Ordinator-Apocalypse-Sacrosanct-Shadow Spell
Ever thought your spell should be like a light source? Frustrated that you can't hold your spell's torch? Should you be able to see what's in front of you when you feel like you have a spell in your hand? I have a mod for you! !
Screenshots 5 screenshots
About this mod Machine translation
Ever thought your spell should be like a light source? Frustrated that you can't hold your spell's torch? Should you be able to see what's in front of you when you feel like you have a spell in your hand? I have a mod for you! !
Ever thought your spell should be like a light source? Frustrated that you can't hold your spell's torch? Should you be able to see what's in front of you when you feel like you have a spell in your hand? I have a mod for you! !
What does LIGHTS ON do?
It does what it says. That's the kind of boss you are!
Any spell you hold in your hand will glow. Very simple, right? Very good!
Modify only the "Light" category in the mod. Not a "spell", "magic effect" or anything else.
Spells now emit light similar to a torch.
There are three versions: dim, normal and bright.
The light emitted will have the same color as the magic school used.
Includes support for alternative options for Ordinator, Apocalypse, Sacrosanct and Shadow Spell Package.
Compatible with spell mods that use vanilla hand light values.
The light emitted creates shadows. I know of no way to remove/change this effect.
But...do spells glow?
Different mod. not at all.
The author of Spells Emit Light made some value choices that to an outside observer would appear arbitrary. They don't seem to have any connection to Torch's values, whereas mine are directly based on Torch. Additionally, this mod misses some Spell Light entries, including the Dynamic flag, which causes conflicts that prevent the Dynamic Light cap from being reached, and provides no support for other mods (including Spells).
See the image above for an example of the range from dim to bright.
radius
Dim: 512 (Torch)
Normal: 768 (50% larger than Torch)
Brightness: 1024 (dual flashlight)
close clip
Dim: 9 (half torch)
Normal: 18 (same as torch)
Bright: 36 (double flashlight)
fade
Dim: 0.68 (1/2 torch)
Normal: 1.35 (same as flashlight)
Brightness: 1.35 (same as flashlight)
Known issues
People have problems. Mods also...
This may conflict with any mod that edits the "Light" value, such as "Realistic Lighting Overhaul" or "ELFX". Load lights after such a mod. Lights On doesn't work properly with Lights Off, the two mods are the complete opposite.
Not all spells glow properly in first person view. Unfortunately, this is a flaw in Casting Art NIF files (in Skyrim BSA) and/or first/third person views. Possible answers are to redo the NIF (beyond my skill level) or replace the casting art with an existing working casting art. I've tested this and it works. Two working examples (Azure refactoring of Resurgence and Apocalypse) are left in the mod to demonstrate this.
However, since blast spells don't glow properly in first person, I haven't gone down that route yet, but having a transmogrified or frost-forged look in the hand looks silly when holding a blast spell BC. Although this could fix some of the spell issues in Illusions and Alterations.
Currently, any shock spells, some alter spells, and some illusion spells do not glow correctly in first-person view. However, if you don't play Shock Mage, this won't affect you too much. (Note! "Third Person" works just fine!) Ultimately, if I can't figure this out, the answer will be to go back and just make the "Magic Effects" entry point to a different "Casting Arts" entry for the same school I'm currently running (like I did a ZTE and Azure rebuild). But I wanted to see if there was another solution moving towards this foot approach.
If you're wondering why the colors of some spells don't match (for example, a spell spell is purple in your hand but glows red), this is all about the spell or mod designer. They do not match the Casting Art color and the Emitted Light color. I just make the light more visible. I had nothing to do with choosing a color pallet.
integral
Big thanks to EnaiSiaion, G_ka, jonnyWang33, sabrio204, Nassens, matortheeternal, and others I missed who helped me implement this mod. The creation of my mod LIGHTS OFF l …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.