Fallout 4

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Thaylar

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thaylar

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About this mod

Adjusts light output and radius values for settlement/workshop lights. Also fixes a few meshes to correct the light type to match the light source.

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Permissions and credits
1-9-22:  v3.3 Includes a new mesh for the Workshop03 light.  AKA: the small streetlight that was previously aimed horizontally.  No other changes made.  See screenshot for reference.

7/22/2020:  Hey Guys!  I haven't been playing or modding FO4 for a long time. You should consider any of my mods no longer supported.  As of the latest versions (nearly 2 years ago) everything was working fine.  If you find a problem it's most likely a conflict with another mod and you can try changing your load order or examine your mods in FO4edit for conflicts.


8/21/18:
  • Version 3.2 was released. This isn't a true update, it was kindly noted that I forgot to zip the meshes for the light fixes into version 3.1.
  • Update file "Thaylar Light Fixes Meshes" added to file section. Download and use this patch or use the version 3.2 file download. Using both would be redundant.

Prior Notes:
  • New version 3.1 released.
  • Release is for three variations: the more standard version, then a version with a larger light casting radius, and a shadowing version based on the larger light radius version.
  • Version 3.1 includes many workshop lights I had missed in the 3.0 and prior versions, ie. the color changing bulb.
  • Repackaged each "edition" into a single zip file with the patches to keep from cluttering the download area.
  • Will have to get screenshots up showing the difference between Base and Big editions at a later time. I messed up the ones I had. Clumsy me.  >_> 

Would love some feedback from testers with pre-estabilished settlements.

What's it do?
Bethesda's workshop lights are...uh...hideous. Blindingly hideous. This reworks most of the craftable lights into something that is not so hideous. Some of the craftable lights aren't edited as Bethesda's organization of data and  variability in how they made in game objects has made finding them....difficult. At the very least.

Changes:
  • Radius: Almost no light radius was left untouched. They've either been made larger or smaller.
  • Intensity: No light intensity was left untouched. Across the board, the light source brightness was toned down. A lot.
  • Fixed the light attachment points for the three variations of Track Light, the two larger Street Lamps, and the Ceiling spot light.
  • Changed light style from "Omni" to "Spot Light" and modified a few parameters for the lights previously mentioned.
  • Fixed the glowing sphere around the Oil Lamp Post to be much more aesthetic without completely removing it.
  • Added shadowing version of the Track Lights for kicks. Will Hit The FPS!

Thaylar's Lighting Editions:
  • Base Edition: A softer light that will cast up to Two normal building squares.*  The workshop "Lightbulb" has a radius of 512.
  • Big Edition: Same as Base Edition but casts light up to Three building squares. The Workshop "Lightbulb has a radius of 768.
  • Shadow Edition: Same as Big Edition but every light is changed to it's shadow casting variant.**
  • Meshes File: This will add the mesh repairs I made into your game. This can be used stand alone with the default Bethesda lights. Version 3.2+ includes these meshes.

* A single building square is any full size floor platform, or roughly a light casting radius of 256.
** Please note that the omni-lights have seems in the mesh, since they are simply two hemispheres put together. The omni-lights that cast shadows will cast a shadowed seem. There isn't anything anyone can do about it, I think.


Lights Not Changed:
Campfire
Candle
Oil Lamp
Wall Sconces

To Do:
  • Nothing. Wouldn't count on anything being done I don't decide to randomly pick up one day.

Compatability:
Should be compatible with anything that doesn't affect the workshop lights. Even if it does, there would only be overwrite problems depending on installation/load order, but nothing that could/would/should break your game. There is a patch for compatibility with VaultTec Workshop Overhaul and Workshop Rearranged:

  • Vault-Tec Workshop Overhaul by Petemichaelbabicki patch made to use my own lighting values with his mesh edits. Patch is untested in an actual vault, but the patch appears to be working correctly (I've never built a vault settlement).

  • Workshop Rearranged - by d81 patch made to bring the conflicts and lights added by the mod into line with everything else. There should be no conflicts between the mods in the workshop menu. My mod simply doesn't have any affect on any of that.

Requirements:
Base Game + All DLC's.
(Optional) Vault-Tec Workshop Overhaul
(Optional) Workshop Rearranged

Note: Settlement Menu Manager is highly suggested if your menu's stop functioning correctly. The mod can restore your lost menu tabs from within game super easily. Broken settlement menus is NOT something caused by this mod, but by mods affecting the settlement menu, like Workshop Rearranged.

Installation:
Download and install the version that applies to you using NMM.
(Optional) Download shadowing spotlights and place lower than main file in load order.

Load Order:
Thaylar Lighting v3.2.esp
WorkshopRearranged.esp
Vault-Tec Workshop Overhaul.esp
(Thaylar Lighting Workshop Rearranged Patch 3.1.esp)
(Thaylar Lighting VTWO Patch.esp)

Note: There are overrides between Vault Tec Workshop Overhaul and workshop rearranged. I suggest loading it beneath Workshop Rearranged so that you get the proper mesh updates provided by VTWO. Same with the patches. The patches will overwrite each other.

Upgrading:
Uninstall older version in NMM. Install newer version.

Uninstallation:
Uninstall using NMM.

Changelog:
  • Streetlamps cast a brighter light. Street Lamp #3 casts a broader cone of light. Street Lamp #1 and #2 are spotlights.
  • Vault-Tec lights cast a brighter light a further distance. Ceiling lights will cast light to the floor of a 3 story room. Wall lights will cast light to the floor of a 2 story room.
  • The "Ceiling Light" will now cast a brighter light, in a smaller cone fitting 1 regular floor building block 2 stories down. It will cast a harder spotlight in a 1 story room.
  • The Flourescent Ceiling Light will cast a broader, brighter light that will cast light to the floor of a 2 story room. (Good for warehouses)
  • The original single hanging bulb will cast light to cover 4 regular room blocks.
  • Most floor lamps and table lamps will cast light to cover 1 regular room block.
  • Wall lights are of variable brightness and casting distance. Experiment and have fun!

Known Issues:
There is a bug in the game where settlement lights will go dark. The light is functioning but something has broken and the specific light no longer emits the light it should. This doesn't necessarily happen to every light in the game, it appears to be random and happens in some settlements but not others and in all of my fidgeting and testing it would happen to be rather rare. I can find no fix for this should it happen, and neither do I know why it happens. Loading any prior versions of this mod, or disabling it entirely does not seem to fix the problem. Scrapping and replacing the lights does not fix the problem. I'm not entirely convinced the bug is cause by this mod because it was a problem quite some time back with the workshop Hanging Lightbulb, but please understand I can't currently help you in any way when this strikes your saved game. As an example: in a current save game I have, I can't use the fancy wall lights or high-tec wall lights in the Coastal Cottage settlement but both work in Sanctuary.

Thanks for checking it out! I look forward to your feedback if you'd like it tweaked slightly to your preferences.

Special Thanks to space2jump for his transfer settlements Red Rocket build that I appropriated for screenshots since I haven't played in a long time. you can find it here.