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Tyberis

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tyberis11

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  1. tyberis11
    tyberis11
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    Sticky
    UPDATE - 23 April 2024

    *****
    Now that we know that there is no "Next-Gen" with the new update. I will only be tweaking some things and adding back individual settlements to this mod page. BTW this mod does not break pre-combines. There were no items touched in the CK. I won't go into details, but I should have left things as they were. That's why the files I recommend under the old files sections are the original working files.

    Also the so called "Next-Gen" update by Bethesda does nothing to make the game next gen. It's kinda disappointing that Bethesda has gotten lazy in the last few years. FO4 deserved a remaster like Skyrim SE got, but we got nothing on PC but a new quest line to monetize on the show, and creation club content. No new lighting or improvements. We waited a year and half for this. I'm a bit jaded now seeing FO4 is my favorite game. Oh well. Here's to a new year, and it's good to see new and old mod authors coming back to this great game. 
    *****
    1. smcgrail
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      Too bad it only lets me endorse once. I wish I could give you a thumbs up for each update. Amazing work.
    2. NeuroticPixels
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      If Bunker Hill does become optional (I hope it does!!!), I hope it'll be posted here as an optional download and not another mod page I'd have to search for. >.<

      On another note, my Lights Out request is Warwick Homestead. I scrapped a table that had a lantern on it, and now there's a big glow (its a small room) and it's driving me nuts! Now I'm afraid to scrap any of the other lights there!
    3. tyberis11
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      Ya Warwick is doable. Kinda iffy as some people would want to keep mechanical and machinery lights on and some wouldn't. So I'll prob just make Bunker Hill and Warwick optional .esp files and not combine into all-in-one. So three .esp files at the most which isn't bad.
    4. Karmite
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      Hands down, one of the most useful mods on here. Thank you!
    5. tyberis11
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      Thanks!
    6. rekkx
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      Ooooh! Love the DLC extras! Thanks.

      Any chance you could bundle everything up into an optional All-In-One .esp, please? Have your "Settlements All Lights" include the Far Harbor and Nuka World also as another optional file?

      I know it would another file to maintain but it would save two precious esp slots for me :)
    7. tyberis11
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      Shouldn't be a prob. I may just get rid of the main file since most don't want a lantern or bulb left behind they can't scrap anyway (if using no scrap mod), and stick to the all lights out version.
    8. rekkx
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      This is great! Thank you for implementing my suggestion.
    9. aurreth
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      Any chance at adding the Mechanist's Lair?  There are a cubic assload of lights there that either have no source whatsoever, or the light is separate from the actual lamp.  Heck, if there is some sort of simple way to identify these lights in FO4Edit or CK let me know and I'll do it myself and share the results.  
    10. rougeaux
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      ...?I will be removing all of the single settlement mods I have in the next few days, so if you want them you might want to download now but I will not be updating those.
      That's unfortunate, since it's a bit annoying to have to choose between "have a burning barrel at Coastal Cottage" and "literally no lights in any settlement anywhere."  An alternative would have been to leave those mods up, but change the description to say they're no longer updated and supported, along with a link to this one.
    11. Ironpaw
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      I think I will also re-add individual settlements
      
      I do hope someday to see individual settlements again. This is a must have mod for settlement building but some settlements I am ok with how they are as is. It is a shame to have to choose all or nothing. Still using the old individual files from before they where taken down but would love to see an update to them. Great job and here's hoping work on the mod continues.
    12. tyberis11
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      I'm not done or forgotten with this. I can't wait for FO4 remake to come out and redo everything. I'll do individual settlements and AIO on same page once it's out. Like everyone else we are all waiting for the release. I'm just spending my time playing D4 and FO76 atm. I hope it's out before starfield because that will be my timesink for the next year lol.
  2. oldbastard42
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    Just noticed that the walls at Covenant are invisible from about 50 metres distance, they fade in as I get closer.  When I disable this mod, or load the old version - they return.  Second last in load order (Scrap Everything is last).  Anyone else seeing this or is it just my setup?
    1. tyberis11
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      Yep use old version.
  3. GSDFan
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    I love the concept of this mod. Pairing this with Animated Candles, gives the settlements a slightly lived in just ran away look
    to them.

    However, I just wanted to make you aware that there are some problems with the recent release of this mod.
    I have been looking at this I xEdit doing my conflict resolution and I have found some errors.

    In the Nuka World section Block 0,0 Sub-Block 0,0 there is a [FE000FC5] < Error: Could not be resolved > in the RVIS of the worldspace records.

    There is also some “Error: Could not be resolved” in theXPRI – Physics References in Nuka World. The FormId is 04003005, EditorID 
    DLC04NukaWorldWorkshop.
     
    I compared this to the Nuka World - Red Rocket - LightsOut.esp in the old files section and they are populated with the correct
    references. It looks like something went wrong with the merge.

    In worldspace Commonwealth 02000BF, Block 0,0 Sub-Block0,1 02o00CB0 DLC03DaltonFarmExt the RVIV states a value of:
    “[INFO:01000CCC] ('I'm not certain your aware of this, but robots were never meant to swim.' in GRUP Topic Children of "CAT_Event_Swim_DLC01Robot" [DIAL:01000946])”.
    When it should be:
    “DLC03DaltonFarmExt04 [CELL:02000CCC] (in DLC03FarHarbor "The Island" [WRLD:02000B0F] at 0,15)”.

    Also, the XPRI references are error could not be found also.
    1. keyzen97
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      Same for Nukaworldworkshop
    2. tyberis11
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      Yep use old version.
  4. KresoX
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    AWESOME! My wasteland never looked scarier and my settlements never felt cozier. Combined with True Storms, its earlier sunsets option as well as with Darker nights set to "darkest", this mod makes a perfect combo. I'm amazed with what my settlements look like now; initially I wanted to check only a few simply to make sure the mod works fine but I ended up checking all the settlements (just coc-ing around quickly) as it was just too fun. I will probably need to add an extra lantern of fire barrel here and there but that will be where I want it and where I like it. Abernathly lights? Gone. That annoying lantern in the Sanctuary house closes to the bridge? Gone. That horrible light in The Castle's armory? Gone. That fire barrel in Coastal Cottage? Gone. ... Btw. I went for the Settlements - All DLC - Lights Out.

    Endorsed absolutely :-) 
    1. tyberis11
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      Awesome. Glad people still like and use it.
  5. C4ptainM0rgan
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    once the mod is remade, will it no longer break precombines? and will an updated version be uploaded to beth.net?
    1. tyberis11
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      Sorry late reply. I'm holding off til the next-gen update comes out because I will only be playing that version from now on. I'm hoping it's before Starfield releases. Fingers crossed.....

      I'm actually so excited to get into FO4 again!!!!
    2. VearCon64
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      @tyberis11 What do you mean next gen update?
    3. tyberis11
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      So much for a remaster. It only adds native 60 FPS for consoles and UWS support. It already had widescreen. Also some new quests and creation club content. What a let down. BTW my mod doesn't break pre-combines like some suggested. I didn't touch any items in the CK. That is why there is no performance issues.
  6. SuperDaddyD
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    You put the recommended version in archive which we couldn't download...
  7. RickyTheOx
    RickyTheOx
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    Late to the party, but thanks for update  =)
  8. zyrr0skill
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    So weird thing with this mod and it makes me nervous... It turned every house in Sanctuary blue. f*#@ if I know what that means. Also seems to break Spring Cleaning.
    1. tyberis11
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      Definitely not the mod. Just tested on a clean install with only my mod installed. Never worked with spring cleaning as far as I know, only Scrap Everything. There is another issue with precombines which I'm reverting back but that won't make anything blue. Maybe not there at all.
    2. zyrr0skill
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      The weird blue thing is definitely this mod. As soon as  I disabled it the yellow houses were yellow again. Like I said, no idea wtf that was about or if it was even an issue. Could just be a graphic mod conflict with my triple digit load order, idk.
      Spring Cleaning did work with it using the compatibility fix, but that blue s#*! had me nervous enough I'm just leaving it off. This all was on a fresh save straight out of vault 111.
  9. speaker60
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    With all the lights out, it would be nice to have an optional esl that readds some new lights in those settlements where settlers already live
    Was thinking it be best they are new added lights that are perhaps the ones actually available in the workshop so we can just move them around or delete them easily as there meant to be movable ect

    I was only thinking a bare minimum lighting. Few candles here and there campfire fire barrel ect
    Just so that those settlements that already come with people arent strangely living in the dark
    1. tyberis11
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      Mod is mainly for those that have already earned the settlement and ready to start building. It's been years since I first did this and I only did it because I was pissed you couldn't scrap basic light sources and you had to build around what the game already had there. It made some builds look out of place with a lamp that just wouldn't go away.
    2. speaker60
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      Yer i get that was just expressing its now abit odd to see settlements with residents in the dark from a new game perspective
      As you say you didnt intend it from that perspective, i guess ideally all these lights would be replaces with workshop equivalents so there now properly scrapable and movable you know what bethesda should have done in the first place -_-

      Id love to have one that dose electric lights for the whole game, to suggest that there is no power just powering everything, part from where it makes sense
      That just leaves fire sources. A lights out boston so to speak
    3. tyberis11
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      I like your idea of replacing all vanilla lights with scrapable ones but that would be a HUGE amount of work, mainly due to the light sources you don't see and are often hidden and used as ambient light. My thoughts and prayers are with the person that undertakes that. LOL.
    4. speaker60
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      Yer thats why i though it might be easier to just ass a few new lights to where settlers already live to use in conjunction with this mod
      These new lights just being simple lanterns or campfires ect that can be scrapable(properly) it would be alot less work then doing all of them
      I like the idea of wastelanders not having much till you come along and light up there lives so to speak
  10. BenRierimanu
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    This mod does actually break precombines in several cells, as certain light emitting objects typically are grabbed in the precombine mesh sets. Anyone with FO4Edit can see this for themself by looking at the subrecords of the plugin. Any Placed Object with [ and ] are precombined.

    For the plugin's purpose, I don't see a good way to get around this issue, sadly.
    1. drevviken
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      What about regenerating precombines for those cells with the lights disabled...? 
    2. tyberis11
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      Fixed. Will be uploading soon.
    3. drevviken
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      How'd you fix that...? 
    4. tyberis11
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      Actually just rebuilt them in the CK. Nice tutorial on youtube. Did take a few hours but wasn't difficult.
    5. BenRierimanu
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      Did you do the visibility twice? If so, don't do that, the tutorials are outdated in that respect. You can skip the initial visibility option (only precombined vis matters, else you add way more XPRI entries than you need which negatively affects load times in the cell.)

      If you need further help, just ask.
    6. tyberis11
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      Good to know.
    7. tyberis11
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      Tested with Bunker Hill and got same file size. Will see with main file next.
    8. drevviken
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      I don't see how precombines are rebuilt when there's no archive in the main file...? Can the rebuilt data be included in the esp? 
    9. BenRierimanu
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      It's entirely possible the mod author hasn't released the update yet.
    10. drevviken
      drevviken
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      The current update in the files section claims that the precombines are fixed. 
    11. tyberis11
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      Ya had to go back and redo combines. I had to verify files through steam to fix some issues. New one is uploaded with ba2. I've tested and both files working as intended. Let me know if you have any issues. Now to continue with Vault 88....uggg.
  11. C4ptainM0rgan
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    The mod’s very helpful for Xbox players, but apparently both this mod and STS (scrap that settlement) don’t work with each other. I’ve moved them around in my load order but there’s only two outcomes. If lights out is on top, then you won’t be able to scrap the stuff with the help of STS. Is STS in on top, then all the lights that the mod removes come back again.
    1. emumike82
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      Same issue. Won't work with STS even with both at the bottom in any order.