extends the light range for power armor and mining helmet lights beyond 10 feet
Permissions and credits
Author's instructions
Mcguffin states on his mod page: Pipboyshadows can be used in new mod or included in any compilation of mods as long as there is no money involved and no donation asked.
So that is what applies here.
File credits
Mcguffin - original mod (pipboyshadows)
Donation Points system
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UPDATE: This has issues with other headlamp mods. If you want to use legendary lamps with this, there are probably going to be some conflicts. Use one or the other for best results. This was made with FOsnip. Some people have raised concerns about save corruption with FOsnip, but I haven't seen any conclusive proof one way or another. This is a very minimalistic mod that only adjusts a few values and is unlikely to affect you the way something more complicated will. If this bothers you, don't use this mod.
What is this mod?
The aim of this mod is to enhance the in game player lights in order to make gameplay look and feel better. Lights don't stop working after 10 feet, so why do your headlamps? The Main file for this mod will extend the headlamp distance (including all power armor headlamps and the mining helmet headlamp) for both you and NPCs by about 5x, and will add shadows to the light. There are variations in both distance of lighting and the inclusion of shadows.
After tinkering around with darker night mods and fx injector settings, I found a look I liked, but something that only bothered me a little before now bothered me a lot; how quickly the light from headlamps falls off. Light isn't so viscous that it can't get any farther than 10 feet, and if you're in a nuclear powered armor, you should probably have enough juice to emit light farther than you can throw a grenade.
This mod is aimed toward people using darkened night mods and/or fx injectors to raise contrast or low level clipping, etc.