(SJG) Extinguished - The spell does not glow (compatible with the Coordinator - Revelations - Sacrosanct - Shadow Spells set)

by Skeleton Jack·v1.4.2·Updated 2019-09-30

Tired of not being able to play a proper Night Blade or Stealth Mage? Even if it's a silent spell, the light from your hands/spells will continue to radiate your light? no longer! ! Holding and casting spells no longer glow with LIGHTS OUT!

Screenshots 1 screenshots

About this mod Machine translation

Tired of not being able to play a proper Night Blade or Stealth Mage? Even if it's a silent spell, the light from your hands/spells will continue to radiate your light? no longer! ! Holding and casting spells no longer glow with LIGHTS OUT!

You've decided you want to try a stealth run, but you're tired of the Sneak Archer and Sneak Dagger versions. The Hidden Mage is what you want! Whether it's a Night Knife or a Shadow Caster lurking in the shadows, your worst dreams (or nightmares...) are here now! Instead of focusing on hiding magic, you just forget to use the light for some unknown reason. It's time to turn off the lights! !

What does LIGHTS OUT do?

It does what it says. That's the kind of boss you are!

Any spells you hold in your hand will no longer glow. Very simple, right? Very good!

But a picture is still worth a thousand words, so if you don't have this mod, you can check out what a difference Sneak's 100-skill Sneak makes above. This is when using realistic AI detection SE (Stealth Better) medium.

Modify only the "Light" category in the mod. Not a "spell", "magic effect" or anything else.

The spell will no longer emit light (fade, radius and nearfield clipping are reduced to 0).

Removed almost all Light flags (e.g. Dynamic, Flicker, etc.) so that spells don't interfere/affect lighting constraints.

Includes support for alternative options for Ordinator, Apocalypse, Sacrosanct and Shadow Spell Package.

Compatible with spell mods that use vanilla hand light values.

I tried valiantly to make this work via the Perk system. But I've come to the conclusion that this is not possible unless you somehow do it via SKSE and scripts. Both are above my pay grade. So apologies for any dashed hopes, but it's simply not possible to purchase a Perk to enable this feature.

Now, whenever you hold a spell or cast a spell, it will not glow. It's that simple and straightforward. Holding spells and casting spells will no longer feel like you're carrying a torch for a sneak attack or mob. Simple and efficient. Note that this does not change the effect of the spell as seen by the player. It only edits the values ​​that make the spell act as a stealth check light source.

Spells that glow after being cast will continue to do so (such as Mage's Light). Therefore, projectiles that emit light will still glow. LIGHTS OUT only causes you to hold the spell or cast it, nothing else. Once a spell is cast, if the resulting effect glows, it will continue to do so. Smart players can use these to their advantage, such as staying away from many archers, as they will drop spells to attract mobs like arrows hitting walls.

Hi Jack, how do I run?

Glad you asked...

Go check out Realistic AI Detection SE (Better Stealth). For me, any and all sneak attack games are mandatory. I highly recommend it. I personally use the "medium" setting, but YMMV.

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". After modding like this, turn off Lights. Lights out doesn't work light on, these 2 mods are the complete opposite.

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 led to its nemesis, LIGHTS ON.

Are there any other fun things?

I have other mods too! !

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Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
(SJG)熄灭-咒语不发光(与协调器-启示录-神圣不可侵犯-暗影法术套装兼容)
File size
6.3 MiB