Unfortunately, these two mods are not compatible - when this mod tries to replace the light sources it throws null reference errors, meaning it can't find them, probably due to the fact that the Handpainted models have their own ones.
I've seen people mentioning First-person lighting, Darker Dungeons, and/or Distant Skies being the problem. Using the settings on these mods from DREAM, with and without DREAM installed to make sure only these 5 mods have been present in some tests, I conducted numerous tests with different loads orders and combinations of these mods enabled/disabled.
The ONLY time this mod could NOT work properly was ONLY when Handpainted model replacements was enabled (before or after in the load order didn't matter). And it was observable ONLY after loading a saved game and not the very first game you start or the first load you do after starting the game (main mod alone would cause this problem).
Personally, I found that the light provided by the Handpainted models was similar in some cases to what the other one offers in color, and in a few scenes it does look even a little more realistic - others not so much and it's missing the cool flickering in some elements plus the great NPC shadows. So my suggestion would be to enable Improved Interior Lighting only when you don't use Handpainted model replacements. This mod is amazing when you're using 2D sprites only (e.g. Vanilla, DREAM, DREAM 90s).
The relevant error to anyone interested in working on that seems to be: System.NullReferenceException: Object reference not set to an instance of an object at ImprovedInteriorLighting.ImproveDungeonLighting.AdjustExistingLightSources (DaggerfallWorkshop.Game.PlayerEnterExit+TransitionEventArgs args) [0x00047] in <3a3005b93fee497ea2a1a02ad8663199>:0 at ImprovedInteriorLighting.ImproveDungeonLighting.Start () [0x00078] in <3a3005b93fee497ea2a1a02ad8663199>:0
The Improved Interior Lighting mod encounters this at the first load and probably stops working after that for any other loads of the game it does.
Hi! Love the mod! I was wondering, I play with darker dungeons going on, I can see light at the end of corridors on walls and such, even though no light source is there? I looked into the settings but cant figure out how to change it so i do not get to see that light there. Any ways to remove that light?
Are you playing with the Better Ambience mod and fog enabled? If so, turn the fog off. Also, you need to make sure that Darker Dungeons "Auto Douse or Remove" is set to Doused or Randomly Removed, but I figure you probably already did that.
I'm also assuming you know to lower the Dungeon Ambient Light in DFU. Otherwise, I'm not getting the issue you describe with this mod, and I also have Darker Dungeon (and Better Ambience) installed.
Is there a way to make lightning have the vanilla white light? It looks a bit odd when a thunderstorm happens and the skies flash orange, which is a shame because this mod looks too good to turn off in every other scenario.
Hello, I noticed that when I reloaded saves that the lights would revert to their normal cooler colors when using the handpainted models mod. The colors would be correct only on the initial load. Is there a way to fix this?
I was using both actually, including the pixelated version of dynamic skies. Testing it, it appears this mod has this issue when either mod is enabled for me whenever I have the handpainted models' main module also enabled. Unfortunately I think I'm going to have to keep the models disabled for now because I feel those two mods add more to the atmosphere than the models do. But thank you!
If you, or anyone else reading this, wants to keep handpainted models / improved interior lighting, try disabling first person lighting and using an older version of Dynamic Skies. I noticed this recently and require both interior lighting and handpainted models and it was my temporary solution until it gets fixed
Though I dont recommend rolling back to older versions and disabling newer mods but if someone is particularly desperate, this was just my solution for the time being
Mod needs to be updated, causes slowdowns in 1.0 when looking at other dungeon areas even through walls and ceiling. cant get past tutorial dungeon due to serious frame drops. Turning it off fixes everything.
Just want to clarify here, that we found out the slowdowns were caused by increasing the Dungeon&Interior shadows distance in the INI. When set back to default, problem was solved. So its not a problem of this mod. More like the users CPU. On my 5800x3D I can even increase those values and experience no slowdowns.
It works no problem, just dont mess with the INI files. You can do the changes I describe on the DREAM page, just dont do anything else and you will be ok.
I also had these slowdowns, I didn't mess with the ini, only removing this mod fixed it. This is on a Windows machine (Intel IRIS graphics card). Edit: I get them anyway if I push things too far with effects, it's possibly some GPU memory issue (RAM usage is high but not critical).
I'm on a 5950x/4090 and can see frame drops down into the 60's with this mod (from 200+).
Finally got annoyed enough at it to disable it, and my god the difference is insane; base game looks so much worse, lantern lighting looks like a modern electrical light. But no more performance issues.
I don't recall increasing shadow distance via the .ini, only settings ingame. Why would increasing shadow distance for interiors cause such a massive slowdown? The areas are tiny, should be very small load. I know there are occlusion culling issues in DFU (as in, it's missing), which results in worse performance than you'd typically expect, but still.. by the 1.0 release I'd have expected the team to optimize the game after all these years. Even just adding 3D models chunks performance massively. There's also massive issues with loading stuff, implying the code for it is very unoptimized too.
One day I'll learn to code in Unity, then maybe I can understand this stuff, but until then, I can only be baffled at the performance degradation of things that seem so miniscule.. especially on high end hardware.
Oh the gods have blessed us with ambience, felt so weird having the halogen/LED coloured player torch/candle/lantern in vanilla. Thank you for making this!
69 comments
Unfortunately, these two mods are not compatible - when this mod tries to replace the light sources it throws null reference errors, meaning it can't find them, probably due to the fact that the Handpainted models have their own ones.
I've seen people mentioning First-person lighting, Darker Dungeons, and/or Distant Skies being the problem. Using the settings on these mods from DREAM, with and without DREAM installed to make sure only these 5 mods have been present in some tests, I conducted numerous tests with different loads orders and combinations of these mods enabled/disabled.
The ONLY time this mod could NOT work properly was ONLY when Handpainted model replacements was enabled (before or after in the load order didn't matter). And it was observable ONLY after loading a saved game and not the very first game you start or the first load you do after starting the game (main mod alone would cause this problem).
Personally, I found that the light provided by the Handpainted models was similar in some cases to what the other one offers in color, and in a few scenes it does look even a little more realistic - others not so much and it's missing the cool flickering in some elements plus the great NPC shadows. So my suggestion would be to enable Improved Interior Lighting only when you don't use Handpainted model replacements. This mod is amazing when you're using 2D sprites only (e.g. Vanilla, DREAM, DREAM 90s).
The relevant error to anyone interested in working on that seems to be:
System.NullReferenceException: Object reference not set to an instance of an object
at ImprovedInteriorLighting.ImproveDungeonLighting.AdjustExistingLightSources (DaggerfallWorkshop.Game.PlayerEnterExit+TransitionEventArgs args) [0x00047] in <3a3005b93fee497ea2a1a02ad8663199>:0
at ImprovedInteriorLighting.ImproveDungeonLighting.Start () [0x00078] in <3a3005b93fee497ea2a1a02ad8663199>:0
The Improved Interior Lighting mod encounters this at the first load and probably stops working after that for any other loads of the game it does.
Hope this helps.
I was wondering, I play with darker dungeons going on, I can see light at the end of corridors on walls and such, even though no light source is there? I looked into the settings but cant figure out how to change it so i do not get to see that light there. Any ways to remove that light?
I'm also assuming you know to lower the Dungeon Ambient Light in DFU. Otherwise, I'm not getting the issue you describe with this mod, and I also have Darker Dungeon (and Better Ambience) installed.
They are all just these unnatural bright white lights, we need a warm yellow color and brightness setting...
Or make a Improved Exterior Lighting mod - PLEASE!
Though I dont recommend rolling back to older versions and disabling newer mods but if someone is particularly desperate, this was just my solution for the time being
What is necessary to get Interior Lighting functional without slowdown?
I also want to use your DREAM mod.
Finally got annoyed enough at it to disable it, and my god the difference is insane; base game looks so much worse, lantern lighting looks like a modern electrical light. But no more performance issues.
I don't recall increasing shadow distance via the .ini, only settings ingame. Why would increasing shadow distance for interiors cause such a massive slowdown? The areas are tiny, should be very small load. I know there are occlusion culling issues in DFU (as in, it's missing), which results in worse performance than you'd typically expect, but still.. by the 1.0 release I'd have expected the team to optimize the game after all these years. Even just adding 3D models chunks performance massively. There's also massive issues with loading stuff, implying the code for it is very unoptimized too.
One day I'll learn to code in Unity, then maybe I can understand this stuff, but until then, I can only be baffled at the performance degradation of things that seem so miniscule.. especially on high end hardware.