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Ashens2024

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Ashens2014

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22 comments

  1. sundog005
    sundog005
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    I have Fallout Street Light Mod is this compatible with that? I noticed the aforementioned mod doesn't light up escalators, it only adds the lights being on so was just wondering.
    1. JacksGamingHaven
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      I have both mods and this mod certainly does work with the Fallout Street Lights.
  2. zlostnypopolnik
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    I found it, it looks very good. Too bad the flickering light doesn't emit light, that would be the atmosphere. Btw how I switched to Fallout 3 from Fallout 4, it's heaven and earth. Only now do I see the real difference. Brother, FO3/FNV is the real deal even with vanilla graphics, they will never be able to create that atmosphere again, especially not with a remaster, remake, or whatever they want to do.
    1. Ashens2014
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      aye, very funny to implement that in this engine with its scripting lol. have u seen the scripts for the lighting turn ons for the strip lol- u create a group with the lights, and have to script turn it on and off to match the timing of the animation lol . but requires a model that can have its state modulated . 
    2. zlostnypopolnik
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      have u seen the scripts for the lighting turn ons for the strip

      You mean that mod where you shut down all of Vegas? . There are some aspects of modding that I don't understand, for example scripting, although I have to admit, I have one mod, I haven't released it yet, I'm waiting for the PC build, a new installation and a new CK, but there in that mod I have a script for the sound activator, which Zorkaz advised me and wrote. Although it works, everything is OK, I would like to expand it further.
      Is it very difficult to make it so that the flashing also illuminates the surroundings, or is it impossible?
    3. Ashens2014
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      hey mate! yeah pretty easy from what I can see, aslong as the object has an onload script, you can manage the world light attached to the object to be assocaited with the time of the animations flicker effect - pretty simple although tedious work. and no not the mod I work called Light pollution manager, in the base game the lights on the strip flicker when transtioning from their off state to their nighttime state - this flicker is entirelty done by enable disable scripts and not an animation - hope it is all going well with that mod!
    4. zlostnypopolnik
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      I can only imagine what it would be like if there were flickering lights in the dark places, illuminating the surroundings and even casting shadows - absolute atmosphere.
      hope it is all going well with that mod

      You mean my mod? I hope so too. The theme is the Mother of the Fog. The mod explains the connection between the player and the entity. It clarifies some things, gives identity to the nameless dead and brings... surprise to the game, I guess that's the right word.
    5. sundog005
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      Agree with that man, FO4 was a theme park fallout game in comparison and I'm not referencing Nuka World. I'm referencing how shiny and colourful everything was like a pagent not an apocalypse. I guess that's what you get for letting a team of hardcore fluffy cutesy minecraft players make your fallout 4 game instead of actual RPG devs. Back to the mod though I just downloaded it ty.
  3. Bernt
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    I'm wondering - do you think this will work with TTW? It seems pretty simple but......
    Edit - after reading the answers: Thank you very much. I think I'll install the .esp and then convert it myself. It seems too good to pass. 
    1. badiser
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      Instead of wondering, you could simply try it out - just a suggestion :)
    2. PregnantFox
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      non-esp version probably works for TTW
    3. Dead47
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      looks much better with illumination, we need a TTW patch

      I also noticed vanilla clipping, Ashens can you try to fix it? this is fixed in TTW, I can share the mesh for reference
      Spoiler:  
      Show
    4. Ashens2014
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      yeah it is simple, and pregnant fox is correct. 
    5. Ashens2014
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      I cant make a TTW patch for the lighting as I dont have a TTW development enviroment yet. but as I am emerging into fallout 3 mod development hopefully I countinue and get that setup . lighting however will not be in TTW for sometime. unless another mod developer can do it on my behalf and publish it . which would be greatly apprecaited - if the clipping is apart of the model then I can definetly fix it. I am going to go ahead and assume that in TTW, the bottom of the asset has texture?
    6. Ashens2014
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      its supposed to be an occulded aspect of the object so they didnt intent for that side to be seen, pretty easy to fix with some double sided rendering - which was quick and possibly not the most performance friendly, but this has been fixed in version 2 and is hopefully good enough to subsitute the TTW verison . 
    7. Dead47
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      Spoiler:  
      Show




      upd: I checked and this is also fixed in UUF3P, maybe you should make a mod for the up-to-date mesh or make an optional file for the patch?
    8. Ashens2014
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      Hey dead47 not certain what this means - is the model update in version 2 not doing what you wanted? not sure what this stuff means
    9. Dead47
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      I'm just saying that there are already improved meshes on the basis of which you can make mods
  4. Lollia
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    Great job, Ashens. Very atmospheric.

    Love the flickering option! Fallout 3's decayed world is one of the reasons I keep returning to it.
    1. Ashens2014
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      Glad I manage to figure out how to get that feature into the models, seems to be a hit! gets me thinking of what other lights I could add it to! - thanks lollia!
  5. badiser
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    Another beautiful addition from you, thank you so much :)
    1. Ashens2014
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      <3 Thanky badiser :D