INFO
Modder working on this location
Emittance value to use
- Emittance value = WeatherTundraMarsh.
- Apply this to both Light Bulbs and FX effects, or use one of the FXWeathers if those suits the atmosphere better.
Caves
Bleakcoast Cave
Blind Cliff Cave
Bloated Man's Grotto
Bonechill Passage
Boulderfall Cave
Brinewater Grotto
Brittleshin Pass
Broken Fang Cave
Broken Helm Hollow
Broken Oar Grotto
Bronze Water Cave
Brood Cavern
Bruca's Leap Redoubt
Chillwind Depths
Cragslane Cavern
Cragwallow Slope
Cronvangr Cave
Crystaldrift Cave
Darkshade
Darkwater Pass
Duskglow Crevice
Eldergleam Sanctuary
Fallowstone Cave
Forsaken Cave
Glenmoril Coven
Gloomreach
Guldun Rock Cave
Graywinter Watch
Greenwall Cave
Greywater Grotto
Haemar's Shame
Halldir's Cairn
Hob's Fall Cave
Honeystrand Cave
Liar's Retreat
Lost Echo Cave
Lost Knife Cave
Lost Knife Hideout
Moss Mother Cavern
Movarth's Lair
Orotheim
Pinemoon Cave
Pinepeak Cavern
Purewater Run
Ravenscar Hollow
Reachcliff Cave
Reachwater Rock
Rebel's Cairn
Red Eagle Redoubt
Redoran's Retreat
Rimerock Burrow
Septimus Signus' Outpost
Shadowgreen Cavern
Shimmermist Cave
Shimmermistcave01 Complete
Shimmermistcave02 Complete
Changes:
Added 1rs_FalmerCaveGlowNS. OmmniNS type bulb. Purpose is to just simulate the glow from the blueish crystals in falmer caves.
Added 1rs_BlueCaveTemplate. Lighting template, conversion from the teal falmer template into a more dark blue one that matches the primary light source, the crystals, better.
Added 1rs_IS_FalmerCaveBlue. Imagespace. From bright teal, to dark teal. As well as normalization of contrast and saturation.
Notes:
Final room lacks... something to make it a bit more interesting to look at. Considering it is a pseudo boss fight area then it is perhaps a bit sad with just one light source in the entire room. Also the general lighting template prevents the room to be as dark as it probably should be. Could considering turning on the giant dwemer chandelier and it would solve all the issues.