Post-War D.C. always looked better than post-war commonwealth. D.C. looks like it was actually attacked, The Commonwealth on the other hand looks like it was just completely abandoned.
There's a dirty edit in the black texture fix patch. Door barricade [0005f338] on one of the houses [Wastelandhomeext06 - 000ab5e7] was moved away from the door. That edit to the cell needs to be manually removed in xEdit.
currently only found 1 bug with this mod I found a bit grating. The Broken Steel addtions at Jefferson Memorial clip like a b&@*$ through this mods attempt to make the Enclave Shield *poles* into light sources. Duplicate Poles and they clip through all the new water tanks. Prob a 5 min fix for someone who knows how to use the GECK.
How up-to-date is the mod relative to the latest version of FO3? The game was released at the end of 2008, the mod was released in mid-2009, I guess official patches are not taken into account, not to mention unofficial ones, it wouldn't be so important if it was an esp mod
for some reason when i load streetlights before broken steel then my game pointer mouse fails to load upon entering game, but when its loaded after everythings fine
Great modification, but I do notice some CTD issues that go away when you unload the mod. The Hospital area when you try to go on the bridge area and also when finished saving Reilly's men and exiting the building. I was getting consistent CTD issue that even the reloads didn't work. I did uncheck the mod and loaded and the CTD was gone, I then proceeded to recheck the mod since it is so good. So if anyone else is in a situation with a saved game that CTDs still when you leave the building just uncheck this mod and reload.
For some reason this mod causes bush flickering when the lights turn on and off. It's quite unappealing and noticeable more-so at night when you're walking in the empty parking lot at the Citadel before you walk outside the gate.
I've made a light version of streetlight, with less of light spots. This make disappear (almost) all black grounds textures at night.
I've tested it and it seems to has no more black floor area, if you want to try it : https://mega.nz/#!YkYx1TgD!6GqrDpjrvmQnzNOGtg6G3f3xHceq0Au83lo0Ux6GICE
Use it in addition of "Streetlights.esm". The higher in your load order.
The lights are reduce to ~2 in short range. The black ground issue seems to come from the number of lights in short range. 3 lights is ok, but 4 make appear the black ground. So i've reduce short range lights to 2 (therefore, if you'r using pipboy, it makes 3).
Thanks for making this. It's great that you're distributing, for free. This mod has 1 ITM record that needs cleaning.
Oh, FYI: running your mod below Broken Steel, conflicts with a few flags for the weather region in that DLC. Probably why BOSS places the master for Street Light above the BS DLC.
I've try to clean the file and the link is updated. I don't know if it's really better. In game, i see no differences. And my FO3Edit hasn't never reported any error, so i can't tell if the pb is resolved. Maybe you can test it, and tell me, ejroberts49
Where do you see weather region flags conflicts and errors? Maybe should i use another tool than fo3edit?
For info : I've created the esp file with the GECK, load only Fallout3 and streetlight, and i've deleted manually streetlight stuff for reducing the number of lights. Maybe it's not the good way?...
No, sorry i 've not seen them. Homewever, maybe this is harmless... I've played a lot of time throught the entire game with it, and i've not experienced any CTD or bad issues.
For now on, i stop playing fo3. (I'm on stalker:soc ^^) So i just let the link the way it is. If someone know how to improve it, feel free to do it ;-)
Mkay, here's what I recommend anyone do, that are going to use this esp file fix.
Open up FO3Edit and drag and drop all of the esp edits into the master ESM file for Street Light Mod. Then you don't need to run this esp below, in your load order. There's around 23 placed objects that have been edited. Problem solved, with no conflicts.
Should be good, but it's not. It's broken now. Did you even check your work? Just out of curiousity I downloaded your new esm fix and found out very quickly that it's " Lights Out" all over the wasteland. Plus you have at least 43 ITM records and a newly added, redundant world space edit... that wasn't even present in the initial esm file. Eh?
Thanks for giving me credit for the idea, but you obviously did it wrong. I'm guessing you did it all in the GECK, instead of just using FO3Edit. I recommend putting back up the esp file that you made the changes in and let people just do the fixin' themselves. Mkay?
You sir are a god among men, thank you so much for taking the time to make this. Whole streets were black for me (especially in front of the GNR) and i almost gave up hope. Thank you!
Got it working, thank you so much for making this my good man! btw for anyone else reading, Skaimy's light addition fixes bugs such as floating objects ect. from the original mod. I recommend everyone to get it.
you save my life and i can say again i love all modders and guys who just put some time into fixing games one way or the other i love you guys you made so many games and mods playable for me thx
682 comments
D.C. looks like it was actually attacked, The Commonwealth on the other hand looks like it was just completely abandoned.
This make disappear (almost) all black grounds textures at night.
I've tested it and it seems to has no more black floor area, if you want to try it :
https://mega.nz/#!YkYx1TgD!6GqrDpjrvmQnzNOGtg6G3f3xHceq0Au83lo0Ux6GICE
Use it in addition of "Streetlights.esm". The higher in your load order.
The lights are reduce to ~2 in short range. The black ground issue seems to come from the number of lights in short range.
3 lights is ok, but 4 make appear the black ground. So i've reduce short range lights to 2 (therefore, if you'r using pipboy, it makes 3).
Sorry for my bad english...
ha! and thx for this great mod ;)
Oh, FYI: running your mod below Broken Steel, conflicts with a few flags for the weather region in that DLC. Probably why BOSS places the master for Street Light above the BS DLC.
I don't know if it's really better. In game, i see no differences.
And my FO3Edit hasn't never reported any error, so i can't tell if the pb is resolved.
Maybe you can test it, and tell me, ejroberts49
Where do you see weather region flags conflicts and errors? Maybe should i use another tool than fo3edit?
For info : I've created the esp file with the GECK, load only Fallout3 and streetlight, and i've deleted manually streetlight stuff for reducing the number of lights. Maybe it's not the good way?...
Have you taken on the responsibility of maintaining this mod, at least for the time being.
I've played a lot of time throught the entire game with it, and i've not experienced any CTD or bad issues.
For now on, i stop playing fo3. (I'm on stalker:soc ^^) So i just let the link the way it is.
If someone know how to improve it, feel free to do it ;-)
sy
Open up FO3Edit and drag and drop all of the esp edits into the master ESM file for Street Light Mod. Then you don't need to run this esp below, in your load order. There's around 23 placed objects that have been edited. Problem solved, with no conflicts.
@ ejroberts49
Thank you for that FO3Edit tip, I will make use of it.
I update the first post with a corrected version.
Thanks to ejroberts49 for the idea of moving things in the .esm ^^
This way it should be good
Thanks for giving me credit for the idea, but you obviously did it wrong. I'm guessing you did it all in the GECK, instead of just using FO3Edit. I recommend putting back up the esp file that you made the changes in and let people just do the fixin' themselves. Mkay?
This is too funny now. ^^
I've just moved all esp entries in the main esm with FO3edit... I don't understand what's wrong... hummm...
It strangely works very well on my game, so i keep it this way for me.
But, i ll trust you if you say you've tested it. And just come back to the old esp on this post.
(You will need TTW streetlights btw.)