This is a modern, pluginless replacement of the old Windows Glow mods with many more features besides! Windows Glow suffered from every mod needing a patch to work with it. Glow in the Dahrk handles this automatically through the meshes themselves with a powerful code by NullCascade which can switch the visible portion of meshes on the fly.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
The assets in this mod archive may be used freely in other TES3 mods as long as credit is given where it is due. You may not rehost this mod unless I have been unable to be reached for 3 months.
File credits
Greatness7 for the code used to accelerate the mesh creation Siberian Crab for the basic glow texture from which I designed the others Hrnchamd for quickly releasing a fix to MGE XE to let this mod work properly NullCascade again for not only making the code used by this mod, but also for continuing to develop MWSE into the Lua-based powerhouse it has become Morrowind Modding Discord for extensive playtesting and feedback as this mod was developed Wolli & Atrayonis for help on the optional Raven Rock glass windows patch
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Fixed incorrect texture paths on vanilla shack meshes
Version 3.2.1
Fixed incorrect texture paths in OAAB shack meshes
Version 3.2.0
Added support for shacks (including support for OAAB_Data and Tamriel_Data)
Added metadata
Version 3.1.2
Fixed bad UVs on Raven Rock meshes
Fixed mesh error with Mournhold Temple interior mesh
Added INT-DAY node to all exterior models to avoid errors if mods add them to interiors
Version 3.1.1
Added Telvanni Council House support to optional Telvanni Tower Interior Glow addon
Version 3.1.0
Added optional Telvanni tower interior addon
Fixed non-glass Nordic windows which did not glow or blend properly
Improved error logging
Added more debug info when a mesh can't be parsed
Fixed some lua plugin warnings
Get texture materials earlier so they can be used for lit interior mapping; this fixes some mesh errors
Version 3.0.3
Fixed material settings on the Palace of Vivec mesh which was making it super bright
Version 3.0.2
Fixed fomod config file issues with new archive structure.
Version 3.0.1
Updated code to log broken meshes rather than get hung up while updating objects (can fix issues where some windows update but others don't).
Version 3.0.0
Complete rewrite of the logic. The mod may now use slightly more memory, but does not perform any worse. Tracking of references uses a much more modern approach.
Interior window panes and sunrays will now subtly fade in and out as the exterior light grows more/less intense.
Interior window panes and sunrays (if enabled) will be colored by the sky outside. This takes into account any weather outside. Ash storms, for example, will color interior windows red.
The useVariance (randomized exterior window lighting) config option is now disabled by default; existing users will continue to have it enabled.
Interior lights are optionally available, making GitD-capable meshes into (often subtle) light sources. The radius of these lights can be configured by mesh-makers
Cell- and mesh-specific logic can now be configured. Currently this just affects the Vivec plazas, but more support can be added for mods as user reports come in. This currently allows us to invert the hour calculations for interior/exterior windows.
Sunrays can now be toggled with the MCM and do not need to be installed separately.
Meshes optimized further.
Version 2.11.2
Fixed dark molag mar patch in fomod installer
Version 2.11.1
Updated getGMST to findGMST in MWSE code
Version 2.11.0
Removed TR patch (Tamriel_Data includes GitD support natively as of TD8)
Added Telvanni dormers to Tel Uvirith in optional ESP
Version 2.10.3
Added "none" option to Telvanni Dormers option in fomod installer
Version 2.10.2
Cleaned up Windoors Patch
Version 2.10.1
Bug fix for fomod installer
Fixed a few meshes
Version 2.10.0
Repackaged file
Added fomod installer for MO2 users
Still BAIN compatible (for Wrye Mash users)
Misc Mods patch bundled into core files for ease of installation
Version 2.9.1
Matched the UV of the interior Raven Rock windows to the exterior
Adds new texture to the Raven Rock windows to match the new UV.
Version 2.9.0
Overhaul of the RR module: added lit glass to Raven Rock windows at night, added support for the mine entrance, improved window UVs, combined more shapes to improve performance, improved collision, improved shading on chimneys (can't see roof through them now), removed some unused windows, fixed and combined material properties
Version 2.8.3
Changes "ex_vivec_h_16.nif" to fix an MWSE error.
Version 2.8.2
Cleaned "GITD_WL_RR_Interiors.esp" for the optional Raven Rock Glass Windows addon.
Version 2.8.1
Patch for MGE XE Distant Land which does not currently recognize NiCollisionSwitch. No change to functionality in 2.8.0.
Version 2.8.0
Fixed texture issue on sunrays
Updated the meshes with sunrays to use NiCollisionSwitch so that players can pick up items and activate objects through them. If using OpenMW, use Nightly 20.02.20.
Version 2.7.1
Added sunrays to the Redoran windows for the optional Interior Sunrays patch
Version 2.7.0
Revised code so that activators (e.g. Raven Rock buildings and Strongholds) will switch windows at night as well
Fixed bad UV on in_mh_window_01.nif
Fixed collision on interior Raven Rock meshes
Fixed some placement issues in the Raven Rock ESP
Version 2.6.3
Fixed exterior glow for Imperial arrow slits
Version 2.6.2
Added interior effect to Imperial arrow slits
Fixed exterior glow for Imperial arrow slits
Version 2.6.1
Hotfix for Raven Rock windows (exterior meshes were bright and some of the Raven Rock interiors were missed in the plugin)
Version 2.6.0
Added optional glass Raven Rock windows
Version 2.5.1
Added interior support to ex_common_window_03.nif
Added tr_ex_velothi_temple03 to TR patch
Fixed collision on TR patch windows.
Added optional glass Raven Rock windows
Version 2.5.0
Changed to BAIN archive structure
Removed sunrays from in_c_plain_room_cwin_01 and in_c_plain_room_cwin_02 for the base version
Added in_nord_house_04.nif which was missed before
Fixed non-animated night windows for ex_nord_house_04.nif
Version 2.4.5
Added missing ex_gg_03.nif mesh
Version 2.4.4
Fixed Indoril interior window in exteriors
Version 2.4.3
Made several interior window meshes work in exteriors if used there by mods
Version 2.4.2
Made the "Stagger Exterior Transitions" Mod Config option save when you reload the game
Version 2.4.1
Fixed in_c_plain_r_cwin_tri_01.nif which was glowing at night indoors
Version 2.4.0
Added patch for Dark Molag Mar
Version 2.3.0
Added optional interior sunrays for the Tamriel Rebuilt patch
Added miscellaneous mods patch
Made ex_velothi_window_01.nif have sunrays
Version 2.2.1
Fixed collision on several common bay windows where you could get stuck on the sunray
Version 2.2.0
Cleaned up and fixed some minor bugs in the code
Added Mod Configuration Menu!
Version 2.1.0
Added optional ESP to add Telvanni windows to interiors of housepods (matching the exterior windows)
Fixed Windoors patch
Version 2.0.3
UV/texture fix for optional glass nord windows with interior sunrays
Version 2.0.2
Reordered archive for easier Mash installation
Version 2.0.1
Fix for the Windoors patch
Pointed the optional glass nord windows to "tx_window_diamond_01"
Version 2.0.0
Adds optional interior sunrays
Interior window glow is now weather dependent!
Adds Windoors patch (removes Windoors edits to windows - keeps shacks, ashlander tents, and door glows)
Adds optional glass Nord windows (like the original Windows Glow)
Adds optional plugin to add Telvanni dormers to Vvardenfell
Improves Telvanni dormer appearance
Version 1.1.0
Added patch for TR meshes
Fixed "in_c_rich_r_swin_bay_01.nif" position
Fixed "ex_vivec_c_02.nif" not animating
Made the Mournhold and Imperial arrow slits dimmer
Version 1.0.5
Updated MWSE lua file name and location to be compatible with the latest nightly
Version 1.0.4
Fixed texture path issues on Mournhold interior window meshes
Version 1.0.3
Fixed the MGE XE errors for real this time
Version 1.0.2
Fixed texture filter on Skaal meshes
Fixed MGE XE distant land generation errors
Fixed interior glow for in_c_plain_r_cwin_tri_01
Fixed material settings on mournhold temple
Version 1.0.1
Fixed texture filtering on MH meshes
Fixed crash in interiors during the day with the Nord windows
Replaced Lua code with non-debug version
Added mip maps for hi-res textures
Version 1.0.0
Initial release
by Melchior Dahrk & NullCascade
This is a modern, pluginless replacement of the old Windows Glow mods. Windows Glow (WG) suffered from every mod needing a patch to work with it. Glow in the Dahrk (GitD) handles this automatically through the meshes themselves with powerful Lua code by NullCascade which can switch the visible portion of NIFs on the fly. With this feature, any mod using the vanilla windows (or GitD-compatible meshes) will automatically switch to a glowing version at night in exteriors or during the day for interiors. In addition, WG forced players to use the textures it provided which didn't always match their texture replacer of choice. Glow in the Dahrk accomplishes a subtle glow on the windows without needing to replace the vanilla textures; so players can use vanilla or a texture replacer of their choice!
NOTE TO OPENMW USERS: At this time, OpenMW does not support the new toggling sunrays or interior light mesh features included in GitD versions 3.0.0 and later. GitD is still backwards compatible with OpenMW, but sunrays cannot be turned off (and are no longer included as an optional patch). It is currently recommended that OpenMW users continue using GitD version 2.11.2 or earlier.
Windows transition to glowing versions at night
Automatic compatibility with any mods using the meshes included with this mod (no patches required!)
Supports vanilla textures and texture replacers for windows (choose your own look!)
A more natural, muted glow at night rather than the bright, garish design of the old Windows Glow
Smooth pulsing light effect for all nighttime exterior windows
In-Game Mod Configuration Menu to tweak certain mod settings like sunrays, interior lighting, and transition staggering
Smooth transition from day to night appearance for interior windows
Optional, weather and time-of-day dependent interior sunlight
Optional sunrays for interior glow!
Optional plugin to add Telvanni dormers to Vvardenfell
Support for any static objects to be made to transition to nighttime versions
Pluginless and patch-free alternative to "Windows Glow"
If you have the interior lights enabled, turn on the PPL setting in MGE XE to avoid super bright interiors. Note that PPL can be set to interiors only if performance is an issue.
MGE XE version 0.10.1 fixes a bug where meshes containing NiSwitchNode will cause the Distant Land generator to crash.
OpenMW At this time, OpenMW does not support the new toggling sunrays or interior light mesh features included in GitD versions 3.0.0 and later. GitD is still backwards compatible with OpenMW, but sunrays cannot be turned off (and are no longer included as an optional patch). It is currently recommended that OpenMW users continue using GitD version 2.11.2 or earlier (unless you like having the sunrays on by default).
Other Lastly, be sure to deactivate/uninstall all Windows Glow mods/patches. They may overwrite the meshes used by this mod.
Below is a list of mods which have been patched to hook into the GITD code. If your mod is GITD compatible*, message me and I will add it to the list!
*again, this is only required for mods which add NEW windows or night/day switching objects - any mod using vanilla meshes is already compatible.
My other VFX mods:
Plugin patches for every single mod are a thing of the past with Glow in the Dahrk! Now all that is required is for a mesh (window or otherwise) to be updated into the GITD format and it will automatically update at night and in the morning while the code from this mod is installed.
It is a relatively simple process for modders with experience with Nifskope to make non-vanilla meshes compatible with this mod. This script can make any static model in the game switch to a nighttime version - not just windows. The optional download: "Mesh Converter Scripts and Instructions" can be used to patch other meshes to work with this (such as new windows from Province mods or Unique City mods).
NullCascade again for not only making the code used by this mod, but also for continuing to develop MWSE into the Lua-based powerhouse it has become
Greatness7 for the code used to accelerate the mesh creation
Hrnchamd for quickly releasing a fix to MGE XE to let this mod work properly
Merlord for helping with the weather-based interior glow script
Siberian Crab for the basic glow texture from which I designed the others
Morrowind Modding Discord for extensive playtesting and feedback as this mod was developed
Wolli for help on the optional Raven Rock glass windows patch