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True Lights and Darkness 1.1
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Released 2011-07 by B00ze, Booze_Emp@Hotmail.com.

This is a mod for Morrowind + Expansions (Bloodmoon and Tribunal).

It is the "completion" of a project by Cool Demon that unfortunately he could not finish.

The goal of the mod is better explained by the original author:

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ORIGINAL True Light and Darkness README
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True Lights and Darkness 0.5
By Cool Demon (:S.vanSwelm@student.science.ru.nl)
Resurrected courtesy of BungaDunga

In the original Morrowind package, light didn't play any large role. Almost every internal location was lighted, even if there were no lights nearby. The lights that existed had very little effect on the environment and their range was very limited. Abilities like Kajiit night vision, light spells and moveable lights had very little impact in game play (you could basically do without them through the entire game). 

The True Lights and Darkness mod changes all of that! Light will become much more dynamic, locations that had very little lights are a lot darker now, and places where there are no light sources at all are now truly dark! There will not only be more darkness, there will be also more light effects like Daylight shining though windows. All together you have a more atmospheric light experience. Next time you go investigate some dark caverns or tombs, you are advised to have lights available. 

And since I've included Byblos' colored candles, here's his readme:

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ORIGINAL Lights 300 by Byblos README
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What It does:

Reworks all lights in the game to be more colorfull, dynamic, magical and realistic.

Colorfull, Dynamic, and Magical:

Red Candlesticks now have red flames and light, and are called Ruby Candles, Green have Green flames and light, and are called Emerald, same with all other colors. Plus there are now a few new types of candles, Black candles with red flames are Called Daedric Candles, White Candles with white flames are Aedric Candles. To see a difference, go to Riv-var in Balmora, All of his Purple (Amythist) Candles will now give his shop a magical feel instead of their old orange glow.

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SUMMARY OF WHAT IT DOES
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1) All interior locations have been darkened; sunlight is now mininal; caves have zero light.
2) The radius of most light sources you can see (e.g. candles) has been increased by a large factor.
3) Sunlight has been added to some windows (a version without these sunlights is included).

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INSTALLATION
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This mod changes the AMBI settings of every interior cell, and because the TES Construction Set automatically saves the ambiance settings for any cell that is modified in the editor, it is recommended to load TLAD last so that its AMBI settings prevail.


0- OPTIONAL: Run MCP and enable the Lighting Fixes Group.

1- Copy one of the ESP's to your Morrowind installation's Datafiles folder:

	Copy "True_Lights_And_Darkness_1.0.esp" for the version with the scripted sunlight.
	Copy "True_Lights_And_Darkness_1.0-NoDaylight.esp" for the version without any scripts.

2- Edit your Morrowind.ini file and set your Light Attenuation settings to Jeoshua's solve:

	[LightAttenuation]
	UseConstant=1
	ConstantValue=0.382
	UseLinear=1
	LinearMethod=1
	LinearValue=1
	LinearRadiusMult=1
	UseQuadratic=1
	QuadraticMethod=2
	QuadraticValue=2.619
	QuadraticRadiusMult=1
	OutQuadInLin=0

3- Enable the mod via the Data Files interface of the Morrowind Loader.

4- Start a new game.

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CHANGES IN VERSION 1.1
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My apologies I forgot to "dontsaveobject" all those daylights - now fixed; your savegame size will not increase with TLAD anymore. This obviously affected only the version with the daylights.

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CHANGES IN VERSION 1.0
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The main point of the new version of the mod is that it now applies to Morrowind and both expansions. It is now an Ambiance and Light enhancement mod only; all objects related to sneak-bonuses have been removed (there was nothing active anyway; it was incomplete) and it has been cleaned with TESTool.

Also, scripted sunlights (so very few) have a new script that no longer interferes with ASE and gives less sunlight in cloudy to rainy conditions. I made a version without the sunlights too, in case you're using another mod that does the same thing. I've also included the excellent color enhancements of the Byblos Lights 300 mod into TLAD.

Finally, I've toned-down the light radius changes that were in version 0.5. The light radius "boost" the mod gives to all lights now takes into account the original Morrowind radius, instead of being based solely on the type of light (e.g. tripple candles all with same radius in TLAD v0.5). The result is better shadows, more realistic, softer and subtler lights; it looks more natural.

To benefit from this mod you must be using quadratic light attenuation. It is HIGHLY recommended that you use Jeoshua's solution. The settings are above, but if you want to know more, see:

	http://www.yacoby.net/es/forum/9/6227011168971900.html

It is also recommended you use the Morrowind Code Patch and enable the Lighting Fixes Group, so that the light held by your PC is not doubled (causing everyone to glow when you approach them).

Details:

- Removed any reference to sneak bonus/penalties; now all it does is lights and ambiance.
- Incorporated Byblos Lights300's color and name changes (nothing else; use Light300 itself to pickup Firepits etc).
- Changed names so that all candles etc group together in your inventory (e.g. Silver Candle -> Candle Silver).
- Applied darkening to all BM/TB expansion interior cells (but kept original "tint" of light so mood is not lost).
- Tweaked radius of all light sources; more than plain morrowind, but less and more subtle than original TLAD v0.5.
- Increased time for candles, torches and lanterns (so there is no need to carry a 6 pack of torches around).
- Fixed all scripted sunlight(s) so they take weather into account (no longer interferes with ASE lightning effects).

There are 3 types of torches and 3 types of travel lanterns:

	Torch				400 radius  1800 seconds (same time as glass/paper lanterns)
	Torch High Quality		500 radius  3600 seconds
	Torch Poor			300 radius   900 seconds (same time as all candles)
	Travel Lantern			350 radius  5400 seconds
	Travel Lantern Bullseye		500 radius 14400 seconds
	Travel Lanter Poor		256 radius  3600 seconds

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BONUS MATERIAL: MUDCRAB ISLAND TLAD ESP
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As a bonus, I am including a "TLAD" version of the amazing Mudcrab Island (v1.02) mod's ESP, by Phaedrus.

I've darkened the rooms, added some lights and fixed/tweaked a few things.

To use it, you will need to get the full Mudcrab Island mod, and instead of using the mod's original esp, use TLAD's.

Here are the details of the changes:

	- Made natural lighting darker and added lights or radius where appropriate.
	- Rotated some doorMarkers to more natural angles so as to help moving around.
	- Made basement passage wider and easier to negociate by moving beer barrels back 10 units.
	- Made attic easier to navigate by removing some beams (unfortunate but easier than expanding).
	- Torch-Rings and MI_Torch have entirely new scripts to fix issues with a MI_Torch remaining in PC's inventory.
	- Fixed a few issues with flashing textures or seams (attic beams, outside ladders and the upper tower level).
	- New firepit/tinderBox scripts fix lighting and 'feed fire' issues + spawns lower + can be activated.
	- Increased capacity of MI containers (e.g. crates) to 65k units of weight (hoard all you want).
	- Pirates chance is a bit less, and ship now catches on fire a little faster.
	- Adjusted purr's pathing to try and avoid it getting stuck on furniture.
	- made rowboat go 2x faster.

You should really try this mod out.

[END]
