LightPlugin
Add custom lighting including ambient, point, and spot lights of various intensities, ranges and colors. Now with dual flicker support.
Screenshots 1 screenshots
About this mod Author’s original text
Light Plugin
This unofficial TaleSpire plugin is for adding custom light sources to your TaleSpire
game. The custom light options are accessible from the mini radial menu under an new
Light menu. Menu includes a None option to extinguish the current light. The plugin
comes with a few sample lights but the plugin is easy to configure with your own light
options and will automaticlaly enumerate those options in the radial menu.
Provides access to ambient, point and spotlight which can be placed at an offset to
the mini and their intensity, range, color and angle (for spot light) can be set.
Added light causes object to cast shadows. Added light produced hard light limits.
Change Log
2.8.0: Updated for compatibility with BR Update
2.7.0: Updated for compatibility with BR Taleweaver update
2.6.0: Migarated to Asset Data Plugin (instead of Stat Messaging)
2.6.0: Updated for compatibility with BR Slab Browser update
2.5.1: Removed unused dependencies. No plugin change.
2.5.0: Modified LightSpecs structure to better support LightEditor Plugin
2.5.0: Removed Light Editor (moved to its own Light Editor Plugin)
2.4.1: Bugfix with repeated Extinguish (None) option
2.4.0: Runtime editor for editing lights
2.4.0: Use LightSpecs.json over LightTypes.json when both are present
2.3.0: Supports runtime limited configuration reload
2.2.0: Region independent version
2.0.0: Fix for BR HF Integration update
1.7.3: Updated light is added to radial menu if not already present
1.7.2: Added SaveConfig method to dump lights configuration to KVP file
1.7.1: Bug fix: Exposed method and lights property are made static
1.7.0: Added UpdateLight() method to change light properties locally
1.7.0: Exposed lights dictionary for easier configuration file manipulation
1.6.3: Fixed bug with access to Radial UI menu when no hierarchy is defined
1.6.2: Fixed bug which prvented GUI Menu functionality
1.6.1: Fixed bug that did not allow use of KVP file without JSON
1.6.0: Modified for direct light object access
1.6.0: Modified configuration file format
1.6.0: Includes automatic conversion of legacy configuration to new format
1.5.0: Added support for hierarchical light menus using GUI Menu Plugin
1.4.1: Bug fix for issue which prevented lights from being removed
1.4.0: Added optional properties intensityMin and deltaMax for two flickering light options
1.3.0: Added hiddenBase option
1.2.0: Added GM only light option (via onlyGM property)
1.2.0: Light menu does not show options for mini that the player does not own
1.2.0: Changed sight light distribution so that it can be triggered by player or GM
1.1.0: Added sight light option (light only visible by mini owner and GM)
1.1.0: Removal of light now removes Stats Messaging key (as opposed to making it blank)
1.0.0: Initial release
Install
Install using R2ModMan.
Usage
The plugin can be used out-of-the-box as soon as it is installed with the sample lights
but typically the GM will want to configure his/her own light settings appropriate for
the game.
Right click the mini to open the radial menu. Select the (new) Light menu. The sub-menu
will enumarate all of conmfigured lights and includes a None option to turn off the light.
Select one of the options to turn on the corresponding light. If a light is already on,
the light will switch to the selected type. If no light is currently on, the selected
light will be turned on. Select the None sub-menu option to turn off the light.
If using the Legacy configuration, plugin will convert it automatically to the newer JOSN
format. Please note that the KVP format is no longer supported.
Limited Configuring Reload
While Talespire is running with this plugin, it is possible to do a limited configuration
reload. This is idea for a GM who is setting up different lights and needs to make adjusttments
to the lights configuration. Using this feature, reloads the lights configuration with the
following limitations:
- The new configuration is not automatically re-applied to all m
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: