Light, no light represenation in the module

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Oaks
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Light, no light represenation in the module

Post by Oaks »

There's a workshop item (reposting https://neverwintervault.org/project/nw ... on-changes from the nwn vault) that makes areas look darker for characters without darkvision.

Is that something we can or even want to introduce to Arelith?
The old that is strong does not wither
Deep roots are not reached by the frost
Good Character
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Re: Light, no light represenation in the module

Post by Good Character »

Thematically cool, because it would make Andunor and the satellite areas really stand out. Though... I think we would end up screwing people out of 6 AC due to no shield, unless there was a common way to access ultravision (or darkvision, somehow).
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Diegovog
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Re: Light, no light represenation in the module

Post by Diegovog »

We don't have to give people headache for the sake of immersion
NauVaseline
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Re: Light, no light represenation in the module

Post by NauVaseline »

EE Tried this already, and people didn't like it for the most part
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Oaks
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Re: Light, no light represenation in the module

Post by Oaks »

NauVaseline wrote: Sat May 02, 2020 4:46 pm EE Tried this already, and people didn't like it for the most part
tbf EE's lighting has nothing to do with the above mentioned workshop item, except that, under different premises (EE lighting being a general design feature that makes everything look darker / more constrasted for everyone; the workshop item corresponding with the module, characters and their feats), your screen is darker.
The old that is strong does not wither
Deep roots are not reached by the frost
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CrystalRL
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Re: Light, no light represenation in the module

Post by CrystalRL »

And this is why I jack up my gamma.
TimeAdept
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Re: Light, no light represenation in the module

Post by TimeAdept »

Diegovog wrote: Sat May 02, 2020 4:31 pm We don't have to give people headache for the sake of immersion
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Tathkar Eisgrim
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Re: Light, no light represenation in the module

Post by Tathkar Eisgrim »

The topic of lighting has been raised in the past and the Dev's themselves, if I recall correctly, raised the issue of players just altering their own gamma for personal ease / tactical advantage.

Roleplaying response to what would be bad lighting is a slightly different matter. I am an ardent roleplay-supporter of the idea that humans and other races with no ultravision / nightvision should carry torches when dungeon-delving.

I started doing this on a previous Persistent World. It got me noticed by DM's who gave me XP awards...

(I am awaiting the Suggestion Board re-opening so we can seek getting a working Lantern addition to the HAK.)
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hmm
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Re: Light, no light represenation in the module

Post by hmm »

I love having to carry a torch. It helps me to roleplay more, and i love roleplay.
Nitro
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Re: Light, no light represenation in the module

Post by Nitro »

Easy solution, install an override that makes everything darker if you want to instead of forcing everyone who doesn't to turn up their gamma.
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