[RELz]Extinguish the Lights

Post » Thu Feb 03, 2011 11:57 pm

Author: IsmeldaVersion: 0.8Link: http://www.tesnexus.com/downloads/file.php?id=14761_________________________Description:This mod allow you to suppress any light source, if you can access to flames with your hand, for a certain time (the light come back later).It also grants Dousing Arrows you can loot or find with any good Ammo Vendor. These arrows have no other effect than dousing lights.The quiver and arrows are from the Ayleid Glass mod because it was the only crystalline arrows I could get my hand on with a resource free tag.With the recent improvement of lights in Better Cities Mod, you can now extinguish all the lights from the cities. But This will work only with Better Cities.A Master files containing the new lights have been made and you will need this master to make the mod work but you will not need Better Cities Mod. Just know that this mod gives you more lights to extinguish with Better Cities._________________________Mechanics:The lights are replaced with a counterpart without flame and emitting a black light on a low radius. This works only on "real" lights as designed by the game._________________________Known Bugs:As I was testing the mod I discovered that many lights in Oblivion world were fake aka they looks like the lights source your can find everywhere but they are in fact static item with a light source.I will not edit each cell of the game to track them and add a real light to them. The compatibility with other mods would greatly suffer of this.To enjoy extinguishing most if not all lights, use the Real Lights mod in conjunction of this one and bring the darkness to Oblivion.You will need to wait for 5 in game hours after your last extinguishing of a light before uninstalling this mod. Otherwise the lights you turned off would be disabled forever (unless you reinstall the mod that was adding this light). Just just do a quick nap or wait in game to make sure the last light you casted off is back before uninstalling or changing version._________________________Installation:Download the 1-Extinguish the Lights & 2-Light Resources1. Choose your plugin (with or without Real Lights) and copy it to your Oblivion\Data folder2. Copy the meshes and textures folders to you Oblivion\Data Folder.For the best experience, place this mod near the end of your load order (to not let other mods affecting the light make this one useless) and use a batched patch from Wrye Bash if you are using leveled list of items like with all major mod like Francesco's, OOO, Warcry or MMM.If you are also using Bananasplit's Better Cities, then you don't need the 2-Light Resources file_________________________Incompatibilities:Mods that alter the Vanilla lights (like Turn off Lights) will not be compatible with this mod.Thieves Arsenal is expected to have minor incompatibilities but I use both of them. The last to load is the one which will get the scripts on the lights. Know that most of the lights in Thieves Arsenal are not from the Vanilla game so there is not much risks._________________________Credit:Warrdean for the arrows textures and meshesThe Elder Scroll Construction Set WikiOBSE Team for their advices and help to figure the limits of lights in Oblivion.Bethesda Softworks_________________________Licensing/Legal:Do not redistribute this mod as it is elsewhere. If you modify it then you can do what you want with is but if you happen to make some improvements let me know about it give me some credit as well as to Warrdean if you use his arrows._________________________ChangeLog:v0.8: New plugin compatible to with Real Lights (you can extinguish them as well!!)v0.7: New scripts for street lights allowing them to be off during the day and on during the night and to extinguish them at night.v0.6: Addition of new lights.v0.5a: Separation of the archive in Main Archive and Resources Files to allow easier update of the second one.v0.5: Change in the Behaviour of the lights replacer so that they go back to their origin point. Simplification of the Scripts which halved the size of the plugin.v0.4: Made the File dependant of the Better Cities Resources Master. Added more unlit lights to offer more references.v0.3: Change of the arrows appearance to something more watery.v0.2: Light sources are replaced with a counterpart without flames.v0.1: Initial Release (simply disable the lights).


http://www.tesnexus.com/downloads/file.php?id=14761
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CYCO JO-NATE
 
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Post » Fri Feb 04, 2011 7:38 am

This should be an enormous boon to stealthy characters. I am planning to make a stealth-oriented character soon and I will give this a shot when I do. Thank you very much.
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Penny Courture
 
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Post » Fri Feb 04, 2011 3:26 am

sounds very interesting.

so unlike Thieves Arsenal, this should have much if any conflicts with the lights?

tw
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Charlotte Henderson
 
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Post » Fri Feb 04, 2011 5:36 am

sounds very interesting.

so unlike Thieves Arsenal, this should have much if any conflicts with the lights?

tw

I agree, on both the statement and question. This should not be incompatible with other mods yes?
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ijohnnny
 
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Post » Fri Feb 04, 2011 7:20 am

Well it only adds a script to the lights, it doesn't alter anything else. (well some LL to add the new dousing arrows). So there probably aren't alot of mods that edit the lights directly (e.g. in the objects list) so I'm guessing it's pretty compatible. :)

::edit:: Oh and I forgot, great mod, gonna use it :D

::edit:: How's it going with the OBSE version?
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Samantha Pattison
 
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Post » Fri Feb 04, 2011 10:12 am

I agree, on both the statement and question. This should not be incompatible with other mods yes?

What is does is add a script to the light sources so if the other mod use a script too on lights it is incompatible but for any other mod that just modify the light behavior or don't modify the lights at all, it is completely compatible. The mod change all the vanilla lights source so you can extinguish them.

Thieves arsenal has its own set of lights and also script some vanilla lights sources. I guess these 2 mods will have some issues one with the other on these lights. The light sources will be doused either by the Dousing Arrows (or by activation of the player) of this mod only or the Water Arrows of Thieves Arsenal Only.
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Adam
 
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Post » Fri Feb 04, 2011 7:26 am

What is does is add a script to the light sources so if the other mod use a script too on lights it is incompatible but for any other mod that just modify the light behavior or don't modify the lights at all, it is completely compatible. The mod change all the vanilla lights source so you can extinguish them.

Thieves arsenal has its own set of lights and also script some vanilla lights sources. I guess these 2 mods will have some issues one with the other on these lights. The light sources will be doused either by the Dousing Arrows (or by activation of the player) of this mod only or the Water Arrows of Thieves Arsenal Only.

Adding a script to a light source changes the record for that LIGH. If another mod changes anything else about a LIGH - radius, color, whatever - then your mod will overwrite those changes if loaded later, or your changes to the script will be overwritten if your mod is loaded first.

Constructive advice: To get this working for the majority of light sources in Oblivion, you may want to add collision to those light sources which lack it, so that onHit/onActivate will register for them; and replace the oodles of "static" light sources (non-light-emitting statics with an invisible light source placed nearby) with real ones so they can be extinguished too.
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Tammie Flint
 
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Post » Fri Feb 04, 2011 12:36 am

Adding a script to a light source changes the record for that LIGH. If another mod changes anything else about a LIGH - radius, color, whatever - then your mod will overwrite those changes if loaded later, or your changes to the script will be overwritten if your mod is loaded first.

Ahh yes ofcourse. So using SetScript could be used to avoid this..?

::edit:: I know it's still beta, just talking hypothetical. ;)
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Keeley Stevens
 
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Post » Thu Feb 03, 2011 11:36 pm

Hmm, in other words. It will be incompatible with http://www.gamesas.com/bgsforums/index.php?showtopic=787334?

A shame. But it's still a good idea for a mod, actually I am a little surprised that no one has isolated this function from Thieves Arsenal before.
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Guy Pearce
 
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Post » Fri Feb 04, 2011 5:59 am

Hmm, in other words. It will be incompatible with http://www.gamesas.com/bgsforums/index.php?showtopic=787334?

A shame. But it's still a good idea for a mod, actually I am a little surprised that no one has isolated this function from Thieves Arsenal before.

There were several mods like this well before Thieves Arsenal - Lights Out and Turn Off Lights are two.
But they didn't deal with the two issues I mentioned above, so they only function on the minority of light sources in Oblivion.
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Ashley Clifft
 
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Post » Thu Feb 03, 2011 8:20 pm

Adding a script to a light source changes the record for that LIGH. If another mod changes anything else about a LIGH - radius, color, whatever - then your mod will overwrite those changes if loaded later, or your changes to the script will be overwritten if your mod is loaded first.

Constructive advice: To get this working for the majority of light sources in Oblivion, you may want to add collision to those light sources which lack it, so that onHit/onActivate will register for them; and replace the oodles of "static" light sources (non-light-emitting statics with an invisible light source placed nearby) with real ones so they can be extinguished too.

But the NPc can have their face changed with one mod and they clothes with another and in game you see them with a new face and new clothes. Isn't it the same for lights?

I mean if someone change the color or radius of a light, and mine only add a script, shouldn't we get in game a new color and a script?
Now if both mod change the script then the last to load is the one who "wins"

Hmm, in other words. It will be incompatible with http://www.gamesas.com/bgsforums/index.php?showtopic=787334?

A shame. But it's still a good idea for a mod, actually I am a little surprised that no one has isolated this function from Thieves Arsenal before.

I think it will be compatible with RLDD as it is mostly relative to ambient lights (which are not affected by this mod and we have to check about the change he could have made on the other light sources that are inextinguishable. Let's see if Scrugg can answer me on the question above about 2 different changes by 2 different mods being compatible.
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Juanita Hernandez
 
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Post » Fri Feb 04, 2011 5:31 am

But the NPc can have their face changed with one mod and they clothes with another and in game you see them with a new face and new clothes. Isn't it the same for lights?

I mean if someone change the color or radius of a light, and mine only add a script, shouldn't we get in game a new color and a script?

It definitely should work that way, but it doesn't. Would solve lots of mod conflicts if it did.
Still, are there many mods that alter lights directly?
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Lucky Boy
 
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Post » Fri Feb 04, 2011 10:07 am

It definitely should work that way, but it doesn't. Would solve lots of mod conflicts if it did.
Still, are there many mods that alter lights directly?

I just tested it :( and you're right. damnit...
Going to try to see how a merge does it.
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Susan Elizabeth
 
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Post » Thu Feb 03, 2011 7:01 pm

I think it will be compatible with RLDD as it is mostly relative to ambient lights (which are not affected by this mod and we have to check about the change he could have made on the other light sources that are inextinguishable. Let's see if Scrugg can answer me on the question above about 2 different changes by 2 different mods being compatible.

RLDD removes most ambient lights and adds a whole bunch of "real lights" instead, candles, torches, "ayleid crystals", lanterns, fireplaces and so on Shea is also moving things around pretty much.
I was hoping you had come up with a way to identify a candle/torch ingame, not directly modifying the base light source in any way. But that was not the case :(

I don't really think the "unmodified" way is possible either, it would require the dousing arrows to recognise exactly what thing they hit, determine if it's a dousable light, and disable it for some time.
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Ezekiel Macallister
 
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Post » Fri Feb 04, 2011 3:27 am

Ok, TES4Gecko merged my Extinguish with a new light modification without troubles enabling the new light appearance and the script. So that is a good news. A simple merge can allow to get the scripts on all the lights that have been altered.

All the new lights introduced by RDDL will not be altered in any way by this mod (and the futur release if we manage to get a script to simply turn off the light and not simply disable it).

But compatibility patches will be made as I will for sure use RDDL :) so any special light he might have come up with, as long they have a flame we can extinguish it will be possible :)
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Suzie Dalziel
 
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Post » Fri Feb 04, 2011 3:39 am

Ok, TES4Gecko merged my Extinguish with a new light modification without troubles enabling the new light appearance and the script. So that is a good news. A simple merge can allow to get the scripts on all the lights that have been altered.

All the new lights introduced by RDDL will not be altered in any way by this mod (and the futur release if we manage to get a script to simply turn off the light and not simply disable it).

But compatibility patches will be made as I will for sure use RDDL :) so any special light he might have come up with, as long they have a flame we can extinguish it will be possible :)

Good to hear. I really hope something generic like this can eventually be created.

Although looking at the screens from RLDD I can't really see myself wanting to turn any more lights off, I probably want a way to turn more lights on :D
Or why not starx vampires revised... Any lightsources in there will be more precious than life itself :)
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Tyrone Haywood
 
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Post » Fri Feb 04, 2011 5:31 am

As a Baroness of the Terran Vampires, I'm very sensitive to light sources and being able to extinguish them is a good thing for me :) The main problem is that all light sources have the same intensity, be it a candle or a torch. So every light is harmful to me...

More Darkness is what I seek :)
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Cat Haines
 
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Post » Thu Feb 03, 2011 5:56 pm

Good mod...as for compatability issues, why not just make patches for popular mods that this wouldn't be compatable with?
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naome duncan
 
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Post » Thu Feb 03, 2011 7:28 pm

As a Baroness of the Terran Vampires, I'm very sensitive to light sources and being able to extinguish them is a good thing for me :) The main problem is that all light sources have the same intensity, be it a candle or a torch. So every light is harmful to me...

More Darkness is what I seek :)

Damn vampires... *grumble grumble* ;)
If I'm not scared to death when facing one of you, I'm disappointed (as in vanilla oblivion).
If I do soil my pants when facing one of you, I'm most often killed instead. There's just no balance in your kind.

Good mod...as for compatability issues, why not just make patches for popular mods that this wouldn't be compatable with?

Yup, compatibility patches will probably be created, one way or another.
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Matthew Warren
 
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Post » Thu Feb 03, 2011 7:01 pm

I'm not much of an English speaker and even less of an modder, so just to make sure:
Does
Sadly the command RemoveFlames only take off the flame animation but not the light source...
mean that "extinguishing" a light just means turning of the animation but not the light emitter and therefore having no effect at all on the chance of being detected while sneaking? So, actually, will it get darker? :D

Hmm...quite a lot of gerunds - I hope it's understandable despite my German syntax :hubbahubba:
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Sammykins
 
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Post » Fri Feb 04, 2011 2:29 am

Thanks for sharing and the linky, will add this to the list ! ! ! !
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James Baldwin
 
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Post » Fri Feb 04, 2011 2:45 am

I'm not much of an English speaker and even less of an modder, so just to make sure:
Does
mean that "extinguishing" a light just means turning of the animation but not the light emitter and therefore having no effect at all on the chance of being detected while sneaking? So, actually, will it get darker? :D

Hmm...quite a lot of gerunds - I hope it's understandable despite my German syntax :hubbahubba:

This mod actually disable the light. No more light source will be present so you can actually sneak better.

The sentence you took was from my explanation on why I did it this way and why I couldn't use the command RemoveFlames.

@Buddah: I was beginning to worry that you took so long to add me to the list :)
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ZzZz
 
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Post » Fri Feb 04, 2011 5:43 am

YAY! :D
You got a new fan.
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:)Colleenn
 
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Post » Thu Feb 03, 2011 8:17 pm

I'm beginning to count my fans... You and... that other guy. That's 2 Yay !!!
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Lilit Ager
 
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Post » Fri Feb 04, 2011 1:00 am

I advise to use the http://www.tesnexus.com/downloads/file.php?id=7920 to also remove the candles in platers if you want to take out more light sources.
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neen
 
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