The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Lightless Abandon Dungeons (Darker Skyrim Addition)
53 Comments
Apolias_ Jan 31, 2017 @ 2:03am 
will this mod have a graphicle impct on low-end machines ?
Rascal07 Jan 10, 2016 @ 7:22pm 
Also, places where there are natural light need to be lit up, as well as the Eye of Magnus. That kinda killed the quest when that wasnt lit up.
Spinach Salad Oct 9, 2015 @ 3:26pm 
Ya what he said, keep those dwaarven lights on
dranorter Aug 12, 2014 @ 11:41pm 
Well I wish Dwemer lights didn't get turned out; their machines are still working so the lights made sense.
green-dragon13 Apr 30, 2013 @ 10:30am 
i hope the khajiit night eye works. it is the main reason i install it for. i finely want to have a use for it.
Leettox Apr 5, 2013 @ 10:56am 
after unsubscribing to this mod (it was just too dark for me) all of my dungeons are still incredibly dark, what can i do to fix this?
Anker Jan 31, 2013 @ 10:39am 
This is mostly a great mod, but I hate the fact that Khajit's racial ability Night Eye doesn't work.
Tintin Jan 30, 2013 @ 5:24am 
this would be much better if it was at all possible to re-light candles or torches, making it less of a lost-in-the-dark
Holley Nov 8, 2012 @ 2:11am 
I cannot enter any dungeon of the same type as Bleakfalls Barrow. I assume that means all nordic ruins. So far all those I've entered (up to five now) CTD.
Yan Magno Nov 1, 2012 @ 3:19pm 
@BERTISgaming you have to click on the 'subscribe' button and then open your Skyrim launcher and it will download the mod
Marbaus  [author] Oct 17, 2012 @ 7:10am 
I had some load order issues, so if it's not working try working on the load order. Thanks for your comments it truly helps.. necropolis dark crypt sounds fun... I have noticed that where some 'abandon' dungeons have had multiple spawn 'types' including those that need to see so Ill see what I can do about manipulating those with some light with those inhabitants. Im trying to make it as basic as possible to it can mesh with all other mods easily.
Korveen Oct 17, 2012 @ 6:24am 
Where is the download link ? Sorry but I'm new in steam
JetXGorilla Oct 6, 2012 @ 11:03pm 
Fantastic mod, really makes the game that much more immersive. When you see draugr eyes barely visible past the reach of your torch, it's just cool. Also makes the Khajiit racial something actually useful.
Shadow Wolf Sep 23, 2012 @ 4:40am 
marabus have you made a necropolis dark crypt and some dark altar
Tahvohck Jun 29, 2012 @ 3:29pm 
Right, so! Been using the mod for a while, and I like it...for the most part. A few complaints I have:
1) I know of at least one "abandoned" dungeon that isn't actually abandoned, and yet there's still light sources removed. That'd be the upper floor of Sarthaal, where the mages are doing an excavation, and, also, the lowest floor with the orb, I seem to remember that not actually lighting up the room like it should.
2) I like that the light sources are removed, but there were light sources there at some point (when the places were built, for example). Is it possible you could add in wall sconces that could be activated with a torch so we could effectively re-light the dungeons?
Hans Jun 28, 2012 @ 12:22pm 
dosent work......
but looks nice
Kingsfield Apr 10, 2012 @ 6:09pm 
Amazing Mod you got there, the only problems I've experienced are:
Crashing when trying to enter the Underkeep in markarth.,
and sometimes the hand-held torch doesn't light up anything.
WidowMaker Apr 3, 2012 @ 7:56pm 
sorry to triple comment... but does this effect ALL crypts, mines, ruins and so forth or only ones with no humaniods?
WidowMaker Apr 3, 2012 @ 7:54pm 
night eye needs to be able to work. i use vampire night eye with a toggle, things dont even look right anymore without night eye
WidowMaker Apr 3, 2012 @ 7:53pm 
i love the idea, fix the two issues mentioned below. fav'd for now
Harle Mar 27, 2012 @ 11:13am 
This is something I'd like to try out, because I often wonder who on earth is lighting all of these braziers and torches and candles and whatnot. And I really like stumbling around in the dark, it makes the entire experience more memorable. But from the various comments I'm a little puzzled as to how the effect was achieved, it seems like the mod is doing some unexpected things. A more detailed description of what the mod actually does would be appreciated!
Andeerz Mar 23, 2012 @ 7:10pm 
You know what would be the best companion to this mod ever? A "plantless lightless dungeons" mod, since it's terribly annoying to see green plants thriving underground in areas where there is absolutely no sunlight.

Also, I second what Kingpin said.
Dr. TeaRex Mar 14, 2012 @ 8:35am 
I really like this mod, though I find there are two problems. 1) legitimate light sources [jets of flame shooting out of broken pipes, torches that are supposed to be on, etc] are unrealistically dimmed. 2) Night Eye abilities don't seem to be much use. it doesn't enhance the visibility, but instead enhances the 'low-res, low contrast' state of the dungeon. So rather than improving vision, it actually makes it worse.

These are my only problems with the mod thus far. I have it saved to my favourites, and will install it in the future, but until those two problems are fixed, I'm going ro make due with other darkness mods [ones that unfortunately do not put out the illogical light torches and general lights in ancient ruins, but instead just dim everything a bit].

Keep up the good work Marbaus. I look forward to seeing the update when it comes.
Jarl Bolter Mar 10, 2012 @ 7:20am 
Wow, this really works! Does it make it so the NPC's inside the dungeon don't see you from the darkened areas, or is the AI OP still and able to see from far distances... ?
Marbaus  [author] Mar 5, 2012 @ 11:49pm 
Thanks for the feedback!
I cant say how the other mods affect the ones I have out; there are just soo many and Im glad for any imput that might enlighten any mod conflicts. That way I can dl those mods and see what the issue and adjust mine to compensate.

Ill check the wall mounted torches etc..
For those very very dark dungeons the 'Rings of Light' work pretty good.
Andeerz Mar 5, 2012 @ 11:49pm 
Also, I've noticed that some times when entering an area, it appears normally lit at first (as in, not like your mod has it set to be like) and then dims after a few seconds. I think it is your mod doing this and it is the only thing that is really bothering me at this point. Other than that, this mod is frikkin' sweet. This should have been done in the game from the get-go!
Andeerz Mar 1, 2012 @ 5:39pm 
This mod is awesome and really makes things more fun! But is there any way to make it so that the wall-mounted torches, chandeliers, and other light sources in the dungeons where they are supposed to be on don't fade in brightness as you increase your distance from them?
IcyDeadPeople Feb 29, 2012 @ 10:31pm 
Will this work without the "Darker Skyrim Lighting" plugin file activated?
Darkpheonix Feb 25, 2012 @ 8:39pm 
when you said the dungeons would be darker I thought I knew what to expect but dear god! dungeons are pitch plack! my night eye may not even be able to help me.
Garodur Feb 25, 2012 @ 1:41pm 
my problem with Crash To Desktop is cause by the mod: deadric museum of artifact i don't know why but when i turn it off Lightless work fine
Zombie Feb 24, 2012 @ 9:35pm 
AWESOME!
Githrigit Feb 24, 2012 @ 8:15am 
this mod is causing me a CTD when i try to zone into (presumably) any dungeon it effects, i only tried it with three though, i have a ton of mods installed, turned them all off but for this and it works fine, went through and turned them all on in alternating groups of 5-8 and had no crashes, turn them all on and get a crash on the load screen zoning into a dungeon (valskygge or w/e the name in this case) went back and did half of them on, half off, no crash, ill keep messing around with it when i have the time to try and see if i can isolate the conflict. when i can get it to work, with the realistic lighting mod turned on it looks amazing
Foolski Feb 20, 2012 @ 12:45pm 
This looks nice dude, I might try it out.

But can you upload this to the nexus if you haven't already? I just hate that the workshop automatically does stuff for you.
Downtown Brown Feb 19, 2012 @ 11:41am 
I'm really enjoying it so far. It was always kind of jarring to enter a long forgotten tomb and see all the braziers lit... turning them off is great for immersion.
Marbaus  [author] Feb 18, 2012 @ 11:30pm 
That would be cool... Ill look into it Cashan.
Ral Makadonia Feb 17, 2012 @ 1:58am 
can you make it so, that we can relight the dungeon?, if we find some fireplaces, that we can burn them for more light? like old Zelda style :P
Marbaus  [author] Feb 15, 2012 @ 7:08pm 
lol my german that bad huh. Ok ill check that out.
half_surt--->[DE] Feb 15, 2012 @ 2:26pm 
sry for double post.

i loaded the your bsa file and opened with creation kit, too look for the problem.
test area ustengrav2(dephts). i locaded the lightning template in the cell editor and disabled the "light fade distance" . test successfully, so i disabled it in every cell where the template are in used. maybe u will tried out:). ruhm und ehre
half_surt--->[DE] Feb 15, 2012 @ 1:34pm 
hi again,
i love that idea to unlight the monster dungeons.
i have that feeling youre update make distance mage and torch light a bit more visible than before,
but my npc friend with his torch in his hand(or mage light), still goes to invisibility if i move away from his position.

please, you need to fix that. Skyrim is not thinkable for me with out that modification.
make my npc friends torch visibe in high distance.
i need that fix.

hope my english is better than youre german. ruhm und ehre
Marbaus  [author] Feb 15, 2012 @ 12:05pm 
Ok, just improved the distant lighting and fog. Added a pic to show kind of what I mean.
Marbaus  [author] Feb 15, 2012 @ 11:23am 
Ya Im working on the fog deal. Im testing out new ways to make it better. On the other hand Im not sure that anything I do will be good for everyones graphic settings. Since Im basing much of the testing on my PC alone its going to be difficult to determine how it might look on others' PCs. Thanks for the feed back.
Marbaus  [author] Feb 15, 2012 @ 11:20am 
Das is gut. Ich spreche Deutch(very little). Sehen ploppen einfach auf? Was ist der distans?

My Deutch is very rusty. If Im reading right, you saying that lights are poppin on and off in the distance?
SG7 Feb 15, 2012 @ 11:02am 
The first dungeon I entered with this was great. But the dungeons with fog look really bad without lights.
half_surt--->[DE] Feb 15, 2012 @ 4:44am 
gut gedacht schlecht gemacht.
in der distans ist es leider nicht möglich seinen fackeltragenden bedleigeter zu sehen
auch natürliche lichtquellen ploppen einfach auf. hoffe du kriegst das hin.

sorry for spoken my language
Marbaus  [author] Feb 14, 2012 @ 8:04pm 
Made Rings of Light Enchantment mod. This should help in those dark dungeons.
Marbaus  [author] Feb 14, 2012 @ 8:02pm 
Im going through and working on the sconces that have equipable torches and 'glowing horn lights' so you might find some of those as well as 'quest' tagged sources.
Wild13i11 Feb 14, 2012 @ 1:56pm 
So I thought that this mod would remove torches from abandoned places but it just made them really really dark. Gimped the torches. Also enemies could see just fine while I was totally blind.
I'm keeping an eye on this one to see if it gets better but I can't use it as of now its just too damn dark.
Marbaus  [author] Feb 14, 2012 @ 11:19am 
Didn't know that about the lore, thanks for the info. The light makes sense but then I would like to see some drugar out collecting and choping wood lol....
Marbaus  [author] Feb 14, 2012 @ 11:17am 
Sry to hear about the crashing. I have noticed there might be a load order needed here. Some sort of mod manager. If any other mod modifies any dungeon all other effects revert to its base, from what I can tell on testing. Yes I did most of it manually and used a template for an overall tone. I kind of want to step away from the 'mass template' and dig deeper on keeping their original lighting with some limitations.
Slab Bulkhead Feb 14, 2012 @ 11:00am 
I applaud your efforts, and would like darker dungeons, however lorewise there is a book that mentions the draugr ritualistically maintain the tombs which contain dragon priests. It is conceivable that they keep the lights lit. The darkness would make sense in the other tombs + abandoned mines etc.