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[ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--


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Well I knew that about RLO lol, since I am helping sydney with it in sense of testing and talking about it and with bugs.

Thats why I mentioned to have more choices for lighting instead of just one.

Cos none of them actually do the same.

 

Edit:

Be adviced tho that the legacy weathers make nights alot darker, without them they get alot more brighter and with CoT its brighter too.

Also the legacy weathers wont have support, they are just ported to be compatible with RLO and have atleast something for weathers till the new ones come out.

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I had a talk with Sydney, and we both agreed on this - RLO is an overhaul of the lighting in Skyrim for the users seeking to have a new experience with Skyrim while Relighting Skyrim is for those who like the vanilla look but not how the lights themselves have been done by Bethesda.

 

They are going to make changes to the weathers in the future versions of RLO (with customization avaialable again) and have weather modules for it. I did not specify it to the legacy weathers, I just said weather modules if you check my comment again ;)

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Yeah I just raid it lol *oops*

 

Yeah RLO is indeed an overhaul just like you said.

Talk with sydney almost everyday lately lol, man I can understand why he get stressed out sometimes from comments.

So many hours and then that while it is in the faq :P

 

Staying on topic tho.

Relighting Skyrim is good in its own way (I am not downing your mod at all, would never do that ;) )

Just that RLO is more my taste.

 

Edit: Shame sydney wont come here on these forums, but can understand he has alot to deal with already

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Fast reading through a comment or "blinding one self" from parts of the comments posted is a common occurrence, which I tend to do alot of times aswell :P

 

Yeah he really have a lot on his plate but still manages to stay cool except for some very rare cases where he get's a little bit more irritated, but that's it. I was glad to see the new features Nexus implemented in the last Site update like sticky comments and the Reply directly to a comment features is a must have for big mods like RLO.

 

Precisely not all will like Relighting Skyrim and not all will like RLO that's why I think it's good to have this kind of variation to the lighting. And then there is ELFX aswell. Which will soon have some new features aswell as I recently learned from Sydney :).

 

He seems to have enough comments to answer on the steam, nexus and I think he had a mod thread over at bethesda forums aswell, unsure of this though. So why tempt faith with yet another forum ;)

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When looking for a lighting mod I look for several things:

 

I look at the brightness. It has to be realistic. Many of the mods are too bright in certain areas. Fires should be "warm" lighting, not white that you'd get from a light bulb. This is true for fire pits and candles. The lighting emitted from candles should also be realistic. One candle watt is quite dim. In Relighting Skyrim the fires are too white, putting off a bit too much light, and are not warm enough. In RLO, the fires are too warm and too orange but the lighting they emit is very accurate.

 

I look at dynamics. If the lighting mod doesn't include dynamic lighting then forget it. I what to see the lighting change indoor with time-of-day and weather. I what the rays to shine through the windows as they should. I want to see some shadow movement with flames. Dynamics good pretty good in both Relighting and RLO.

 

I look at ambient lighting. Clear sky at night with a full moon should be apparent while indoors as the light from the windows should illuminate some of its surroundings. Same for during the day. The indoor ambient lighting should match the time-of-date and weather from the windows. Ambient lighting in Realistic and RLO are pretty good; however, I find RLO's to be more realistic and accurate.

 

I look at outdoor lighting at night and in dungeons. It should make the above points and be realistic. Dungeons should be rather dark.

 

I look for spotlights. There should be no "spot" lights anywhere in-game as these are unnatural and could only be produced by artificial means that do not exist in nature. Thus should not be in Skyrim lighting. A lot of lighting mods like to put one of these spotlights in Dragonsreach (EN&FX does this).

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I have used Vanilla lights and that is why it has such white lights, look inside the Dwemer Museum and Riften Jail which is covered by RS - Update and you will se my new lights. But this is merely for testing purposes to see what the general response will be from the end users. I think most of the lights are just white most of the times or blue for that matter.

 

And here are some pics of my new lights with changed color and flicker to better resemble candle lights.

 

Before, it had only "Sunbouncedlights" in that cave. Sun from where I wonder Bethesda :/

https://static.skyrim.nexusmods.com/mods/images/31489-2-1361230808.jpg

 

After I moved some light sources, duplicated them where I thought would make sense to have some lights and then added completly new light bulbs to them.

https://static.skyrim.nexusmods.com/mods/images/31489-1-1361230808.jpg

 

That was from the Dragonborn Edition of Relighting Skyrim. Inside Benkongerike.

 

 

And here is some of the new lights inside the Dwemer Museum

 

Before, it had a very high radius for those small candles, the light reached the roof for crying out loud. and was more or less white casting lights.

https://static.skyrim.nexusmods.com/mods/images/31156-4-1360965836.jpg

 

After, decreased the radius by a lot, altered the intensity of it and recolored it and added a new flicker/motion to it's light casting.

https://static.skyrim.nexusmods.com/mods/images/31156-3-1360965836.jpg

 

In the rest of interior's I have only used vanilla lights.

 

 

By the way small candles or candles in general don't give off dim/low intensity lights it all depends on the surface the light is emitting on, how bright the candle source is and how big flame it is from the light source itself.

 

A good example of bright small fire candles

 

https://www.colourbox.com/preview/2286399-406510-small-flame-of-a-burning-candle-in-darkness.jpg

https://www.colourbox.com/preview/2787763-347942-group-of-small-candles-on-a-dark-background.jpg

https://www.supr10.com/wp-content/uploads/2013/01/Tealight-Candles.jpg

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Exactly, they try to fit a lighting scene to a million users or something like that, good luck with that to anyone trying to acheive that by the way.

 

Also I think they are being lazy in some cases, to just apply sunlight bounced light even to the candle light sources come on. Not only in that Dragonborn interior but in a lot of other places aswell.

 

And the engine limitations has surely been thought about aswell when applying the lights, but in some cases there have been way to many lights even in vanilla so it's a bit up and down on that front aswell. It feels like the people doing the lighting in the first place have had their boss over their shoulder nagging at them to do it faster and better at the same time. :P

 

And just to point out that Bethesda is not the only one applying these no light source lights everywhere, here is a picture I took of Fable 3 last night with some ini tweaks and SweetFX effects applied to it.

 

https://img39.imageshack.us/img39/5696/fable32013022118345462.jpg

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It was just an example of lighting being the typical game lighting and not trying to be realistic. Most of the games "suffers" from the use of Game lights instead of going with realistic lights as it would not lit up the gameplay scenes well enough.

 

Yeah it's a good game to, too bad Fable 2 never made it to PC's though. I would love to play that game :)

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Here are a copule of more before and after pictures from Relighting Skyrim - Update and Relighting Skyrim - Dawnguard

 

Dibella Temple in Markarth, entrance before

https://static.skyrim.nexusmods.com/mods/images/31156-4-1360965554.jpg

 

Dibella Temple in Markarth, entrance after

https://static.skyrim.nexusmods.com/mods/images/31156-3-1360965554.jpg

 

Markarth Treasury House, before

https://static.skyrim.nexusmods.com/mods/images/31156-2-1360965666.jpg

 

Markarth Treasury House, After

https://static.skyrim.nexusmods.com/mods/images/31156-1-1360965666.jpg

 

Dawnguard Vampire HQ, Before

https://static.skyrim.nexusmods.com/mods/images/28498-2-1356582358.jpg

 

Dawnguard Vampire HQ, After

https://static.skyrim.nexusmods.com/mods/images/28498-1-1356582358.jpg

 

Only Vanilla light bulbs was used in those interiors. I have yet to upload my No-script version of my Dawnguard and Update Relighting Skyrim mods.

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I must say, I really like what you're doing here. We're very fortunate to have such good options for lighting under intense development - and particularly having RS as an enhancement of vanilla, and RLO as a more hardcore realism option.

 

The one thing I would personally like to see changed from vanilla is the whiteness of hearth fires. Many types of fires look OK to my eyes, but hearths tend to have an intense whiteness that I would descibe as simply broken. I would love to see those modified in RS.

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Thanks MontyMM :) Why make two of the "same" things you know ;) hehe

 

I would have already implemented less whitened lights if I knew that is a general "wish" from the majority of the users. That's why I have just applied my new lights to a few select interiors that I thought needed some new lights that could serve as test interiors for the new lights.

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I think the fires and candles in your latest shots are looking good.  Sure, there'll be a range of subjective disagreement over exact colour temperatures, but it looks perfectly sane.

 

The vanilla fires I'm talking about look like someone has made the error of throwing on a bar of magnesium, rather than a log.  I'll try to take some screenshots later, to highlight some of the offenders.

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