About this mod
Adds wearable flashlight gear to the wasteland.
+ 8 Unique models
+ 10 Distance settings
+ Craftable bulbs
+ Dynamic shadows
+ Volumetric light
+ Automatic leveled list integration
- Requirements
- Permissions and credits
-
Translations
- Spanish
- Mandarin
- Mirrors
- Changelogs
- Donations
Tactical Flashlights adds wearable flashlight equipment to the wasteland. Each piece occupies different armor slots, has different stats and bonuses, and some allow mods to be applied.
Each light has been added to armor vendors, or you can craft them at a chemistry station under "UTILITY". Different bulbs and armor mods can be crafted at any armor workbench.
Each item has also been distributed to various factions across the wasteland!
Atmosphere:
- Dynamic shadows.
- Volumetric light rays.
Customization:
- 10 distance settings.
- 8 unique models.
- 7 craftable colored lenses - Blue, Green, Red, Purple, Halogen, Incandescent, LED.
- Assortment of mods available - recon sensors, Biocomm mesh, etc.
- Use together with Pip-Boy Flashlight to customize your light pattern.
Ease of use:
- Fomod installer.
- Scripted leveled list integration.
Install:
Click the download with NMM button and activate.
Recommendations:
Pip-Boy Flashlight
- With dynamic color/brightness control, 120+ light patterns, and fixes to some annoying vanilla lighting bugs. When used alongside Tactical Flashlights, this mod's equipment will inherit Pip-Boy Flashlight's light pattern and sound effects.
Darker Nights
- One of the most popular mods on the FO4 Nexus. It could almost be considered a requirement.
Interiors Enhanced
- Edits all cell lighting data and templates to make ambient light and fog brightness inside all interiors 60% darker, without touching any directional light sources, keeping lighting 100% true-to-vanilla, except those dark corners and unlit areas.
Q: Is there a performance hit?
A: Only if you choose dynamic shadow options, then it will depend on the strength of your hardware.
Q: Is this compatible with...?
A: All the items are new, and are added to the game with a script, so a merged patch isn't necessary. It's compatible with everything right out of the box!
Q: I crafted a different bulb, but the old one isn't in my inventory.
A: This was done by design to reduce inventory clutter. If you want to switch bulbs you must craft a new one. The components are extremely common and can usually be found in close proximity to whatever armor bench you find yourself at.
Q: How do I make a follower use a flashlight?
A: Your followers will automatically turn their light on if it's equipped and dark. Followers will turn off their light if you enter sneak mode.
Q: The light doesn't work properly, there is no light, the light points skyward...
A: You may have another mod that has a hard conflict, ie; you have 2 or more flashlights on your character, or some other mod's armor is using an fx node at the same time my light is trying to.
Q: Why does the Sonic Earpiece and/or Vanguard Headgear keep removing itself?
A: Pipboy removers, they are the devil.
Q: Why must I download Pip-Boy Flashlight to get new lamp patterns?
A: The short answer, engine limitation.
When you load a scene the game will process the first light texture used perfectly, the 2nd texture however will always fail to load, resulting in a large featureless circle. The only way to fix this is to restart the game. This is a VERIFIED engine bug.
Because the vanilla pipboy's light has it's own unique texture, the only way ensure this bug doesn't occur is to set all the lights to use the same texture.
Special thanks:
fadingsignal - for his modified Institute worker eye-thingy from West Tek.
DOOMBASED - for planting ideas in my head.