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So I am able to create a level that uses ARX_HorrorSleep_Cave_PitchBlack as the atmosphere, which is perfect for dark dungeons. However, the light around the characters is too low. Is there a way to increase this brightness or have the characters carry torches or something so they can light up the area? I am currently only interested in GM mode. The problem is that when I use this atmosphere in my GM mode, as the GM, I also cannot see the world without a light source. Is there a way to make it so the GM can see the world with a different atmosphere applied than the players?

Last edited by spec24; 23/09/17 04:04 PM.
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You can brighten the players lights by right clicking on the root template "Player_Light", clicking edit, and increasing the intensity on the side bar.

But I think the ARX_HorrorSleep_Cave_PitchBlack is too restrictive. It has some gnarly distance fog and I think that's part of your visibility problem.

I would try something like ATM_PBR_Default_Cavern_G or ATM_PBR_Default_LV_LowerDeck


You can also go to the resource manager and try to edit the atmosphere settings of the one you want. I haven't played around with editing atmospheres much in D:OS 2 though so I can't offer much help there.

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The other thing you can consider is adding additional point or spot lights near the torches to give the illusion of them providing more light. I did this in my own crypt level. You can see the comparison below of the ambient light provided by the torch by itself versus what it looks like when I enable a spot light that I added to the area.

[Linked Image]


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Originally Posted by SniperHF
You can brighten the players lights by right clicking on the root template "Player_Light", clicking edit, and increasing the intensity on the side bar.

But I think the ARX_HorrorSleep_Cave_PitchBlack is too restrictive. It has some gnarly distance fog and I think that's part of your visibility problem.

I would try something like ATM_PBR_Default_Cavern_G or ATM_PBR_Default_LV_LowerDeck


You can also go to the resource manager and try to edit the atmosphere settings of the one you want. I haven't played around with editing atmospheres much in D:OS 2 though so I can't offer much help there.


It's not that I'm having a visibility problem. #1 I can't get fog of war to work on the client side. GM has it, players don't. I want to recreate the kind of visibility one might have in a d&d game when they go into a pitch black dungeon with only torches. The "...PitchBlack" is perfect (though agreed a little too much for that) if I could just change the player's light radius. I don't think I can use what your suggesting for GM mode though, right? I don't think the "Player_Light" setting applies in GM mode... does it?

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Originally Posted by Windemere
The other thing you can consider is adding additional point or spot lights near the torches to give the illusion of them providing more light. I did this in my own crypt level. You can see the comparison below of the ambient light provided by the torch by itself versus what it looks like when I enable a spot light that I added to the area.


Thanks Windemere. I'm looking for really dark though, with only a "lit by a the player's torch" kind of feel.

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I haven't tried it yet, but another option may be to create a visual effect that has the light you want with the visual effect editor and then attach that visual effect to an item like a mace to work like a torch.


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Originally Posted by spec24


It's not that I'm having a visibility problem. #1 I can't get fog of war to work on the client side. GM has it, players don't. I want to recreate the kind of visibility one might have in a d&d game when they go into a pitch black dungeon with only torches. The "...PitchBlack" is perfect (though agreed a little too much for that) if I could just change the player's light radius. I don't think I can use what your suggesting for GM mode though, right? I don't think the "Player_Light" setting applies in GM mode... does it?


I don't know much about GM mode.

But you did say
Quote
However, the light around the characters is too low. Is there a way to increase this brightness or have the characters carry torches or something so they can light up the area?


If you increase the intensity on the Player_Light root template it will do exactly that^. You could also increase the radius. That should affect all players in any mode.

I don't know if there are carryable torches in Divinity. I seem to remember someone making a mod for one in D:OS 1 but it's been awhile. Wouldn't be terribly difficult I don't think, you can attach lights in the sidebar to just about every object.

But a lot of the specifics on how to accomplish this aren't in my wheelhouse.

There are a few threads on the forum about complaints of how fog of war works in GM mode. But some of that "fog" is what's called distance fog, that's not the same as fog of war. It's an atmosphere setting. That's why I assumed it was affecting you as the GM, because you might be beyond the distance of the distance fog setting on your camera view. But that's just a theory on my part.

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Thanks guys!!!


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