Mod:Creation Kit/Light

Papyrus: Light Script

A Light form represents a light source. These can be: placeable objects, like some of the workshop lights; inventory items, like the torches in Skyrim; or invisible light emitters placed in the Creation Kit.

Editor Dialog

 * ID: The editor ID that this form uses in the Creation Kit.
 * Name: The name shown for this object when it is displayed in an in-game UI.
 * Model: The 3D model that this light uses. Lights do not require a 3D model.
 * Off by default: Indicates whether the emitter actually casts light by default.
 * Sound:
 * Add Destruction Data:
 * Type: The type of light.
 * NonShadow Box: Usually referred to as Rectangular Light but seems to be not yet implemented, falls back to a regular Omnidirectional light. (For maximum compatibility you better not use it until it becomes officially supported.)
 * NonShadow Spotlight: This emitter casts light in a cone but does not cast a shadow.
 * Omnidirectional: This emitter casts light in all directions but does not cast a shadow.
 * Shadow Hemisphere: This emitter casts light and shadows in a hemispherical shape. See Notes below for more Information.
 * Shadow Omnidirectional: This emitter casts light and shadows in all directions. See Notes below for more Information.
 * Shadow Spotlight: This emitter casts light and shadows in a cone. See Notes below for more Information.
 * FOV: This seems to be exclusively used by Spotlights to determine the cone-radius of the Spotlight.
 * Falloff Exponent: Increases the intensity of the light near the light emitter source. Can be used to achieve an Inverse Square Falloff.
 * Radius: The default radius for the light. Individual references can have their radii changed in the Creation Kit.
 * Near Clip: Controls the shadow bias of shadow-casting lights, the default value (7.2174) needs tweaking in most cases. If this value exceeds the Radius value, the light will disappear.
 * Volumetric Intensity: Should control the intensity of God Rays, but tests have shown no difference, neither ingame nor in the CK.
 * Color: The color of the light cast by this emitter. (Keep in mind RGB values not sRGB)
 * Fade: The intensity of the light.
 * Gobo: A texture file through which the light will be filtered. See Wikipedia for information on how this works. Unreal Engine users know this as Light Functions or IES Light profiles.
 * Flicker Effect: These options can add a flickering or pulsing effect to the light.
 * Flicker: If selected, the light's brightness will fluctuate in an unpredictable manner.
 * Pulse: If selected, the light's brightness will fluctuate in a regular pattern.
 * None: If selected, the light's brightness will remain constant.
 * Period:
 * Intensity Amplitude:
 * Movement Amplitude:
 * Flags:
 * Portal-strict:
 * Obstacle: Whether the game should check the light's model for NAVCUT data and apply it.
 * Specular: Whether this light should contribute to the Specular channel or not. See Notes for more information.
 * Random Anim Start:
 * Ignore Roughness: Whether this light should contribute to the roughness channel or not. See Notes for more information.
 * No Rim Lighting: Whether this light should cast a subtle Rim Light or not. See Notes for more information.
 * Volumetric Light: Whether this light should cast Volumetric rays (GodRays) or not. See Notes for more information.
 * Ambient Only: Whether this light acts as an Ambient Light or not. These lights have a special behaviour. see Notes for more Information.
 * Keywords: A list of keywords that signal information to other game systems.
 * This light can be carried: If checked, the light can be held by NPCs and stored in containers. The data in this section pertains to how the light is treated as an item.
 * Inventory image: Not used.
 * Message Icon: Not used.
 * Weight: The light's weight as an item.
 * Value: The light's value as an item.
 * Time: The amount of time that this emitter remains lit. In Skyrim, this was used to limit the duration a torch remained lit.
 * Preview Transform: A Transform applied to this light when its model is shown in the inventory menus.
 * God Rays: If "Volumetric Light" is checked here you HAVE TO choose the God Ray profile it should use.
 * Near Clip: This controls the clipping of the ray effect from the origin of the light source. Useful for things like hanging lights.
 * Lens Flare: The Lens Flare effect the light should use.
 * Attenuation Settings:
 * Constant:
 * Scalar:
 * Exponent: Increases the lights intensity towards the maximum radius of the light. A value of 100 would give you a light with no falloff. See Notes for more information.
 * Attenuation Only: This basically allows you to use the light as a "Fill Light" (Does not contribute to effects like Specular, Roughness, Rim Lighting and Self-Shadowing).
 * Papyrus Scripts: Papyrus scripts to be attached to references. These should extend ObjectReference, not Light.
 * Actor Values: