| Attachment | Size |
|---|---|
| screenshot2.png | 3.85 MB |
I have been working on fixing the lighting issues in game. Thus far i have 4 chapels complete. The main issue I'm working around is that the chapels interior are 2 solid pieces with multiple floors. Iv been moving lights around, expanding lights, and sadly having to delete lights. I'm trying to maintain the vanilla Oblivion integrity with much success.
Once i get everything looking less like a rave and more like a game I plan on redoing the lighting entirely. Right now I'm working on quick simple fixes and eventually wish to make it look like the screenshot provided (that will not be how it looks once iv fixed the lights but an idea in the distant future if i continue beyond the light flickering)

Looking good so far, need to
Looking good so far, need to add some shadowcasters, and maybe be reduce overall ambient lighting and saturation. Want to see something like this in the end
[External image]
I think this will require adding transparency texture for windows (and add NiAlphaProperty in mesh for windows shapes) to place lights outside of them and cause shadows to fall on everything inside. This is the mesh
meshes\tes4\architecture\cathedral\cathedralstenintback01.nif
PM me if you need help with it in NifScope. We will need to fix a lot of such meshes with windows, especially since Skyrim can show sky in interior cells unlike Oblivion.
Also try not to delete lights, move them away, set enabled opposite of parent (Payer 00000014), initially disabled, etc. Just disable them somehow.