Fallout 4

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JesterDoobie

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JesterDoobie

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About this mod

Adds Constructible Blight in a variety of colors/light levels.

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Adds Constructable Blight in various colors and strengths for all your organic mood-lighting needs. Have their own custom scripted menu, Power==>Blight (can't miss it.) They currently Run on passive power (ϟ), same as any light, although previous versions (available in the "Files" tab) don't. There is an "issue" with my custom lights ingame turning off randomly that I don't quite understand yet, I think they need to be "hooked into" the workshopscripts somehow. Best solution I've found is to make them powered and hook in that way.  
  Red, Green, Blue, "Turquoise" (green/blue), Purple, White, stock-ish, and brighter varietals of each. v4 and up also adds a settlement craftable version of totally stock Blight for mushroom farming. It's not a food resource, just a tasty treat with some interesting chemical properties, that's all. You can't assign anybody to it or anything, and you've gotta harvest it yourself. Should respawn the same rate as hubflowers/other flora, every gameday or 2 you can pick some more.  Looks REALLY good with the glow bottles you get in Far Harbor (I think the Atomites give them to you for a side-quest reward) or turn off collision (tcl in console) and place the "Bright" varietals a few feet underground near bldgs/rocks+trees/"broken" ground textures. That can be an amazing "highlighting" effect at night, turns one of my RedRockets into a Green/Blue Tronish/Sci-fi-creepy sorta place. Specially when Dog runs up outta nowhere
wearing goggles and looks all friendly. Just gets me. I've also included some Super- and Crazy-Bright varieties in v4.20+, the Sun version lights up my settlement's nights quite well, even with my rather darkened nights. 

<COMPATAB(un)INSTALLTION NOTES: Menus added/removed with a script, so they shouldn't cause any issues. Main file DL includes  BA2's with all that. UNinstalltion is simple, there's a chem available, craftable under "Utility," Called Uninstall Bright Blight. Craft it, take it, SAVE YOUR GAME, and uninstall the mod, should be all good. Main mod adds a custom keyword, used by the Blight, if anyone's keeping count. V4.20lightweight should be fine if you don't mind a ton of lights added to your menu, or want to avoid more scripts, ba2's or keywords. Clutter drives me crazy so i modded it, kinda my approach to most mods. File a Bug Report if anything messes up.>

 Initial release of this Mod was reviewed by SgtZodiac(here)/Porterhause(youtube) Different mod and approach back then but it still looks the same 


 I owe credit to DarthWayne for template scripts used in V.Phatty, muchos thanks for the tutorial/mod. 
*HIGHLY Recommend using "Place Everywhere" By TheLich (Place Everywhere) Not a perfect solution, but with it you can clip Blight into/thru all kinda objects, like trees/walls. And I've learned enough since releasing this mod that I now realize it's a TON of work to remove the "ground snap" from game objects, took me 2 weeks to make my Vault fountain a snap-able wall object. So Blight is gonna stay a ground snap object unless I get bugged alot to change it.  I use  Power everywhere by Dorpz for all my settlements' long-range electricity needs, and highly recommend it, it's an excellent mod that fills a "need" ingame, much like many of my own try to.  

<UPDATE INFO V4.20:> As previous updates, just install and enjoi. 

<Update INFO v4.20.Phatty: See above.