» Fri Feb 18, 2011 10:35 pm
Real Lights manages the actual light sources, such as torches, lamps, Ayleid crystals, etc. It also places lit sunbeams under many cave holes, and bright sunlight leaking through the doors to caves. This covers pretty much everything now, world wide. The wilderness, cities, buildings, and all dungeons. All fake light (the transparent bulb things in the CS) have been deleted. So now all light generated by an actual object comes from real sources.
It does not manage the actual ambient light settings though. For city interiors, the All Natural weather component handles that. Dungeons, ruins, caves, etc. are untouched and will still have their unnaturally high amounts of ambient light unless you combine it with something else, like Let Their Be Darkness.
The specific situation in the chargen cell is a bit of a sticky point. The torch was removed because that cell is supposed to be unoccupied, so for lore reasons there shouldn't be a blazing torch burning away in there. One could raise all sorts of issues with prison cells having lit torches at all, but that's another story. Apparently facegen takes place during a time of day when the backlight from the window wouldn't be on either. Obviously needs to be tweaked a bit.
As far as pre-lightbulb days, Wrinklyninja is more or less on the mark there. While there may have been ways to amplify light, doing so with candles and lanterns doesn't get you far enough to turn a dark building with no windows into something you could see in unaided. Also, in case you hadn't noticed, Tamriel lacks the kinds of refractive and reflective devices that would give you the effect you're talking about. We're not trying to achieve lighting realism by Earth standards. We're trying to achieve it by Tamriel standards.