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Highly recommended for daylight-sneakers.
![total annihilation spell total annihilation spell](https://static.wikia.nocookie.net/star-and-the-forces-of-evil/images/2/27/The_Magic_Book_of_Spells_cover.jpg)
That one has two more spells, scrolls, a staff and you have to find or buy everything - it just has no Sneaklight. If you want a total annihilation of the light around your character even in broad daylight, go get The Art of Shadow.
#TOTAL ANNIHILATION SPELL UPDATE#
Oh - works most reliable in interiors, as exteriors update their light level recognition muuuch slower.
![total annihilation spell total annihilation spell](https://i.ytimg.com/vi/Gt9z6SVt_xg/maxresdefault.jpg)
#TOTAL ANNIHILATION SPELL FREE#
You can use it by carrying the spell in your free hand(s), somewhat like an illusion concentration spell without magicka cost.ĭouble-(not)casting doesn't give you more light (due to the hard limitation of one lightper character), but decreases the light level even more. So you can think of it as an alternative to nighteye without their weird imagespaces. So theoretically one could use this quirk of the game engine to create a real powerful bright light while decreasing the mathematical light level.īut that would totally kill my immersion and would totally be a cheat. Nah - it's not a bug, but just another case of "It Just Works" (TM Bethesda). Spells and enchantments work as they should, without casting visible light. Turns out that casting lights of spells emit visuble light despite been set to negative values. Making it really big (radius 8192) resulted in a visibly increased brightness but further decreased lightlevel. That worked, the light level went down, but there was a subtle shine on nearby surfaces. So I just increased the radius a bit, to get the light level lower. When looking into XEdit, you can see that the casting light, that one attached to the spell-artobject in your characters hand(s), already is a small negative light. The At of Shadow dercreases the lightlevel (and therefore detection of the player character) by casting lightspells with negative brightness.īut when I messed around with that mod, there was a measurable increased lightlevel when you equip that spell, just before you actually cast it. So somehow it's not some Engine-Quirk but Doodlezoid's script that brings the visible light effect.Ī: Medium - the spell thingies in your hand emit the light, NOT the actual spell. Update Requirements: Just discovered that the visible light thing only works if you've got Player Spell (and Weapon) Lighting forVanilla and ENB installed.ĭecreasing lightlevel and ending lightspells/wards/bound weapons works fine without. Will not dispel magic that doesn't use the "WISpellColoful" keyword, so other spells like those from Art of Shadow are not affected.īut if your foes use wards or bound weapons, they may have a problem. Update: Spell now ends other lightspells (and other "colorful magic") around you, but the light still only comes fro your rised hands. It shows the actual light level on your character when using a voice-spell. Tested with Detect Light Level by EagleBirdman. Studio SSE by Alexey78 is (besides a handy Screenhot Location) a real useful Darkroom for tests like that. So all credits go to Lertkrush, I just tweaked some values and did some testing. The spell itself is just a one second duration nerfed version of Lertkrush's Moonshadow Spell from The Art of Shadow. Actually it is not the spell but the casting light of your hand(s) that causes this phenomenon.