[RELZ] Unofficial Ambient Dungeons

Post » Tue May 10, 2011 10:28 am

@ Kalendra: You happy taking the mod up again for a bit (if not permanently)? It's just that I'm fairly busy, and I'm finding it hard to get time to mod even just EW, which as the only dev on it, draws most of my attention. If you could lighten the load for me I'd be very grateful.
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OnlyDumazzapplyhere
 
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Post » Tue May 10, 2011 12:42 pm

Any suggestions on how to make this mod work *only* in interiors?
I've tried editing the ini file to no avail...
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Queen of Spades
 
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Post » Tue May 10, 2011 1:45 pm

Any suggestions on how to make this mod work *only* in interiors?
I've tried editing the ini file to no avail...

Changing this setting to 0 didn't work? That's strange to say the least. :huh:
set ADQuest.ForestEnabled to 	0	;Enables/Disables forest effects. (1)

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Beth Belcher
 
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Post » Tue May 10, 2011 6:07 pm

Changing this setting to 0 didn't work? That's strange to say the least. :huh:
set ADQuest.ForestEnabled to	 0   ;Enables/Disables forest effects. (1)


No, I get fluctuating brightness/darkness when outdoors. Sometimes it gets almost pitch black, even on a starry night.
I also use Enhanced Weather, Enhanced Seasons and Darker Nights 50%. I want these and Real Lights to handle the exteriors and Ambient Dungeons and Dark Dungeons to handle the interiors.
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El Khatiri
 
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Post » Tue May 10, 2011 6:20 pm

No, I get fluctuating brightness/darkness when outdoors. Sometimes it gets almost pitch black, even on a starry night.
I also use Enhanced Weather, Enhanced Seasons and Darker Nights 50%. I want these and Real Lights to handle the exteriors and Ambient Dungeons and Dark Dungeons to handle the interiors.


Sure it's not Darker Nights or something? If you're sure it's not Darker Nights, try disabling AD.
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Melis Hristina
 
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Post » Tue May 10, 2011 4:06 pm

using the the same set up (excluding Darker nights) works perfectly for me (switching on/off exteriors in the ini for AD works fine) so all I can deduce is it's darker nights doing something - I've found Enhance Seasons by default is darker than vanilla (and actually darkens the nights itself) so AD is possibly tipping it over into pitch darkness
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Alexandra Ryan
 
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Post » Tue May 10, 2011 1:46 pm

I like this mod, but it makes everything to dark. What settings can I change to remove the dark effect? Do I change them up or down?
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Mark Churchman
 
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Post » Tue May 10, 2011 4:03 pm

using the the same set up (excluding Darker nights) works perfectly for me (switching on/off exteriors in the ini for AD works fine) so all I can deduce is it's darker nights doing something - I've found Enhance Seasons by default is darker than vanilla (and actually darkens the nights itself) so AD is possibly tipping it over into pitch darkness

Is it incompatible with Enhanced Weather - Darker Nights.esp or is it incompatible with Darker Nights period. I don't use the esp; I just use the Enhanced Weather ini file for darker nights because I use OBSE. Can this mod make these interiors really dark? Can this mod replace Dark Dungeons or can Dark Dungeons be used with it?
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Ells
 
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Post » Tue May 10, 2011 5:53 am

This mod just 'pastes' an effect onto your screen. Yes, it can make your interiors really dark, but it doesn't replace Darker Dungeons as DD actually changes light levels, affecting the game itself, like with the AI not being able to 'see' so well. If you used AD instead, only you wouldn't be able to see so well, and you would be handicapped.

It's perfectly compatible with anything, so far as I know, as it's just a postproccessing effect, and doesn't interfere with the game.
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Amber Hubbard
 
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Post » Tue May 10, 2011 5:17 pm

Bumpity bump for a great li'l mod :)
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Alba Casas
 
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Post » Tue May 10, 2011 9:06 pm

would this affect any lighting outside? i have been on the gold coast lately, and after screeneffects loads, i know since it tells me in the corner, the shading and whatnot gets adjusted. everything looks good, but after i finished up a ruin for an OOO quest, i was heading back to Anvil, and when i entered the cell right above Anvil, the effects seem to disappear and go back to vanilla. has this happened to anyone? is this a screeneffects question? :shrug:

I tried this mod out for a little while, but had the same problem in the same place. Middle of the day around the Gold Coast, I started getting weird, sudden lighting shifts every few seconds (possibly while I was moving between cells). I think I just had this mod and some "darker nights" option in SE; nothing else that should have affected lighting.
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lisa nuttall
 
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Post » Tue May 10, 2011 11:32 am

It's perfectly compatible with anything, so far as I know, as it's just a postproccessing effect, and doesn't interfere with the game.


Hm, I was wondering about that. I haven't tried this yet, just been reading through seeing what people think about it, and I'm wondering how exactly will this work together with things like darker dungeons and natural weather and the like? If it adds a post effect on your screen, won't it make things darker/brighter than intended? And won't it do pretty weird and funny stuff to fog and the like?
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asako
 
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Post » Tue May 10, 2011 9:41 am

Hm, I was wondering about that. I haven't tried this yet, just been reading through seeing what people think about it, and I'm wondering how exactly will this work together with things like darker dungeons and natural weather and the like? If it adds a post effect on your screen, won't it make things darker/brighter than intended? And won't it do pretty weird and funny stuff to fog and the like?


I use it with darker dungeons and quite honestly I love the combination.

I could probably link to some screenshots showing it in combination with darker dungesons if you're interested in seeing the results.

Vac

Edit: No point in waiting to be asked
http://i285.photobucket.com/albums/ll61/Revanchism/Oblivion%20screenshots/Vacuity_DarkUI_Vilverin12.jpghttp://i285.photobucket.com/albums/ll61/Revanchism/Oblivion%20screenshots/Vacuity_DarkUI_Vilverin3.jpghttp://i285.photobucket.com/albums/ll61/Revanchism/Oblivion%20screenshots/Vacuity_DarkUI_Vilverin9.jpghttp://i285.photobucket.com/albums/ll61/Revanchism/Oblivion%20screenshots/Vacuity_DarkUI_IC_Tutorial_Dungeon2.jpghttp://i285.photobucket.com/albums/ll61/Revanchism/Oblivion%20screenshots/Vacuity_DarkUI_Lost_Eutivyle2.jpg
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Sherry Speakman
 
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Post » Tue May 10, 2011 9:31 pm

Wow, those do look a lot better than just DD.
Thanks for the screens =)
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Zoe Ratcliffe
 
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Post » Tue May 10, 2011 5:33 pm

i like the effect together with DarkerDungeons but would prefer a little less darkness. With Ambient Dungeons you are not even able to see the chains in the starting prison cell when the wall-light is relocated to the wall with the window. the corner with the chains is pitch black. it is also difficult to use a torch, especially a brighter one, because the moment you equip it, you are able to see a little more but you become a light-beacon for the enemies.

I messed with the ini file but was not able to find a setting that kills the handicap or makes it a little bit less annoying, changing the settings in the ini file seems to have no effect at all.

Is it possible to tone down the effect to kill the handicap?
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StunnaLiike FiiFii
 
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Post » Tue May 10, 2011 9:26 pm

You do realise you can change the effect by editing the AmbientDungeons.ini
I use AD and Darker dungeons and have no problems with these settings.

; Ambient Dungeons Configuration File (v1.2)
================================================================================
====================================================
; contains configuration parameters.
; Defaults for parameter values are given in brackets after the parameter description.
; For toggle parameters, 1 = enabled and 0 = disabled.

set ADQuest.B1Param to 0.8 ;Changes brightness value in caves, dungeons and sewers. (0.8)
set ADQuest.C1Param to 1.05 ;Changes contrast value in caves, dungeons and sewers.
set ADQuest.S1Param to 0.75 ;Changes saturation value in caves, dungeons and sewers.

set ADQuest.B2Param to 0.95 ;Changes brightness value in forests and castles.
set ADQuest.C2Param to 1.05 ;Changes contrast value in forests and castles.
set ADQuest.S2Param to 0.7 ;Changes saturation value in forests and castles.

set ADQuest.B3Param to 1.0 ;Changes brightness value in Ayleid ruins, Oblivion interiors and SI caves.
set ADQuest.C3Param to 1.05 ;Changes contrast value in Ayleid ruins, Oblivion interiors and SI caves.
set ADQuest.S3Param to 1.0 ;Changes saturation value in Ayleid ruins, Oblivion interiors and SI caves.

set ADQuest.EffectFade to 4 ;Sets speed of fade of effect between different values, in seconds. (2)

set ADQuest.ForestEnabled to 0 ;Enables/Disables forest effects. (1)
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Multi Multi
 
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Post » Tue May 10, 2011 11:23 pm

Has anyone got around the delay after changing cell type? Apparently YouAreHere takes a while to determine the location type, so Ambient Dungeons is delayed as well. (I didn't bother asking about it in the YAH thread because it's already been asked in the last post)
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Betsy Humpledink
 
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Post » Wed May 11, 2011 12:30 am

I haven't worked on this mod since the last release. I don't know if Kalendra has either. I'd be happy to take a look, but not for a while, what little free time I have is taken up with EW and AN.

That said, if anyone else wants to fix it, go ahead.
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Jenna Fields
 
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Post » Tue May 10, 2011 9:34 am

When using Ambient Dungeons I get a loss of color range, the effect is most prominent in low lit areas where you see a lot of gray color ranges (the color steps between the more lit and the less lit area of a wall get more prominent). Is this a normal effect or some weird bug?
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OJY
 
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Post » Tue May 10, 2011 9:01 pm

Q: Does this mod change effects such as constrast and saturation?
A: Yes.

You are told this in the first 10 lines of text in this thread. A little bit of reading goes a long way.
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TIhIsmc L Griot
 
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Post » Tue May 10, 2011 4:23 pm

this sounds interesting, downloading it right now. :)

would you recommend getting rid of Darker Dungeons before installing it btw? it seems like they would be somewhat redundant, although compatible.
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Princess Johnson
 
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Post » Tue May 10, 2011 2:39 pm

No, Darker Dungeons affects NPC's abilities to find you in the dark, but AD just handicaps the player, as it is just a shader effect over the top of the screen. I think playing with both would be best, IMHO.
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Catherine N
 
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Post » Tue May 10, 2011 12:32 pm

oh, ok. I'll let you know how it goes as soon as I get a chance to try it then ;)
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Trevi
 
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Post » Tue May 10, 2011 11:03 am

Nice mod, really making the game more atmospheric. Minor thing, whenever I try to run it with Diverse Dungeons, which I really would like to, the screen permanently stays in the tone the latter made the dungeon/ruin/etc I saved in appear as. Any suggestions on how to fix that, is it possible at all? ^_^
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Mariana
 
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Post » Tue May 10, 2011 4:21 pm

No, Darker Dungeons affects NPC's abilities to find you in the dark, but AD just handicaps the player, as it is just a shader effect over the top of the screen. I think playing with both would be best, IMHO.


Oh yeah. Its awesome. The deadlier the place your in, too, the more..awesome. :D Pitch black darkness, save for the small circle of light flickering off your torch, all you hear are the fast-paced footsteps of an approaching fiend, and BAM, you've been eatten :D
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Jason Rice
 
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