Love the new wall-mounted spotlights but I am affected by the same bug - fast travel, spotlight goes dark and stops. Hope you can find a solution for it - Thanks!
Like vlaka said, I can't believe Bethesda released the DLC with a new, cool spotlight, that they KNOW is broken, just like the one in vanilla. I guess they are relying on ccmads to fix their problem!
Just a thought but might it be possible to look into the mesh the vanilla wall-mounted spotlights use? Or maybe whatever they use to keep them enabled? For example there's one mounted up on the parking garage near the Boston Airport. While I wouldn't recommend replacing that mesh maybe there's something in the vanilla one which can be applied to the one used by Automatron.
EDIT: Another possible fix would be to maybe make them target the player (There's an option for this in the terminal by default.) for a moment then return them to their normal tracking. It would probably require scripting and while I haven't had a chance to look at what's used by Fallout 4 perhaps something along the lines of one that fires whenever the area is loaded into memory then disables itself after.
Heyas! Just FYI, it is not fast travel: it is distance, and probably related to cell reset bug. I am in a Survival run, where there is no fast travel. If I am near the spotlights, they stay on forever. If I have gone too far away, when I come back, they have all gone dark. Hope that helps.
And thank you for this, jiggling them every time I come back was starting to drive me nuts -_-
Im actually curious about this bug as well. So far all ive been able to manage is attaching all of the wall mounted spot lights to a switch and try to turn them off and on again. Sometimes it works sometimes it doesnt
maybe theres something in this but then again you may already be aware of the folowing : I did just notice when i open the pipboy to view workshop stats after returning via fast travel that the defense stat jumps up to whatever value it should be but the lights still remain static and unlit as if they have been destroyed and need repair this is with just the vanilla mesh fix no esp, id just picked up the schematics from the lair having forgot about this bug and proceeded to splash em around the farm. so if i had to guess id say its a script bug it also triggered the false reporting of not enough beds which has not been an issue for me for a long time now since i stopped using the dlc spotlight no doubt .
Read a simple non-mod fix for this issue, works on both ground light and mounted on, simply use a interval switch, run power to it, then to the device light, attach a console to set it to on 10 sec., off 1 sec, it works with no need for a mod, you can remove the console since once set it continues to work
I knew someone would notice it, too. I always setting a spotlight next to one of the guardposts, since especially on darker nights mod the settler is sometimes just looking into the complete darkness. But everytime if I travel to the settlements again the stupid light is off, needing to pick it up and set it down to work again...
Sad Bethesda don't ever think about to fix this tiny issue... (like so many other things, too)
Using range 300% non shadow version, the fix works perfectly! Seeing those spotlight turrets scanning properly plus far and beyond is so satisfying, I simply stopped deploying the DLC wall-mounted spotlights because it's so broken and immersion breaking haha shame on you Bethesda XD ~~~ Thank you ccmads for making this mod, cheers and take care!
Side note: I used another mod Turret Stands to solve the wall mounting problem. Then combined the mod with Rylasasin's Better Spotlights to make the Spotlight Turrets "actually useful" to be able to scan further out and acquire target, lots of fun.
First off, let me say that like most of the users commenting on this forum, I love this mod! It makes spotlight "turrets" actually useful!!!
But, this being 2022 (almost 2023...), there is an issue that I think the mod author should be made aware of, and some of you users out there may also find this information important...
I am currently running Fallout 4 on Linux, using Steam w/Proton. So far, I have zero issues running the game, and mods work great, just as they would on Windows-based PC's. But, there is a very important point to be made here - Linux is CASE SENSITIVE!!! So, a folder named "Meshes" is DISTINCTLY DIFFERENT from another folder named "meshes". The same goes for sub-folders as well! So, "Actors" and "actors" are also two different distinct folders on Linux, and the same goes for "Turrets" and "turrets". Got that? Good, now to my point...
If you simply copy the FOLDER from the downloaded archive into the data folder on Linux-based systems, you will (right now, anyways...) end up with a folder PROPERLY named "Meshes" (already present, game default folder), and also a NEW folder named "meshes" (note the lower-case "M" at the start of the folder name???). This is the folder which contains the "mesh" assets for the Spotlight Bug Fix mod (this mod). In this "new" "meshes" folder, you will find a sub-folder named "actors", and within THAT folder you will find a sub-folder named "turrets". These, if I'm not mistaken, should ALL have a CAPITAL LETTER as the first name of the folder / sub-folder, to make the mod work correctly [in Linux]! If you don't rename the "meshes" folder and all subsequent sub-folders to the correct format, the mod will cause mysterious and sometimes scary bugs; I myself found all of my bunk-beds (that I use a LOT!), had been made "invisible", but were still considered "present" within the settlements I had used them in! There was no way to fix this, and the beds were no longer even present in the Workshop menu (although the WORDS "BUNK BED - BOTTOM" and "BUNK BED - TOP" were still present at the correct location is the "Workshop menu", the IMAGES for these two beds were not there! Also, wherever I had previously placed these beds, one could now WALK RIGHT THROUGH those areas, like there was NO BED PRESENT, of any kind!).
In short, although the mod works perfectly, and needs no adjustment on any Windows-based PC (which does not care about CHARACTER CASE in folder names...), when the mod is used on Linux-based systems, like with Steam / Proton, you will need to "extract" the "meshes" folder from the archive you downloaded, to a temporary location, and from there you will want to rename the folders to their correct "case", that being "Meshes", and within that, "Actors", and within THAT, "Turrets". Save this new version of the "Meshes" folder, and THEN copy it to the Data folder of Fallout 4!
I know that NOT DOING THIS STEP caused me grief, so I hope this info. maybe helps someone else out there...
Quick compatibility check : do the fixes from this mod overwrite fixes made by the Unofficial Patch? I would really love to use this one for the lighting effects...
130 comments
[Bug] The wall mounted spotlight will blackout and stop rotating after fast travel
[Fix Progress] I'm able to keep the light on but cant make it keep rotating after fast travel
Please let me know if the bug is same for the all people who have the DLC and there is any ideas to fix the rotating issue
Like vlaka said, I can't believe Bethesda released the DLC with a new, cool spotlight, that they KNOW is broken, just like the one in vanilla. I guess they are relying on ccmads to fix their problem!
EDIT: Another possible fix would be to maybe make them target the player (There's an option for this in the terminal by default.) for a moment then return them to their normal tracking. It would probably require scripting and while I haven't had a chance to look at what's used by Fallout 4 perhaps something along the lines of one that fires whenever the area is loaded into memory then disables itself after.
And thank you for this, jiggling them every time I come back was starting to drive me nuts -_-
I did just notice when i open the pipboy to view workshop stats after returning via fast travel that the defense stat jumps up to whatever value it should be but the lights still remain static and unlit as if they have been destroyed and need repair this is with just the vanilla mesh fix no esp, id just picked up the schematics from the lair having forgot about this bug and proceeded to splash em around the farm. so if i had to guess id say its a script bug it also triggered the false reporting of not enough beds which has not been an issue for me for a long time now since i stopped using the dlc spotlight no doubt .
- [DLC-Auto] Add wall mounted spotlight partial fix, range and shadow options from DLC Automatron
*[DLC-Auto] - Require DLC Automatron (DLCRobot.esm and data)
If you don't have the DLC, please select and install the v1.0
*****The DLC wall mounted spotlight is NOT FULLY FIXED, only the light the stay on but it will still stop rotating after fast travel*****
PC - Base version - bethesda.net
PC - With DLC version - bethesda.net
Xbox One - Base version - bethesda.net
Xbox One - With DLC version - bethesda.net
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I knew someone would notice it, too.
I always setting a spotlight next to one of the guardposts, since especially on darker nights mod the settler is sometimes just looking into the complete darkness.
But everytime if I travel to the settlements again the stupid light is off, needing to pick it up and set it down to work again...
Sad Bethesda don't ever think about to fix this tiny issue... (like so many other things, too)
Thank you ccmads for making this mod, cheers and take care!
Side note: I used another mod Turret Stands to solve the wall mounting problem. Then combined the mod with Rylasasin's Better Spotlights to make the Spotlight Turrets "actually useful" to be able to scan further out and acquire target, lots of fun.
COME BAAAAAaaaaacccckk......
But, this being 2022 (almost 2023...), there is an issue that I think the mod author should be made aware of, and some of you users out there may also find this information important...
I am currently running Fallout 4 on Linux, using Steam w/Proton. So far, I have zero issues running the game, and mods work great, just as they would on Windows-based PC's. But, there is a very important point to be made here - Linux is CASE SENSITIVE!!! So, a folder named "Meshes" is DISTINCTLY DIFFERENT from another folder named "meshes". The same goes for sub-folders as well! So, "Actors" and "actors" are also two different distinct folders on Linux, and the same goes for "Turrets" and "turrets". Got that? Good, now to my point...
If you simply copy the FOLDER from the downloaded archive into the data folder on Linux-based systems, you will (right now, anyways...) end up with a folder PROPERLY named "Meshes" (already present, game default folder), and also a NEW folder named "meshes" (note the lower-case "M" at the start of the folder name???). This is the folder which contains the "mesh" assets for the Spotlight Bug Fix mod (this mod). In this "new" "meshes" folder, you will find a sub-folder named "actors", and within THAT folder you will find a sub-folder named "turrets". These, if I'm not mistaken, should ALL have a CAPITAL LETTER as the first name of the folder / sub-folder, to make the mod work correctly [in Linux]! If you don't rename the "meshes" folder and all subsequent sub-folders to the correct format, the mod will cause mysterious and sometimes scary bugs; I myself found all of my bunk-beds (that I use a LOT!), had been made "invisible", but were still considered "present" within the settlements I had used them in! There was no way to fix this, and the beds were no longer even present in the Workshop menu (although the WORDS "BUNK BED - BOTTOM" and "BUNK BED - TOP" were still present at the correct location is the "Workshop menu", the IMAGES for these two beds were not there! Also, wherever I had previously placed these beds, one could now WALK RIGHT THROUGH those areas, like there was NO BED PRESENT, of any kind!).
In short, although the mod works perfectly, and needs no adjustment on any Windows-based PC (which does not care about CHARACTER CASE in folder names...), when the mod is used on Linux-based systems, like with Steam / Proton, you will need to "extract" the "meshes" folder from the archive you downloaded, to a temporary location, and from there you will want to rename the folders to their correct "case", that being "Meshes", and within that, "Actors", and within THAT, "Turrets". Save this new version of the "Meshes" folder, and THEN copy it to the Data folder of Fallout 4!
I know that NOT DOING THIS STEP caused me grief, so I hope this info. maybe helps someone else out there...
Cheers!