 
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Post » Tue May 03, 2011 12:03 am

ok the only thing missing from my current mod list is TEC and Lost Coast.
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Scott
 
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Post » Tue May 03, 2011 2:33 am

ok the only thing missing from my current mod list is TEC and Lost Coast.


UL: Lost Coast is supported - it's just written in the readme as beaches of cyrodiil. TEC support is never going to happen. I'm just plain not interested in getting that mod.
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Natasha Biss
 
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Post » Tue May 03, 2011 2:03 am

I'm not quite sure on installation.

I have SI. Do I use all 3 plugins?
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Laurenn Doylee
 
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Post » Tue May 03, 2011 8:24 am

What I really like about this mod is that it is all imported in the bashed patch, no esp slots consumed! :)

@ITPaladin - all 3 plugins are to be installed. Cyrodiil for vanilla areas, SI for SI areas, adn the 3rd one for mod-added areas...
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louise fortin
 
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Post » Tue May 03, 2011 6:31 am

Cava Obscura updated to 1.2. The only change is addition of support for Hoarfrost Castle.
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Veronica Martinez
 
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Post » Tue May 03, 2011 6:18 am

Finally got round to installing this and I must say 'Is nice, I like!'
Best bit is the filter patch for mods! Genius, now the Lost Spires and Kvatch Rebuild dungeons will actuall be dark now, without resorting to hundreds of patches :bonk:
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elliot mudd
 
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Post » Tue May 03, 2011 9:18 am

Finally got round to installing this and I must say 'Is nice, I like!'

Torello you beat my by 5 days installing this :), and yeah, me too I am like: Wao!! Really nice mod!! :ooo: Finally some use for all those Night Eye drinks Detect life spells etc.

Congratulations Winklyninja, this is a very lovely mod indeed and definitely a keeper for me! :foodndrink:
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john page
 
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Post » Tue May 03, 2011 8:45 am

Torello you beat my by 5 days installing this :), and yeah, me too I am like: Wao!! Really nice mod!! :ooo: Finally some use for all those Night Eye drinks Detect life spells etc.

Congratulations Winklyninja, this is a very lovely mod indeed and definitely a keeper for me! :foodndrink:

I used to use darker dungeons, but when combined with all natural's real lights, everywhere was pitch black! Then, you'd go into a Kvatch Rebuild dungeon and it's be brightly lit :shocking: really immersion breaking

Now, it's perfect :intergalactic:
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Sweets Sweets
 
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Post » Tue May 03, 2011 6:13 am

Alright i swapped out LTBD and installed CO since i have TAS and KDQ installed and LTBD does not cover those mods. So far i only looked inside Vilverin but i liked what i saw in there. :D

But there is one request/suggestion that i have. Could the omod install be altered in such a way that it asks you which of the esps you want to install? Reason for me asking this is because by default it installs all three esp, including the one for Shivering Isles...but i do not have Si so i do not need that esp. I hat to repack and remake the omod without the esp for SI because otherwise the omod suggests to deactivate the entire mod instead of just deactivating the SI esp.
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Laura Samson
 
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Post » Mon May 02, 2011 6:55 pm

Alright i swapped out LTBD and installed CO since i have TAS and KDQ installed and LTBD does not cover those mods. So far i only looked inside Vilverin but i liked what i saw in there. :D

But there is one request/suggestion that i have. Could the omod install be altered in such a way that it asks you which of the esps you want to install? Reason for me asking this is because by default it installs all three esp, including the one for Shivering Isles...but i do not have Si so i do not need that esp. I hat to repack and remake the omod without the esp for SI because otherwise the omod suggests to deactivate the entire mod instead of just deactivating the SI esp.

Sure. I thought that the OMOD script would install the plugin if you have DLCShiveringIsles.esp present, but I guess I must be mixing things up. I've noticed a few cells that I missed, as I've been playing sporadically, that should be darker. Once I've got a sizeable number of cells to update, I'll release an update with the OMOD script changes too.
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Cayal
 
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Post » Tue May 03, 2011 9:46 am

Sure. I thought that the OMOD script would install the plugin if you have DLCShiveringIsles.esp present, but I guess I must be mixing things up. I've noticed a few cells that I missed, as I've been playing sporadically, that should be darker. Once I've got a sizeable number of cells to update, I'll release an update with the OMOD script changes too.



Great, thanks wrinklyninja. :)
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N3T4
 
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Post » Tue May 03, 2011 10:40 am

I tried this mod and for me it's the best in the "dark dungeon" mods. I tried Let There Be Darkness and even though this mod does create a scary atmosphere not knowing what could be lurking in the pitch black recess of the rooms it does, later, begin to be not fun and difficult when you have to deal with many enemies who can see you perfectly well. Darker Dungeons has less darkness which I like than the latter but the thing I don't like about it is how you can see the gradient colors of black and gray while you are moving. It's very annoying to me. Cava Obscura has what i like. It's dark and enjoyable without feeling like a chore to move around in the cave.

Btw, I'm using Cava Obscura with Real Lights. Good combination.
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sam smith
 
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Post » Mon May 02, 2011 11:09 pm

I gave this mod a try last night and definitely feel it's a very big atmosphere improvement. However, I did have a small bit of feedback.

Lighting level seems to work very well with light spells, but it seems like it's a bit too dark with torches. Particularly the starter dungeon seems overly dark when all you have is a torch, and assuming you're playing a race that doesn't have immediate access to a light or nighteye spell there's a lot of crawling around in the dark.

I recognize making torches brighter may be beyond the scope of this mod, but do you have any recommendation for torch alterations to make them a bit more effective?
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Kevin S
 
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Post » Tue May 03, 2011 1:47 am

I gave this mod a try last night and definitely feel it's a very big atmosphere improvement. However, I did have a small bit of feedback.

Lighting level seems to work very well with light spells, but it seems like it's a bit too dark with torches. Particularly the starter dungeon seems overly dark when all you have is a torch, and assuming you're playing a race that doesn't have immediate access to a light or nighteye spell there's a lot of crawling around in the dark.

I recognize making torches brighter may be beyond the scope of this mod, but do you have any recommendation for torch alterations to make them a bit more effective?

Strategy Masters (?) OBSE Drop Lit Torches allows you to customise brightness, radius, weight and value as well as being a DLT mod, IIRC. It's what I use.
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Craig Martin
 
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Post » Tue May 03, 2011 3:29 am

Yes, brighter torches is a must when using any dark dungeon mods. I forgot to state above that besides Real Lights, I also use Drop Lit Torches(included in OOO) which has a brighter light.
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e.Double
 
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Post » Mon May 02, 2011 9:28 pm

Thanks - I'm using FCOM so I already have the OOO torches. I'll give the OBSE alternative a try.
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Alexander Lee
 
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Post » Tue May 03, 2011 1:58 am

Thanks for the tip about the Drop Lit Torches OBSE, which seems to be an improvement over the version bundled in OOO.

As it turns out the issue I was noticing in the starter dungeon was actually related to All Natural's Real Lights option more than Cava Obscura. The torch in the corridor right outside the starter cell which is added by Real Lights is one of the ones that has much smaller light radius than a normal torch, which I didn't realize when I was testing yesterday. Once I picked up a regular default torch I realized that other torches were casting a much larger radius. Issue resolved. :)
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victoria gillis
 
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Post » Tue May 03, 2011 10:13 am

Man i keep being amazed at how good this mod is.



http://i176.photobucket.com/albums/w172/Illius_photos/TES/Oblivion/ScreenShot53.jpg

http://i176.photobucket.com/albums/w172/Illius_photos/TES/Oblivion/ScreenShot54.jpg
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Nikki Morse
 
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Post » Tue May 03, 2011 7:05 am

How in the world did I miss this?


Thank you for posting your sig everywhere Wrinklyninja!
- Tomlong75210
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Stephanie Nieves
 
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Post » Tue May 03, 2011 2:30 am

Sure. I thought that the OMOD script would install the plugin if you have DLCShiveringIsles.esp present, but I guess I must be mixing things up. I've noticed a few cells that I missed, as I've been playing sporadically, that should be darker. Once I've got a sizeable number of cells to update, I'll release an update with the OMOD script changes too.


Hey!

This looks really promising so I'm installing it for sure. Great work!

Wanted to let you know that the omod script is slightly busted - you're installing the "Cyrodiil" esp after the SI check. A minute change, but I thought you should know about it.
 InstallPlugin "Cava Obscura - Cyrodiil.esp"If DataFileExists "DLCShiveringIsles.esp"	If DialogYesNo "Do you want to install Cava Obscura support for the Shivering Isles?" "Cava Obscura Shivering Isles Support"		InstallPlugin "Cava Obscura - SI.esp"	EndIfEndIf	If DialogYesNo "Do you want to install Cava Obscura support for mods? This requires Wrye Bash - remember to rebuild your Bashed Patch and import this into it." "Cava Obscura Mods Support"	UncheckESP "Cava Obscura - Filter Patch For Mods.esp"	InstallPlugin "Cava Obscura - Filter Patch For Mods.esp"EndIfMessage "Remember that if you are also using Wrye Bash, you can Import Cells from the Cava Obscura plugins into your Bashed Patch, then deactivate the plugins and save some plugin slots." "Bashed Patch Reminder"


There, that should do it.

Cheers!

cc
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Vicki Gunn
 
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Post » Mon May 02, 2011 10:01 pm

Hey!

This looks really promising so I'm installing it for sure. Great work!

Wanted to let you know that the omod script is slightly busted - you're installing the "Cyrodiil" esp after the SI check. A minute change, but I thought you should know about it.
snip

Yep, I caught that a while ago. I haven't done any real changes apart from that, so I might just quietly update the current package with the fixed OMOD script some time.
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Robert Jr
 
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Post » Tue May 03, 2011 3:32 am

I just found this little gem, and I must say its simply awesome. :D
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Noely Ulloa
 
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Post » Tue May 03, 2011 3:55 am

Hey Wrinklyninja,

Does this mod work like Ambient Dungeons? According to Ambient Dungeon's Readme: "This mod does NOT actually alter in-game darkness, only what you see on your screen. As such, although you may not be able to see enemies, they will still be able to see you. As such, it is not an alternative to a Darker Dungeons mod."

Asking again: in Cava Obscura the enemies will still be able to see us * OR * the ambient is dark for everyone (us and them)? (Sorry if it is a dumb question!!!)

Thanks!
Henrique.
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Amie Mccubbing
 
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