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Posted

From the name I would deduce that it determines the distance at which lights will flicker vs being static. Of course to test this you'd have to have a lightbulb that has flickering set up on it. It wouldn't take long to set up a test environment in the CK for this.

Posted
  On 1/16/2017 at 3:45 PM, DoubleYou said:

At 0 I still had flickering lights, unless it applies to specific flickering lights.

I'm not sure if you're aware so I will explain the lights in the game. There are two types of "flickering". One is done by the object itself as an effect such as how candles will "flicker" without any lightbulb present. The other is an effect set on an actual lightbulb itself, not the object (see below). Default candle lightbulbs in the game have a "pulse" rather than a flicker. The trick is finding the right lightbulb and your best bet are touches since they seem to all have the flicker effect on the lightbulb. This would best be tested in a custom test cell from the CK. You could make a long corridor when a single lightbulb placed at one end to test the effect of the setting at specific distances (assuming this is what it does). I could probably whip this up in a few minutes, if you're unable.

 

Light_Flicker_CK.png

Posted
  On 1/16/2017 at 6:11 PM, DoubleYou said:

Well, I just tested it on a torch in Darkfall Cave, and there was no change.

Here is a test cell that for sure has a flickering lightbulb at the end of the corridor for putting this to rest for good. It's a torch bulb that I've intensified to see the light better. The "bounce" in the light is the flickering effect.

 

https://mega.nz/#!p1s3XT4A!lcanXvQZtDud2jodNK9C5qBQW3cqgfsZlqhCQl4W5Xc

 

COC lightflicker

Posted

Thanks, Tech. That clearly shows that fFlickeringLightDistance does control the distance that your flickering light effect will occur. I doubt it really affects pop-in much, but that at least shows that it is a valid tweak. Setting it to 0 disables the effect entirely. Interestingly, it doesn't matter whether or not I use a negative or positive value to set the distance. I probably can safely disable it for the Poor preset. 8192 (2 cells) is probably a good distance.

Posted
  On 1/16/2017 at 7:19 AM, DoubleYou said:

Do NOT run through Mod Organizer.

Wasn't running through MO, I run the program as a stand alone :) I did read up and have been using this for a bit now. I use MO to manage the game only and it was shut down at the time. just passing along a bug report.

Posted

Oh. I misunderstood when you said MO window said ERROR. I understand now that was my drop down. I don't have MO2 installed, so I will have to see what is going on there.

Posted (edited)

Here's a screenshot of the error if it helps. And no worries on the misunderstanding hope this helps.

 

bethset.jpg

Edited by Helidoc
Posted
  On 1/16/2017 at 7:28 PM, DoubleYou said:

Thanks, Tech. That clearly shows that fFlickeringLightDistance does control the distance that your flickering light effect will occur. I doubt it really affects pop-in much, but that at least shows that it is a valid tweak. Setting it to 0 disables the effect entirely. Interestingly, it doesn't matter whether or not I use a negative or positive value to set the distance. I probably can safely disable it for the Poor preset. 8192 (2 cells) is probably a good distance.

No problem. Glad I could help. Learning the CK and getting into mod development really helped me to understand both the INIs and xEdit a lot more. Bethesda's naming conventions tend to be quite literal, as in this case, but sometimes technical names are used. Having a few test environments would probably help you figure these settings out without having the hassle of traveling all over Tamriel to do so.

Posted

Does the flickering you guys are mentioning include the situation in which, for example, a wall will be lit by the light of a torch I am carrying, but, depending on the angle I look at the wall, it will be dark (i.e., look as if there was no torch lit)?

 

I've heard that this could be caused by too many light sources acting on the same object. Is that correct? Is there a way to fix that?

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