Underdark scripts not recognizing low light vison

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Green Monster
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Underdark scripts not recognizing low light vison

Unread post by Green Monster »

The spell "Low Light Vision", which allows us to see everything on screen perfectly well, is ignored by the script that checks if we trip and fall in the darkness as well as the script that checks if we get lost trying to reach the Underdark. Even characters like half-elves who have the feat naturally are tripping and falling, at o least that last one that accompanied me to the Upperdark did, in spite of the player being able to see very well. It's pretty irksome for a script to gaslight you and tell you that you can't see when in fact, you can.

Screenshot a friend with a human character took of him falling down multiple times in spite of having Low Light Vision spell active:
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Kitunenotsume
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Re: Underdark scripts not recognizing low light vison

Unread post by Kitunenotsume »

The Low Light Vision spell should probably describe what Low Light Vision does, rather than just saying you are granted it:
Low-Light Vision
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
The feat ( https://wiki.bgtscc.net/index.php?title ... ght_Vision ) uses similar description.
However, in the Underdark there is no natural ambient light, so twice a vision distance of 0 is still 0, as there is no light.

To move around unimpeded in the Underdark requires either Darkvision, or for a character to be carrying an item with a Light property, or be subject to the Light spell. None of these states are granted by "Low light vision", which only functions in low-light (and not total darkness such as the Underdark).

That the visibility of the game is illuminated for you to see is a convenience mechanic for the player, as the game is repeatedly telling you that it is in fact too Dark for Low Light Vision to be sufficient.
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Green Monster
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Re: Underdark scripts not recognizing low light vison

Unread post by Green Monster »

Umm... there's loads of glowing mushrooms, especially in the Upperdark. That would provide enough light for low light vision to work. Perhaps the script should be adjusted to account for whether or not the area contains glowing mushrooms.

I think WYSIWYG should be the case as often as humanly possible. If you want us to pretend that it's too dark to see with low light vision please make it actually be too dark to see with low light vision, or adjust the script. Being gaslit by a script is hella annoying and breaks immersion.
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Re: Underdark scripts not recognizing low light vison

Unread post by DaloLorn »

Kitunenotsume wrote: Tue Aug 22, 2023 10:44 pmTo move around unimpeded in the Underdark requires either Darkvision, or for a character to be carrying an item with a Light property, or be subject to the Light spell. None of these states are granted by "Low light vision", which only functions in low-light (and not total darkness such as the Underdark).
Point of order: You need a light and low-light vision - both, not either. I rechecked the script just now to be sure.
Green Monster wrote: Tue Aug 22, 2023 11:25 pm Umm... there's loads of glowing mushrooms, especially in the Upperdark. That would provide enough light for low light vision to work. Perhaps the script should be adjusted to account for whether or not the area contains glowing mushrooms.
The lighting in the Myconid Circles is cranked up a bit high as UD maps go, but try going somewhere like Rockrun Pass to see just how little light the mushrooms emit. Enough to read a scroll in their proximity, but certainly not enough to walk and fight comfortably across the entire map.
I think WYSIWYG should be the case as often as humanly possible. If you want us to pretend that it's too dark to see with low light vision please make it actually be too dark to see with low light vision, or adjust the script. Being gaslit by a script is hella annoying and breaks immersion.
We can't make it too dark to see without LLV without also breaking it for darkvision or light sources (i.e. making it a light-devouring void like Soubar nights, where shadows cast by an immaterial and virtually invisible skylight end up impenetrable to darkvision and any light source whatsoever). In this matter, we are hamstrung by the game's lighting system, and I strongly feel that this is the lesser of the two evils.
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Green Monster
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Re: Underdark scripts not recognizing low light vison

Unread post by Green Monster »

Yeah, I get that there's limitations you have no control over. It's still VERY immersion-breaking though.

Player: *able to see just fine*
Server: You can't see. You fall down now.
Player: But I CAN see, I see everything quite clear...
Server: FALL DOWN NOW! You need to carry a torch or have a light spell!
Player: But lighting myself up will make enemies able to see me from further away in the gloom!
Server: No, it will have no mechanical effect on the distance from which mobs see you. FALL DOWN!
Player: That makes no sense at all! That just breaks immersion even further!
Server: FALL DOWN!

I just don't get how this enhances the player experience. In places that clearly have bio-luminescent fungi, like the Upperdark main cavern, low light vision should be enough.
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Re: Underdark scripts not recognizing low light vison

Unread post by BloodRiot »

You should distinguish what you the player can see vs what the character does. The lighting in UD is for player readibility by the same token your toon getting blinded doesn't make the screen go black, not shut off sounds when you are deafened, nor do underdark players without daylight adaptation get their screens ramped up to whiteout.

We are also limited in the fact we can't create an effect that only affects or only is visible to certain characters. This means we can only recreate a light spell (visible to all) but we cannot create an effect like darkvision (visible only to the user)

So in order to make it invisible to surfacers to represent that difficulty in navigating, the rest of the darkvision having sobs would suffer in mostly darkness in what is their natural environment.

Without sounding too harsh... learn to dissociate yourself from you character and learn to make believe its dark down there without darkvision.
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Re: Underdark scripts not recognizing low light vison

Unread post by Rhifox »

BloodRiot wrote: Fri Aug 25, 2023 4:48 pmWe are also limited in the fact we can't create an effect that only affects or only is visible to certain characters. This means we can only recreate a light spell (visible to all) but we cannot create an effect like darkvision (visible only to the user)
We can, actually. We have an NWNX plugin that lets us do this. Our weather system fog currently uses it, as the vanilla fog changing settings are broken.
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