Fallout 3

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GRUmod-Grulag

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AtomicTEM

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About this mod

Adding lighting to explosions and energy-weapon impacts.

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Energy Visuals Plus
Originally A Tale of Two Wastelands mod (3.3.2)
Now with Fallout 3 version!










Fallout 3 and its DLC's, and Updated Unofficial Fallout 3 Patch





Very few things seem to change the things that this mod does. At absolute worst? There just won't be fancy lights for explosions (But it's pretty unlikely).

As always, it's best to check manually in xEdit for conflicts with your load-order and mods, and any mods that do or change similar things (EVE) for example, might already make changes to similar things this mod does, making it incompatible or conflict. (I don't think EVE is compatible with TTW 3.3 anyway..?)





Visual Enhancements:

All explosions have a lighting-effect and color based on their type, (Green for Plasma, Blue for Pulse, etc)
Energy weapons have impact-lighting, (Laser-Pistol/Rifle impact will emit a small red light, plasma, a green light, etc)
Glowing-ones will also emit green-ish light when they ka-boom!
Many explosion effects in scenes or quests will have light for such explosions now too.






"Doesn't this already exist on the FNV page of the mod?"

Yes, this was uploaded on the Fallout 3 version of Nexus for ease of installation with mod managers, with the permission of the author GRUmod.

"How does it do this?"
All explosions have had a custom light attached to them as 'impact' data in GECK. This gives the explosions a light on detonation or 'impact' which then disappears after some time based on the type of explosion. Some explosion lights have been attached to other similar-type explosions so as to eliminate unnecessary extra work by creating a light for them even though another one will give a same light and effect, as a lot of explosions use the same animations and have a similar radius.

"Why was this mod made?"
In TTW (Also fo3 and NV) i really disliked that when something exploded or was impacted there was no obvious light-effect except for a bleak-looking animation.

I sometimes play the game with a few tweaks that make the nights a bit darker and i can hear battles and explosions going on all around me but it's never easy to see where they were taking place. There is a lot going on in the gameworld at times and being able to give the night-time a bit more life can make nights more exciting in the game in my opinion.

"Is there a FNV/TTW version?"

Yes.



Known issues/Quirks:

Timing:
Slight and i mean Slight timing issue with some explosions. (Some light lingers a few milliseconds longer than i want it to). Fine-tuning it takes a lot of back-and-forth testing but it's an easy fix, i just need to get around to it.

Distance:
Explosions in the far distance might not light things up like you'd expect. (Game/engine light-rendering limitation i guess?)

Other/Misc effects/explosions:
Some effects need further refinement with radius or explosion-type selected. I didn't get to test every single one just yet, but forsee minimal or no issues.





Future plans:

Dig into effects, explosions and projectiles further and create the effects for as many of these as i can. Examples include some effects for the Zeta DLC Lasers, The Alien Blaster, a couple of huge explosions that i haven't got around to trying out yet.

Further refinement and fixing any issues that might come up.







TTW & 'Mod-makers-talk' (now Authors Talk) discord and the great people there that have helped me learn some things.
MadAce aka Kicho666
Wanamingo aka Weijesen
tgspy
EPFGaffney
Darian Stephens
jassizparis
A1ienAtomz
AtomicTEM