This mod aims to add atmosphere and a greater sense of a town being lived in through lighting and a couple of daily scripted events tied to the lighting. Also adds interior lighting to Moriaty's Saloon and The Church of Atom.
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Author notes
Permission to add to other game's is locked for now as I want to attempt to bring it to TTW. Then the permissions are fully open even if I forget to update it here
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Changelogs
Version 13
Fixed error from previous update causing scripts to continuously run. 1000x performance boost. Fcks sake
Version 12
New config options: - Disable the big green lights above Craterside supply - Change the colour of the green neon light to the side of Brass lantern - Disable light flicker for the exterior crows nest fires
Version 11
- Added large Light objects above Moriartys exteriors - Refactored script. Script handle different game time speeds - Moriartys interior imagespace config option - Disable/enable individual radio static objects in config - Disable/enable commercials in config - Added missing sound to upper turbine - Numerous general small script and light improvements
Version 10
All vanilla light beams handled by the mod in a non destructive scripting method. Various fine tuning of lights. Beams that were missed by the mod previously will now turn on/off with the rest. Mod can no longer be overwritten by other mods, and other mods can no longer affect what the script is looking for. Load order doesn't matter
Version 9
New radio with 90 FO3 appropriate tracks and several 1950s wacky commercials Radios outside Brass Lantern and speakers outside Moriarty's will play this new radio. Added radio that plays the new station inside the player house, Moriarty's, Craterside, and the Common house Light Beams are now controlled by the mod Added light sources to explain some lit areas like the Craterside Supplies text Made improvements to some lights positions and spread
Version 8.1
Changed colour of a light
Version 8
V2. Fixed missing sound effects for engines start up and shut down. Fixed some light colours being wrong and added back a missing light
Version 7.2
Re-added some lights that were removed or debugging v7.1
Version 7.1
Fixed a script error
Version 7
Improved the "lights-on & lights-off" sequences. Changed some lights colours. Added some lights to the large walls. Edited brightness
Version 6.5
Made changes to the lights on and off sequences. Both sequences Improved and more elaborate. - Lights on starts at 20:30pm. Only about 30 secs between generators start and lights on. - Lights off begins at 4:30am - Caterside supply airplane turbine changed to animated stat with fire added when lights on. - Fixes a missing light outside jericos house
Version 6.4
Added back previous fixes removed in 6.3
Version 6.2
Added Radio to Brass lantern exterior & music speakers to Moriarty's Exteriors. Both play GNR Added light to clinic sign & Children Atom graffiti Fixed 3 disappearing ground lights
Version 6.1
Reuploaded V6 with an audio file that was missing
Version 6
At 19:15pm, the two plane turbines will power up and start blazing and "producing" electricity for the lights. Added light to a few dull areas to give them a bit of character. Corrected and tightened up all the lighting in Megaton town and Moriarty's interiors, and added sources for unexplained light everywhere. Fog horn doesn't play when the lights go off at 4:30am. All config options now work as expected.
Version 5
Configuration options added to \Data\Config\Drarack\MegatonIlluminated.ini Moriarty's has been improved and all of the rooms lighting has been edited. The Church of Atom's lighting has been edited in an attempt to seem monastic and cult like (Optional) At 19:30 and 04:30, a ship fog horn sound effect indicates the lights are about to switch on/off, then the lights switch on with a sound effect (Can be Toggled On/Off) (Optional) The Megaton Exterior Crows Nests have flames added to match the inside (Can be Toggled On/Off) (Optional) Extra Neon lights at the bar and above Nova's bed (Can be Toggled On/Off) (Optional) Extra florescent lights under Moriarty's bar (Can be Toggled On/Off) (Optional) some buildings and lights can be seen from outside Megaton (Can be Toggled On/Off) (Optional) You can prevent the lights in the Megaton town area from flickering or pulsing (Can be Toggled On/Off)
Version 4
Makes more adjustments and additions to the lighting in Moriarty's Saloon interior in an attempt to make it look good, suite the exterior lighting, and maintain the seedy decadent vibe that the pub/brothel is meant to have. Still a WIP
Version 3
The water around the bomb will emit light now -- Some barrels were replaced with unique lighting in areas where npcs tend to gather -- Other unneeded/unsightly barrels were removed -- UUP changes carried over to the esp -- Optimised the lighting by around 2x or more in heavily lit areas -- Tried to improve the overall look by adding more colour variability and brightness where needed -- Moriarty's interiors has some lighting added to it.
Version 2
The bomb is lit up at night -- Those nest towers now have flames in them -- Lit another plane engine and house doors areas -- Moriaty's exterior's red lights cast shadows -- Few other light placement improvements -- Added an alternative version that also adds 15 fire barrels around Megaton to add more lighting and fill it out a bit.
- All vanilla light beams handled by the mod in a non destructive scripting method.
- Various fine tuning of lights.- Beams that were missed by the mod previously will now turn on/off with the rest.- Mod can no longer be overwritten by other mods, and other mods can no longer affect what the script is looking for.- Load order doesn't matter
1st half shows the scripted daily events and animations. 2nd half shows the changes to the town
Description This mod aims to add atmosphere and a greater sense of a town being lived in through lighting and a couple of daily scripted events tied to the lighting.
Adds scripted powering up event each night at 8:30pm, and "Lights Off" event each morning at 4:30am
Adds light to most light sources and illuminates some large objects/buildings
Avoids the "light disappearing" bug that plagues these kinds of mods
Adds a radio to the outside of the Brass Lantern and Speakers outside Moriarty's. Both play GNR
Moriarty's interior has had some lighting and objects installed to make it fit with the theme of Moriarty's new exterior lighting.
The Church of Atom's lighting has been edited to make the building more unique and fitting with a cult.
Optional settings will allow some buildings and lights to be visible from outside Megaton.
Optional setting to add flames to the crows nests visible from outside Megaton.
More customisation settings available in the config file regarding disabling sound, lights, objects, and a performance setting to disable flickering/pulsing.
Optional but recommended INI setting to allow further light draw distance: This will allow you to increase the max value of the in-game lights slider. The default max(3500.0) light fade is pretty low and set for the year the game released.
To be able to see Moriarty's lit up when you enter Megaton rather than when you walk closer, set fLightLODMaxStartFade=6500.0 in the [Display] section of your Fallout.ini or add it to your FalloutCustom.ini. Then the menu slider max will go to 6500.
Darker nights in Megaton esp for Vanilla weather users has been added to optional downloads
Acknowledgements wildgravity for the neon signs modders resources here and here C6dev for Butcherpete's new functions which enabled much of this mod to be done olafreinhardweyer for the commercials