[WIP] ZILO

Post » Tue Sep 15, 2009 4:12 am

You know what I thought would be cool with those hanging skelies. If you made the skills a billboard like fire, so they always face the player, then have a whole row of them... lol

Anyhoo, good job thus far, keep it up!


You know, I thought the same thing and would love to do that, do you know how and could explain or a link to a tutorial?
I was also thinking it would be cool and possibly even make the player jump if they were sneaking past one, and then if they entered the light from the crucified skele's ribcage, it would see you and literally try to break free and attack the you. (basically I want to constrain a real skeleton in that position, but I'm betting that's not possible.)

Just came across this thread today. It looks great. I was actually thinking about doing something like this myself, but I don't have enough knowledge to much more than changing the default lighting variables and adding in candles. Will this actually improve sneaking?


It helps you're ability to hide and stay hidden, yes. But if you don't have any night-eye pots or the ability and you pull out a torch... they WILL see you :).
I was play testing in a cell I had done with bandits. Made a new toon (weak in stealth), and I could sneak right up to them, next to them and in front of them. So long as I stayed in the shadows. Seemed like it was harder for them to detect and track me down after a sneak attack as well. But if they're standing still in the shadows, you might walk right on past them as well.
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mike
 
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Post » Mon Sep 14, 2009 3:30 pm

Your description of sneaking up on bandits as long as you didn't pull out a torch makes me suddenly think of something - why do the bandits never have torches? Could you give them torches that they would pull out? Might prevent sneaking from becoming as overpowered as it otherwise might under realistic lighting conditions. Animals that see in low light conditions, like wolves, for instance, could you turn their perception up to reflect that they naturally live in that lighting? Perhaps a bit beyond your intended scope, but I thought I'd venture the idea.
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ZANEY82
 
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Post » Tue Sep 15, 2009 4:31 am

Your description of sneaking up on bandits as long as you didn't pull out a torch makes me suddenly think of something - why do the bandits never have torches? Could you give them torches that they would pull out?
There is a mod http://www.tesnexus.com/downloads/file.php?id=11169... And for exterior actors, there is also one...
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Adrian Morales
 
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Post » Mon Sep 14, 2009 8:56 pm

Your description of sneaking up on bandits as long as you didn't pull out a torch makes me suddenly think of something - why do the bandits never have torches? Could you give them torches that they would pull out?
There is a mod http://www.tesnexus.com/downloads/file.php?id=11169... And for exterior actors, there is also one...

Well, that answers that question for ya.

Might prevent sneaking from becoming as overpowered as it otherwise might under realistic lighting conditions. Animals that see in low light conditions, like wolves, for instance, could you turn their perception up to reflect that they naturally live in that lighting? Perhaps a bit beyond your intended scope, but I thought I'd venture the idea.

As for the rest... remember, your ability to sneak up on someone or something depends on your skill lvl vs their skill lvl, are you wearing cloth, light, heavy armor or a mixture? Are you walking or running while sneaking? And of course the lighting conditions and races that have the ability to see in the dark naturally or enemies that quaff potions. So, there is quite a bit to come into play, and as I said, it was a new toon. So, there isn't going to be a lot of variable differences between two lvl 2's as opposed to say two lvl 25s and one's sneak ability is practically nothing and the other's is on par.

Lighting Mods like this make it more realistic imo, in that stealthy characters are in paradise, a mage may have to be more tactful and a warrior class won't know whats around EVERY corner less he lights up a torch to guide his way. But again, this can play into the npcs favor as well. Especially with some of the many awesome overhaul/enhancement mods out there.

There's quite a few torch type mods out there. The one J.O.D. linked, several versions of Drop Lit Torches http://tesnexus.com/downloads/file.php?id=6472, http://tesnexus.com/downloads/file.php?id=11478, a quite a few others. Just do a search on Nexus for torches. Personally, I think the default torches in the game are way too bright... but so is the default lighting <_<

Cheers
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Jessie Rae Brouillette
 
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Post » Mon Sep 14, 2009 9:25 pm

There is a mod http://www.tesnexus.com/downloads/file.php?id=11169... And for exterior actors, there is also one...

Oh, sweet. Thanks. Good to know. I'll definitely have to use these two in conjunction some time with a sneak character.
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~Amy~
 
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Post » Mon Sep 14, 2009 4:53 pm

Just a little bump to let you know I'm still excited about this mod. I hope everything's going well, Zinni. Is there anyway someone could help you? I'm not sure how for a lighting mod, but just in case.
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City Swagga
 
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Post » Mon Sep 14, 2009 7:22 pm

I just looked at the thread after seeing it a few times and I must say, I am impressed. It looks really nice, although at first, it might be a little too dark.

Off topic, Do you use QTP?
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Jamie Lee
 
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Post » Mon Sep 14, 2009 3:50 pm

Looking good, I long for the day to see a nice staple, complete and compatible real lights mod. I'm guessing this wont be compatible with thieves arsenal either?
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Vincent Joe
 
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Post » Mon Sep 14, 2009 6:15 pm

Peeking back in after an extended absence, I find Sheathana'ich on an extended absence. :( Good to see that someone's picked up the torch again (tee-hee, I made a funny). What's the latest on lighting mods? Anything new actually released since 2007?
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Sebrina Johnstone
 
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Post » Tue Sep 15, 2009 6:16 am

None that I know of ... If there are well then it seems I have been ... kept in the dark.

Awww I couldn't resist. Stepdad jokes for the win.

I do eagerly hope somebody picks up the torch on a comprehensive lighting mod.

Aww he strikes again. Someone please stop me. I got more. I think I will stop.
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Alberto Aguilera
 
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Post » Tue Sep 15, 2009 6:33 am

Hey all, sorry for being somewhat absence in my thread of late. I am still working on this, but at a much slower pace than I thought I'd have to go at.

Around the 1st of October I was working on hollowed out skulls with candles inside of them for ZILO. Once I had them worked out, the idea for Halloween Jack-o-Lanterns popped in my head. The next thing I know I'm spending the next 15 days working on a Halloween seasonal mod, similar to what I find in most of the mmo's I've played. I released it, even though I did want to do more with it. (Post from me in the comments section gives a few ideas i wanted to do)
http://tesnexus.com/downloads/file.php?id=20386 Hallowed skull can be seen in the main picture, or look at post 23 in this thread for a screen.

Anyway, I went and released it because one day around the 15th, life just started chucking curve balls at me. Moneys tight, my cars dead, my daughter needs surgery on the 21st of this month, some family member I could care less about died, but my father needed some help. And I had to go out of town for five days to visit the in-laws. So, I had to go find a third job to bring in extra cash to buy a new car, pay for the upcoming surgery and bloody freakin' x-mas is coming up. But I just wanted to let you guys and anyone else watching the thread know, I haven't givin' up on this at all. So bare with me, if you will.

Happy Hunting,
Zinni
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flora
 
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Post » Mon Sep 14, 2009 10:43 pm

That looks incredible, best of luck.
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Kelly James
 
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Post » Mon Sep 14, 2009 6:45 pm

Just a little bump to let you know I'm still excited about this mod. I hope everything's going well, Zinni. Is there anyway someone could help you? I'm not sure how for a lighting mod, but just in case.


Nah, I can't think of anything I could use help with atm. All I'm really doing is editing cells, placing new lights in them, and making new one with Nifskope and Blender3D. Sometimes, I run dry on ideas for new lights sources. I'd like to play a game where a majority of the dungeons have a 'flavor' to them, as far as lighting goes. So, coming up with new models for light sources is where I find a lot fun.

I just looked at the thread after seeing it a few times and I must say, I am impressed. It looks really nice, although at first, it might be a little too dark.

Off topic, Do you use QTP?

Not every cell is gonna be that dark, just depends on the inhabitants of the cell and how populated it is.

I do use QTP3. It's too awesome not to use :D

Looking good, I long for the day to see a nice staple, complete and compatible real lights mod. I'm guessing this wont be compatible with thieves arsenal either?

Ya know, I did speak with Scruggsy about making it TA compatible when I first started this. Unfortunately, the only way to make it work with TA, straight out of the box, would be to make TA a Master to ZILO. The downside to that would mean that anyone wanting to use ZILO would HAVE to install TA. Personally, TA is one of those mods I won't play without, but I can't force others to use it.

Now, while you're gonna have to put ZILO at the bottom of your load list, you can put TA's .esp after ZILO so that any cells altered by TA will be rendered how Scruggsy made them for TA and all other cells will be ZILO. You can do this for any mod where you'd rather have it's lighting conditions than mine, or should a conflict arise with some other mod.
I can't say for certain, but I don't think loading TA before ZILO would cause any problems, unless my lighting conditions lead to you not being able to sneak up on a TA quest item without getting noticed. But I'll find that one out sooner or later. And if something like that arises, I will be going in and fixing the lighting for TA quest cells.

Peeking back in after an extended absence, I find Sheathana'ich on an extended absence. :( Good to see that someone's picked up the torch again (tee-hee, I made a funny). What's the latest on lighting mods? Anything new actually released since 2007?

I remember a mod called Ambient Tamriel or something came out awhile ago. It doesn't offer realistic lighting conditions, but more vibrant colors in caves, ayleid ruins and the like.
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Sabrina garzotto
 
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Post » Mon Sep 14, 2009 10:18 pm

Great to hear from you, Zinni. I hope you get everything sorted out. It sounds like you're real busy.

Anyway, Hallo-blivion looks great.
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Farrah Lee
 
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Post » Tue Sep 15, 2009 4:42 am

NVM

Can't wait for this mod!
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Damian Parsons
 
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Post » Tue Sep 15, 2009 12:53 am

Anyone know of a mod or an .ini setting I can use/change to make all the map markers show up whether I've been to a place or not? Or even something I can change in the CS?
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Campbell
 
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Post » Mon Sep 14, 2009 10:54 pm

Anyone know of a mod or an .ini setting I can use/change to make all the map markers show up whether I've been to a place or not? Or even something I can change in the CS?

There is this console command "tmm " Show/hide all map markers should be 1 to show all markers, or 0 to hide all markers. Note that hiding markers hides ALL markers - including the city markers that are automatically visible at the beginning of the game. I don't know if this is what you want.
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+++CAZZY
 
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Post » Tue Sep 15, 2009 2:20 am

tyvm Brumbek
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anna ley
 
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Post » Tue Sep 15, 2009 6:31 am

tyvm Brumbek


Any up dates yet ?
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Carys
 
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Post » Mon Sep 14, 2009 10:25 pm

Interesting thread hope the bump brings some attention to it
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Stace
 
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Post » Tue Sep 15, 2009 6:42 am

Ello,

Yea, I know I've been gone for a few months. Sorry about that! I'll spare all the stupid details and just say its Life's fault. :banghead:

Anyway, I'm still working on this. And as proof I give you quite a few screens from all three levels of Sideways Cave. There's probably 10 hours worth of work in there. Despite Oblivion's lighting/engine flaws, the perfectionist in me still rears it head at me the whole time. I know screenshots don't do any moving game full justice, but I hope it shows the time I take in certain areas.

Well, if the name doesn't ring a bell, Sideways Cave is a mythical creature lair just outside the sewer exit. And buried half way down are the ruins of an ancient Aylied structure. So, fair warning.... IT'S DARK IN THERE! Especially the first half, as it's nothing but natural cave and there are no creatures within that would need the warmth of a torch light. The ruins on the other hand, though half crumbled away, still have some life left in the lighting, as you'll see. And though you can't see it in screenshots, the larger stones gently pulse their blueish-white hue.

As before, comments and suggestions welcome. Enjoy

Zinni

http://www.imageno.com/k313n3yhdj91pic.html
http://www.imageno.com/o87r1qp1xcwjpic.html
http://www.imageno.com/tya0tjpj4cz6pic.html

http://www.imageno.com/8q6fgtwx852ipic.html
http://www.imageno.com/w6m76xkp1s2epic.html
http://www.imageno.com/lyxsapuq11u9pic.html
http://www.imageno.com/88tz7q6fz5tfpic.html
http://www.imageno.com/nx4ijmmqpmk5pic.html
http://www.imageno.com/zqv4qomejn7wpic.html

http://www.imageno.com/0o6drslwp0ivpic.html
http://www.imageno.com/r7j7d3rodaiqpic.html
http://www.imageno.com/jqktt1c0k5xqpic.html
http://www.imageno.com/xnzvhovpyogtpic.html
http://www.imageno.com/b04q4w8zcs6gpic.html
http://www.imageno.com/sqvvxjw06g0xpic.html
http://www.imageno.com/jl657gp606wxpic.html
http://www.imageno.com/hlnkvewmyywqpic.html
http://www.imageno.com/4hejiux0m1fwpic.html
http://www.imageno.com/pr0y78telrqipic.html
http://www.imageno.com/br1iwxqcysv3pic.html
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Prisca Lacour
 
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Post » Tue Sep 15, 2009 1:39 am

Looking very nice.
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Krista Belle Davis
 
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Post » Mon Sep 14, 2009 7:17 pm

Good to see that a Real Lights-esque mod is still going strong, I really hope this goes to completion, good luck!

If I may make a couple of requests though, I know that it's not really my place to, but here I go anyway:

1. Could you possibly not add in coloured lights all over the place? I didn't like how RLDD had green and blue 'themed' lights in some dungeons, it gave it a look suggesting the PC had been on skooma or something. Lights that make sense like reddish flames or blue/white welkynd stones are ok though.

2. This one will be easy - please don't make a hash of the mod implementation like how Real Lights did it. It's a right pain, Arthmoor and I are going to go through it sorting everything out for All Natural, which includes buggy, over-complicated scripts, unneeded new references, record deletions and so much more, to the point where we've almost got to rebuild. I wouldn't want anyone to ever have to do that, have pity on any future modders working with what you've done.

Anyway, cheers, and good luck again :hehe:
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Averielle Garcia
 
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Post » Mon Sep 14, 2009 3:13 pm

Good to see that a Real Lights-esque mod is still going strong, I really hope this goes to completion, good luck!

If I may make a couple of requests though, I know that it's not really my place to, but here I go anyway:

1. Could you possibly not add in coloured lights all over the place? I didn't like how RLDD had green and blue 'themed' lights in some dungeons, it gave it a look suggesting the PC had been on skooma or something. Lights that make sense like reddish flames or blue/white welkynd stones are ok though.

2. This one will be easy - please don't make a hash of the mod implementation like how Real Lights did it. It's a right pain, Arthmoor and I are going to go through it sorting everything out for All Natural, which includes buggy, over-complicated scripts, unneeded new references, record deletions and so much more, to the point where we've almost got to rebuild. I wouldn't want anyone to ever have to do that, have pity on any future modders working with what you've done.

Anyway, cheers, and good luck again :hehe:


Yea, I don't think I'll be making any off the wall themed dungeons. Least, I've no plans too anyway. Like you said, I'm sticking to fire and candle flame colors. Well, aside from the welkynd stone light as shown in the screens I popped up today and the Wisp Stalk 'glow' (I read somewhere they're supposed to glow in the lore). Need to find out if any other plants have a glow to them. But that's about it. All forts will get the same treatment. All Aylied Ruins will get the same treatment. All goblin caves will get the same treatment. etc etc

As for number two, Madcat caught me early on and informed me not to delete any default lights and objects, but to mark them as 'initially disabled' instead. So I've been doing that to all the light bulbs, flames and stuff. I make my own lights to put in the dungeons, all marked by a ZILO prefix. Makes it easier on me really, but anyone wanting to go into the CS after me should have an easier time finding things as well, due to that. Same thing for any new meshes or objects I create for ZILO. Other than that, I might click on an existing firewood pile, hit ctrl+d and drag the duplicate to wherever I need it. And as far as I know, I don't have anything sitting in the .esp that isn't being used or is an unneeded duplicate.
But hey, if you have any tips or tricks to help keep it clean, tidy or user friendly, by all means let me know.
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Lilit Ager
 
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Post » Tue Sep 15, 2009 1:28 am

As in the words Lord Vader would say, "Impressive. Most Impressive....."
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Chantelle Walker
 
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