Light rays for caves

Priority: 

Asset Progress: 

100

Status: 

Asset Type: 

Merged into: 

Description

Light rays by Lougian, scoped in the mod Caverns Overhaul. Files attached here are an updated version of those in the mod.

Permission and updated HD package received by PM, but make sure the credits/readme issue has been sorted out in the Tamriel_Data archive before adding this!

 

Script

More simple script in the comment.

AttachmentSizeDate
File Light Rays resource - Lougian.rar7.94 MB2017-11-05 17:57
File T_Glb_Light_CaveRay.7z5.65 MB2017-11-10 11:38
Binary Data TR_misc_light_caveRays_script.ESP2.64 KB2019-08-24 20:55
Binary Data TR_CaveRays_Script_Reviewed.ESP2.45 KB2019-08-25 02:11

Comments

Uploaded my edits based on

sirrah's picture

Uploaded my edits based on MinerMan's file. Names and lighting values have been adjusted, and a script (see above - input would be welcome, but it seems to work alright) has been attached to the lights to disappear them during daytime. Marking these as ready-to-merge.

I added TR_misc_light

wojtek's picture

I added TR_misc_light_caveRays_script.ESP patch with simple script disabling lights when it's night.

begin T_ScObj_LightCaveRay_Script

if ( GameHour >= 20 )
    if ( GetDisabled == 0 )
        disable
    endif
elseif ( GameHour < 8 )
    if ( GetDisabled == 0 )
        disable
    endif
else
    if ( GetDisabled == 1 )
        enable
    endif
endif

end

Hmm. Could use this script on

Cicero's picture

Hmm. Could use this script on the glow bugs too. Might need to make an outdoors ID that uses it. Same with the lights they use.

The _script suffix should be

MinerMan60101's picture

The _script suffix should be removed from the ID; T_ScObj already indicates a script. Maybe change it to CaveRayLight or CaveRay, since the other light scripts don't include the word light. Also, remove the Tamriel_Data.esm dependency if there is one. Finally, the stop should be moved to 18 so that the lights are disabled during dawn and dusk (6-8 am and 6-8 pm according to Holamayan).

The script is ready to merge.

MinerMan60101's picture

The script is ready to merge. Only merge in TR_CaveRays_Script_Reviewed.ESP, the rest is already in Tamriel Data. I implemented the changes above and tested the script ingame.