Is there an illuminate area or night eye spell?

Post » Sat May 18, 2013 4:24 am

So I have a mod where the dark is really dark and I need one of these spells.

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Andrew
 
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Post » Sat May 18, 2013 12:29 am

Magelight, candlelight and a torch can be used for light.
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e.Double
 
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Post » Fri May 17, 2013 11:24 pm

Well, I take it you are not a Vampire? They get Nighteye. It is also a power for Kats.

There are several magic mods on the Nexus that will grant a spell. The game provides Magelight and Candlelight.

I too, implement an http://skyrim.nexusmods.com/mods/22056//?that makes the nights pitch black, when adjusted with the http://skyrim.nexusmods.com/mods/17400/? I use a torch, until I get the http://skyrim.nexusmods.com/mods/13133/?.

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JR Cash
 
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Post » Fri May 17, 2013 11:38 pm


Not a spell, but you may find this useful: http://skyrim.nexusmods.com/mods/17416//?

I know i do.


Oh those dwemer. The perfect excuse to add all sorts of high-tech stuff in the game :happy:
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Dalton Greynolds
 
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Post » Sat May 18, 2013 5:12 am

The Illusion Ritual Spell Vision of the Tenth Eye can also work as a lesser version of Night Eye.

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Emma-Jane Merrin
 
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Post » Sat May 18, 2013 12:14 am

I never even thought of that, good idea.

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Alberto Aguilera
 
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Post » Sat May 18, 2013 12:02 am

Isn't it funny, that we use mods to make dungeons darker, just to use other mods to make them brighter again?

If that's not too cheaty for you, Gophers http://skyrim.nexusmods.com/mods/22274/? has a cheat option for use with every character.

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Trista Jim
 
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Post » Sat May 18, 2013 5:50 am

It's called "immersion".

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Alexis Estrada
 
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Post » Sat May 18, 2013 1:51 pm


I said the same when i was looking for Night Vision mod for New Vegas after installing a darker nights mod for it :lmao:
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CArlos BArrera
 
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Post » Sat May 18, 2013 2:45 am


The Dwemer had all kinds of techy stuff. It makes sense that the the developers could expand on this.

Not at all. The game creates an environment that is stupidly lit. Dungeons are sealed crypts that have been that way for hundreds and thousands of years. Does it make sense to have them lit so?

Of course not. Neither does it carry any value to have nights in a game where one can see just as well as in the daytime. I can't speak for city dwellers, but I grew up and live in the woods. I can tell you right now... when it's dark you cannot see.

Using mods to make the game darker forces you to use these means of alternate light sources, that are otherwise.. utterly useless. * lights torch *

My current character has no intention of becoming a Vampire. The use of dwemer goggles allows one to access night vision without becoming a Vamp or being a Cat. It does this at a cost of being limited by the need of dwemer oil for them to actually work. This prevents the character form walking around with them on all the time.

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Kira! :)))
 
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Post » Sat May 18, 2013 5:39 am

This is why I wish I had Skyrim for PC. It's all about dem mods, son.

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helen buchan
 
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Post » Sat May 18, 2013 1:37 am

No worries, there are a lot of clever uses of spells which they aren't intended for.

I have been known to use Flames or a Healing spell as a makeshift torch-like effect for example.

My experience is that there are enough poorly lit dungeons to make Candlelight one of my most used spells.

As a fantasy book nerd it also holds a nerdy delight in using the spell. :)

True, but not only is it called immersion but also adapting to ones environment.

You know, being intelligent.

Most dungeons are justified in having lights, from braziers and torches in Dragoncult crypts to Dwemer ruins to glowing crystals.

The Dragoncult have quite a few canonical examples of items being untouched by the ravages of time, the same could easily go for torches and braziers.

I have a completely unsubstantiated fan theory that the reason why armours and weapons used by and around the Dragonborn doesn't degrade in quality and require repair like in Morrowind and Oblivion is that it is a passive secondary effect of the Dovahkiins dragonsouled nature.

There is no support for it whatsoever though.

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Da Missz
 
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Post » Fri May 17, 2013 11:16 pm

there is abook that talks about the draugr rising up every so often and re lighting all the candles and such. the only places i dont understand them being light is caves with no lights...then again , in my game, they are pretty dark.

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Michael Korkia
 
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Post » Sat May 18, 2013 3:04 pm

I can except the use of those light sources. But within reason. It's the over exaggerated amount of ambient light. A burning brazier is fine, but not when it illuminates a great room the size of a stadium.

I'll even go as far as to acknowledge the nights having a dim lit ambiance form the reflected light of two moons. But it's just too much... all night long, every night. When the moons are not out and or if it's cloudy, it should be total darkness.

The vanilla state of the game negates any need or reason for alternate light sources or night vision. Everyone is blessed with it and not just the Vamps and Kats.

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Prisca Lacour
 
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Post » Sat May 18, 2013 3:04 pm

Thank you for correcting me. :)

Do you have a link to the Imperial Library or other site, I want to read that book.

The moons are the corpse of a dead god and are literally impossible according to Earth physics, the stars and sun are the "bullet holes" of escaping deities.

Earth physics doesn't apply to Mundus and light, even night light runs by it's own rules.

Bloodmoon, the Void Nights, real world Earth physics has nothing to do with how the celestial systems work in the Elder Scrolls verse.

That is not my experience since there are many times my characters had need of lightsources, even outside but that might just be because my screen is old and performing poorly and you are competely right.

Many nasty traps are cleverly hidden in the shadows in dungeons.

Some which have killed quite a few of my many characters. Ouch...

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how solid
 
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Post » Sat May 18, 2013 12:00 pm


Yes, nights are as bright as day, only blue.

It really limits night time mobility when i can't see anything beyond what my lantern or candlelight lights up. Magelight comes in handy too, in either lighting up a combat area, or shooting it at an enemy. Have to keep an eye on the time of day too, as being in a hostile outdoor are with no light to see anything is going to hurt :pinch:


I wonder if they make new ones too, one would expect them to have been burned out during thousands of year those tombs have been sealed :wink: Or maybe they can tell when a someone is coming, ligth candles and then go back to sleep? :hehe:
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Shiarra Curtis
 
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Post » Sat May 18, 2013 11:50 am

I dunno, skyrim has some durable candles, case in point, the one in candlehearth hall.

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Kyra
 
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Post » Sat May 18, 2013 3:31 pm

http://www.imperial-library.info/content/amongst-draugr

i dont think thats the book, but it kinda references what i was talking about, when i get back into skyrim and find it, ill post it. currently ill and dont feel like looking too much.... :yuck:

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Romy Welsch
 
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Post » Sat May 18, 2013 2:09 pm

The intricacies of lore can only be taken so far. You can't hide the fact of how light is emitted to being bound by TES specifics. You throw a ball up, it still comes down. Torches still produce light. The sun still produces light and it still reflects off of the moons, no matter if you use their lore given name and express the reason of their existence.

Light still maintains it's properties on Nirn as it does on Earth. Be that from a torch, a campfire a spell or the Sun. It still reflects the same. Be that from a blade, armor, the water or the moons.

Well, we obviously don't need the moons to do any reflecting as the nights are as bright as the day.

In the end of it all... the theory, lore and astrophysics of a fantastical universe is beside the point. Dictating lore, from a book one read the night before, to support why the sun shines is irrelevant. The fact remains that the nights are just too bright and dungeons are too well lit.

Modding the game to make it darker grants the player the freedom to implement mods that offer alternative light sources and visual effects. I welcome the need to use cool light spells and techy goggles powered by magic and oil. More choices than the 4 we have in the vanilla game.

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Stephani Silva
 
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