[RELz]Extinguish the Lights

Post » Fri Feb 04, 2011 4:47 am

Version 0.2 is up. Now the lights are replaced with their counterpart without flames.

You will notice that many lights are not extinguishable. This is due to the fact that many lights are fake in Oblivion so they are just static items placed there with an additional light without any real source you can touch/activate and then extinguish.

Still the mod allow you to turn off many lights to enjoy your sneaking better.
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Gaelle Courant
 
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Post » Fri Feb 04, 2011 12:51 am

Excellent update :)

Oh but you might wanna mention you can only have 10 versions of a light source extinguished in a cell at a time (atleast, after that, the first one will go away). Not that this can happen easily though :shrug:
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CYCO JO-NATE
 
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Post » Fri Feb 04, 2011 7:26 am

Version 0.2 is up. Now the lights are replaced with their counterpart without flames.

You will notice that many lights are not extinguishable. This is due to the fact that many lights are fake in Oblivion so they are just static items placed there with an additional light without any real source you can touch/activate and then extinguish.

Still the mod allow you to turn off many lights to enjoy your sneaking better.

Good job!

I guess playing with this is a good way to really learn how to appreciate RLDD when it's released :)
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mishionary
 
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Post » Fri Feb 04, 2011 1:06 am

Excellent update :)

Oh but you might wanna mention you can only have 10 versions of a light source extinguished in a cell at a time (atleast, after that, the first one will go away). Not that this can happen easily though :shrug:

You can only replace 10 same version of a light source in a cell but you can extinguish all of them :) I don't see much cells with 10 same lights (real lights because most candles are fake).

There are indeed per type of light 10 unlit examples waiting to be moved. But I think it is quite enough for any cell.

I just tried to see if you can hit a fake light and it doesn't work... No mesh, nothing to hit, then no effect... :(

I guess placing a mesh there without any texture, could do the job ??? The point being to alter fake lights like real ones without placing any real light in the world.

Last note, I tested the Dousing Arrows, and they works quite well :) same effect as activating by hand.
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NIloufar Emporio
 
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Post » Fri Feb 04, 2011 12:04 am

Updated to version 0.3. Now the arrows have their own meshe and textures. I used the http://www.tesnexus.com/downloads/file.php?id=13189 of Warrdean because it was the most crystalline arrows I could find with a resource free tag.
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^~LIL B0NE5~^
 
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Post » Thu Feb 03, 2011 9:34 pm

Version 0.4 is out.

- Addition of more than 10 unlit lights for some very common light sources
- Addition of a master plugin to allow extinguishing lights in Better Cities v1.9

You do not need Better Cities to run this mod. Still you will need the master plugin Better Cities Resources to run it.
Having Better Cities will allow you to extinguish the lights in the cities and in the Anvil Bay as these light have been made real and not fake like the vanilla city lights.

Enjoy!
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Frank Firefly
 
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Post » Thu Feb 03, 2011 7:09 pm

Another update today as the fact that the lights' replacers were staying in there once called was bothering me.

In version 0.5 they are now sent back to their origin. I also managed to reduce considerably the scripts used and now the plugin has half its former weight.
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Prue
 
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Post » Fri Feb 04, 2011 2:45 am

Now this fits my assasin perfectly. This is one of my favorite things to do in the Thief series of games. So I'm glad to see this style come to Oblivion.
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Wayland Neace
 
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Post » Fri Feb 04, 2011 5:14 am

The mod seems not very popular but for a certain people who like me enjoyed Thief's games and who prefer the game darker... It is always funny to see some of people asking for a brighter Oblivion when I try to install the darkness everywhere :)
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{Richies Mommy}
 
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Post » Thu Feb 03, 2011 7:50 pm

Added some new lights in Better Cities so I updated this so they can be extinguished :)
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Natasha Biss
 
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Post » Fri Feb 04, 2011 9:26 am

Does it include campfires? I'm worried about compatibility with Enhanced campfires...
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Katy Hogben
 
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Post » Fri Feb 04, 2011 5:58 am

It's late and I haven't read the whole thread, but will this work with Real Lights?
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Bek Rideout
 
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Post » Fri Feb 04, 2011 3:38 am

Does it include campfires? I'm worried about compatibility with Enhanced campfires...

No. Camp fires are too big to be extinguish with simple dousing arrows (imho) so I didn't made them extinguishable with this mod.

It's late and I haven't read the whole thread, but will this work with Real Lights?

Well when Real Lights only use vanilla sources of lights to replace fake ones it is compatible. But when Real Lights create new lights (mostlyu because there are no vanilla real light counterpart in Oblivion.esm, it wont work.

What I did it create my own real lights when they were missing and they are all in the resources master (which is also used as master for Better Cities as they are taking advantage of the possibility to extinguish lights too). There are lot of chances that Real Lights mod also create his own real lights.
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Marina Leigh
 
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Post » Thu Feb 03, 2011 7:39 pm

I love the idea of this mod. I hope to use it with my next Stealth character.
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Jason White
 
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Post » Fri Feb 04, 2011 12:17 am

Your favorite mod is back! Now completely compatible with Real Lights.

As a result you can now extinguish all lights introduced in Real Lights and Better Cities.

I created a second plugin with Real Lights as master (as well as the usual Better Cities Resources.esm). So you can choose which level of light you can extinguish.
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Amber Ably
 
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Post » Thu Feb 03, 2011 6:04 pm

Your favorite mod is back! Now completely compatible with Real Lights.

As a result you can now extinguish all lights introduced in Real Lights and Better Cities.

I created a second plugin with Real Lights as master (as well as the usual Better Cities Resources.esm). So you can choose which level of light you can extinguish.

:o

Awesome!!
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Leilene Nessel
 
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Post » Thu Feb 03, 2011 7:15 pm

I don't know if you are the one who got the first release of the v0.8 but if you are and if you use the new plugin compatible with real light, rename it Extinguish the Lights.esp so that the game will keep in memory of other light you might have extinguished already. If you don't, those light will never reappear in your game.

I re-uploaded a version where the second plugin is in another folder with same name so that people wont have this issue.
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Erich Lendermon
 
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Post » Thu Feb 03, 2011 9:03 pm

I don't know if you are tyhe one who got the first release of the v0.8 but if you are and if you use the new plugin compatible with real light, rename it Extinguish the Lights.esp so that the game will keep in memory of other light you might have extinguished already. If you don't, those light will never reappear in your game.

I re-uploaded a version where the second plugin is in another folder with same name so that people wont have this issue.

Thanks, though it wasn't me.
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Robert Devlin
 
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Post » Fri Feb 04, 2011 1:02 am

http://www.tesnexus.com/downloads/file.php?id=14761

I added collision to the Sconces as they were missing in game (even with Real Lights) and also enabled this collision on the meshes. You can now extinguish also the Sconces (provided they are real lights in game). Once again XMarksTheSpot invaluable knowledge on meshes and game mechanics allowed this new step, so my thanks to him.

Edit Note: There are no changes in the esps themselves so you can just install the meshes and continue your game with your former esp. If you are switching from REAL LIGHTS version to non-real lights, or the opposite, you should wait 5 hours in game before saving and switching your esps so that no weird references (a chandelier instead of the Street Lamp for instance) is called.
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Shae Munro
 
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Post » Fri Feb 04, 2011 12:25 am

http://www.tesnexus.com/downloads/file.php?id=14761

I added collision to the Sconces as they were missing in game (even with Real Lights) and also enabled this collision on the meshes. You can now extinguish also the Sconces (provided they are real lights in game). Once again XMarksTheSpot invaluable knowledge on meshes and game mechanics allowed this new step, so my thanks to him.

Edit Note: There are no changes in the esps themselves so you can just install the meshes and continue your game with your former esp. If you are switching from REAL LIGHTS version to non-real lights, or the opposite, you should wait 5 hours in game before saving and switching your esps so that no weird references (a chandelier instead of the Street Lamp for instance) is called.

Thanks!!
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SiLa
 
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Post » Thu Feb 03, 2011 8:46 pm

The mod seems not very popular but for a certain people who like me enjoyed Thief's games and who prefer the game darker... It is always funny to see some of people asking for a brighter Oblivion when I try to install the darkness everywhere :)


Yes me to I use Darker Dungeons, Real Lights, 80% darker nights, dosen't do anything but looks great (only wish it was real) IE improved sneak, but you can't have everything, not yet anyway.

Your mod gets a big thumbs up from me :clap: :clap: :clap: . it's magic in dungeons, adds a whole other level to dungeon crawling.

It did take me awhile to find any lights I could shoot out though , couldn't shoot out any in the Imperial city not sure why I have the Better Cities ESM Installed, but not the whole mod, for me it adds a bit to much clutter.

Spent quite awhile trying though, dont know what the guards thought, :talk: .

I have map markers turned off, so havn't got far from the imperial city yet.
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Victoria Bartel
 
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Post » Fri Feb 04, 2011 12:00 am

I wonder if it's compatible with the All Natural version of Real Lights?
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remi lasisi
 
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Post » Thu Feb 03, 2011 7:00 pm

I wonder if it's compatible with the All Natural version of Real Lights?

I don't know this version...
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Nuno Castro
 
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Post » Fri Feb 04, 2011 8:19 am

OK, I'll look in TES4EDIT and see if I can figure it out.
And probably test it as well.
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Nick Jase Mason
 
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Post » Fri Feb 04, 2011 8:11 am

An ideal Real Light Mod would be what I began to do in Better Cities: Replace all light sources with static candles/torch/lamp and add real candle flames/torch fire on top of it. They can easily be scripted to be on during any period of time and also can be extinguish without adding anything to more to the game like the extinguished counterpart I had to add to this mod.

I don't feel like creating this mod any time soon though...
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Jade Barnes-Mackey
 
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