Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






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?
but looks nice
Crashing when trying to enter the Underkeep in markarth.,
and sometimes the hand-held torch doesn't light up anything.
Also, I second what Kingpin said.
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.
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.
But can you upload this to the nexus if you haven't already? I just hate that the workshop automatically does stuff for you.
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
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
My Deutch is very rusty. If Im reading right, you saying that lights are poppin on and off in the distance?
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
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.