[RELz]Extinguish the Lights

Post » Fri Feb 04, 2011 4:31 am

There is going to be a new version of Real Lights released with All Natural 9.0 that Arthmoor and Wrinkly Ninja are working on. Mostly it is cleaning the mod up from what I understand.

The problem is that their version will not be named _RealLights.esp but instead something like RealLights-All Natural.esp (or along those lines). This makes it so that mods like this one are not compatible because this mod wants the master to be named as the original _RealLights/esp.

Which causes conflict as I want to use both mods.

I know the new version is not released yet - and wondering if just renaming the master for this mod with Gecko would solve the conflict - or only create new headaches.
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Yonah
 
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Post » Thu Feb 03, 2011 10:52 pm

There is going to be a new version of Real Lights released with All Natural 9.0 that Arthmoor and Wrinkly Ninja are working on. Mostly it is cleaning the mod up from what I understand.

The problem is that their version will not be named _RealLights.esp but instead something like RealLights-All Natural.esp (or along those lines). This makes it so that mods like this one are not compatible because this mod wants the master to be named as the original _RealLights/esp.

Which causes conflict as I want to use both mods.

I know the new version is not released yet - and wondering if just renaming the master for this mod with Gecko would solve the conflict - or only create new headaches.

It all depends on how they do the mod.
It they go from the base and update it should be ok. If they recreate then all references will be wrong and thus it wont be compatible at all.
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Alada Vaginah
 
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Post » Fri Feb 04, 2011 1:07 am

The real lights version in All Natural 0.9 is named 'All Natural - Real Lights.esp'. It is worked from the original version, and apart from cleaning the plugin, the only other change which may affect this is that the new RL replacers were redirected from Lights to RealLights to stop overriding the default meshes when the plugin is deactivated. All the records that referenced the meshes were redirected in the ESP.

Hope that clears this up.
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Robert Garcia
 
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Post » Thu Feb 03, 2011 8:10 pm

The real lights version in All Natural 0.9 is named 'All Natural - Real Lights.esp'. It is worked from the original version, and apart from cleaning the plugin, the only other change which may affect this is that the new RL replacers were redirected from Lights to RealLights to stop overriding the default meshes when the plugin is deactivated. All the records that referenced the meshes were redirected in the ESP.

Hope that clears this up.

The only question is: Did you had to change the formID from the original Real Lights. If no, the master can be changed without issue, if yes, this wont work and a new version of Extinguish the Lights for this new file as master is required (though considering the enormous success of this mod I'm not sure I will bother).
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patricia kris
 
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Post » Thu Feb 03, 2011 5:56 pm

Well, looking in TES4EDIT I see lots of conflicts with All Natural - Real Lights.esp, which is good, 'cause it means they use the same FormIDs, so it all (All Natural, Real Lights, Extinguish and my version of Thieves Arsenal) should all work together, if I'm not mistaken.
But I'm surprised Extinguish the Lights mainly uses the vanilla values, and not the Real Lights ones, for 'Dynamic', 'Flicker' and 'Fade Value', although I'm not sure about the significance?

Anyway, this mod deserves more popularity, both for what it does and the way (compability-wise) it does it.
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Camden Unglesbee
 
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Post » Thu Feb 03, 2011 7:57 pm

Some mods are just shaped to stay in the dark :) At least this is a fitting doom for this one. :ninja:

No one forbid you to rate it though :)
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M!KkI
 
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Post » Thu Feb 03, 2011 7:28 pm

No one forbid you to rate it though :)


Sorry, I don't vote Oblivion mods out of principle.
Unless the mods are really bad, they all get 9 or 10, and if they *are* bad you get banned (at least on Nexus) for reflecting that in the vote.

I prefer supporting my favourite mods by recommending them. :)
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Neliel Kudoh
 
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Post » Thu Feb 03, 2011 6:03 pm

First off I just ran across this mod and it's freakn incredible! I can't believe it's not more popular. I just have a question about using it with Fcom. I'm pretty new to Wrye Bash and I'm not sure what to tag this mod so I can merge it and make it compatible. Is it not compatible because it adds arrows to the loot list? Thanks for any help and thanks for this sweet mod!
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Cameron Garrod
 
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Post » Fri Feb 04, 2011 1:34 am

Ok...this mod worked with the old Real Lights. I now have Wrye Bash and All Natural (which has a new version of Real Lights built-in). Gonna test to see if it works for me.
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claire ley
 
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Post » Fri Feb 04, 2011 2:57 am

Ok...this mod worked with the old Real Lights. I now have Wrye Bash and All Natural (which has a new version of Real Lights built-in). Gonna test to see if it works for me.

It wont work with the new version.
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Amiee Kent
 
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Post » Fri Feb 04, 2011 8:04 am

It wont work with the new version.



Aw bummer!

I did try. I reactivated Extinguish, put it in the load order that worked for me earlier, and went ingame. I was in my ship-house (mod) in the waterffront, and clicked on the candles. They DID extinguish! But then I waited for 4 days and they never reset. Is this the incompatibility problem with current version? I didnt try yet to go into the city and see if the lights worked. I didnt save my game there because I didnt want my house lights permanently off.
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Chris Johnston
 
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Post » Fri Feb 04, 2011 1:49 am

Bumping to ask if there is any chance this mod will ever be updated ... I really wanna use it again, but I don't want save game bloating so I can't unless someone updates it to work with the All Natural version of Real Lights.

Sorry if anyone is annoyed by my necroing this thread, but I've looked and looked and haven't been able to find any other mod that does the same thing as this one.
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sam smith
 
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Post » Thu Feb 03, 2011 6:07 pm

Sorry but I'm not ready to do that at all. It requires lot of work, for little interest from the users and it also has a built in weakness that I can't get my head around...
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Jack
 
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Post » Fri Feb 04, 2011 3:10 am

Sorry but I'm not ready to do that at all. It requires lot of work, for little interest from the users and it also has a built in weakness that I can't get my head around...


That's a shame, there's really only this mod and rooftop entrances to Better Cities buildings that would make the game absolutely perfect for thiefy characters. Guess there's just not enough taffers playing Oblivion :shrug:
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Tom Flanagan
 
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Post » Fri Feb 04, 2011 5:33 am

I'd be interested in that.
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Laura
 
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Post » Fri Feb 04, 2011 2:49 am

I'm also interested in being able to use something like this with AN-RL. I used to use Theives Arsenal back when I played a thief, and that was pretty good. It would be nice to have something like that which would work with AN-RL. Perhaps I will take a look? No promises though, and it wouldn't be Better Cities thing, since I don't use it.

Which BC package contains the resources ESM though, so I can take a look at how things were done for the old RL? I don't really want to download 300MB unless I have to...
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Dan Stevens
 
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Post » Fri Feb 04, 2011 4:53 am

I'm also interested in being able to use something like this with AN-RL. I used to use Theives Arsenal back when I played a thief, and that was pretty good. It would be nice to have something like that which would work with AN-RL. Perhaps I will take a look? No promises though, and it wouldn't be Better Cities thing, since I don't use it.

Which BC package contains the resources ESM though, so I can take a look at how things were done for the old RL? I don't really want to download 300MB unless I have to...


The smallest BC package contains the resource ESM though Better Cities has nothing to do with real lights, I just mentioned that as an aside. Only Esmelda's mod extinguishes Real Lights.
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JERMAINE VIDAURRI
 
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Post » Thu Feb 03, 2011 8:37 pm

I can take a look at how things were done for the old RL? I don't really want to download 300MB unless I have to...

Wait ... isn't your partner the one who updated real lights to AN? I'd think you could ask him.
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Rowena
 
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Post » Fri Feb 04, 2011 4:36 am

He could, but I don't know the first thing about the extinguishing the lights mod.
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Alan Cutler
 
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Post » Thu Feb 03, 2011 9:03 pm

No, I meant how things were done by Extinguish The Lights for the old RL, to see what needs adapting. ETL needs the BC resources master though, hence my question as to which package it was in.
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Laura-Lee Gerwing
 
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Post » Fri Feb 04, 2011 12:32 am

No, I meant how things were done by Extinguish The Lights for the old RL, to see what needs adapting. ETL needs the BC resources master though, hence my question as to which package it was in.

Does it? (I'm genuinely not sure) From reading the OP and TESNexus description it looks like this is only when running Better Cities, but if not then you need the "2-Light Resources" file from ETL instead.
I've dropped Better Cities myself anyway.

I would be interested in something like an update of this mod as well - as a compliment to the All Natural Real Lights mod. The ability (through some means) to deactivate and activate lights would be even better! ;)
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Stacey Mason
 
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Post » Thu Feb 03, 2011 11:58 pm

Yes ETL needs the BC resources esm to work as it says in the readme. I have tried using it along with AN RL dealing with the occasional missing candle sconce, etc meshes. I usually saw them in shops and some homes.
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Robert Devlin
 
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Post » Fri Feb 04, 2011 5:13 am

No, I meant how things were done by Extinguish The Lights for the old RL, to see what needs adapting. ETL needs the BC resources master though, hence my question as to which package it was in.

It is the smaller one. With only the esm and the esp. None of the Better Cities resource are needed as ETL uses only vanilla resources + its own resources.
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KiiSsez jdgaf Benzler
 
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