11/15/2016 - Initial upload for testing and user feedback. 8/20/2017 - Rework of the mod. Lights are a little brighter. Finally found more lights. 8/21/2017 - Fixed the connector points on the track lights in NifSkope and changed the lights from omni to spot lights. Added shadowing and non shadowing versions. 8/22/2017 - Tweaked more lights. Some lights now emit more light, others less. Several had their radius increased/decreased. Changed several more lights into spot lights from omni lights. Included Track light fix and other spot light fixes into the main .esp file. 8/23/17 - v2.6 - Created a patch for Vault-Tec Workshop Overhaul. Uses my lighting values and points to their meshes. Haven't noticed any problems. Patch is 1.0 and I'm sure needs more work to be suitable for game play. 8/28/17 - v2.7 - Merged everything into an individual .esp. Created an alpha patch for Homemaker. Tweaked a few values for the vanilla lights. 7/29/18 - v3.0 - Created a patch for Workshop Rearranged. No plan for future support of Homemaker. Many tweaks to existing DLC lights. 1/9/22 - v3.3 - Fixed the mesh on the streetlamp that was broadcasting it's light horiontally.
Experimental "Everything Casts Shadows! Mua ha ha ha!" pack:
This is going to be very hard on your PC. 1) I've loaded into a smaller build with only the necessary lights for atmosphere and/or lighting when it is dark. I saw no FPS hit. It was a single decorated house build in sanctuary with no additional building. 2) I tested in a couple of space2jump's (my favorite transfer settlements builder) builds and saw considerable performance issues. I had 10-20 FPS.
My PC: Core i5, GTX 1070 8gb, 16gb DDR4, SSD installation. Ultra Quality settings with "iShadowMapResolution=2048" in fallout4prefs.ini
I don't touch any interior lights. And all the lights I used were copied vanilla assets, renamed to Thaylar (whatever light it is) so there should be no compatibility issues unless the other mods move existing light poles or try to add lights to the same spot.
this isn't exactly the mod i was looking for, however i have been trying to find a mod that ads a slight change to the lighting in the color of most of the lights in the build menu, i can't stand the modern day white lighting lights, if they were more orange or a darker yellow i would feel a whole lot better, like i would love to use these lights in my settlements but they all look god awful being that pale nasty white color, it's too modern with our LED lights that are blinding to all hell and make you feel sick all the time.
i just want the lighting to reflect the color and ambiance of warm like a candle light works in real life.
no, the search is still on sadly, but i'm glad to see more people than just me want something like this, because if this is the case someone might take notice and make that mod, maybe... it's up to them if they want to make that mod or not.
idk about you but i hate the new lighting we use nowadays, when driving it's as if everyone on the road has their high beams on 24/7, like i understand for the driver they are nice because they make it super bright to see, but they blind everyone else on the road so it obviously defeats the purpose of being able to see clearly lol.
LED tech is great and all, the one thing i like about LED's is they last nearly forever, and you don't have to replace them and they cost less to use, but at least they could idk, put in some kind of filter to make them less bright as hell to not blind people, like is this too much to ask?
in this game it also has that effect, but it's diffrent because it gives your a headache so you have to lower your brightness settings or apply a filter to the game so it's not so damn intense, it's like when you walk into the institute for the first time before there were mods to change the lighting and the textures of the clothing and architecture, it was instant migraine intensive, like i understand the esthetic of the institute, but holy crap is it blinding to all hell, thank bethesda for that nonsense lol.
It would be an easy fix to edit all the workshop lights to any color you want in xEdit. Might take a little tinkering, but it wouldn't be difficult.
I would use a fire light source as a reference for the color, then scale it back towards white. If you want to make an alternate version using this mod as a base and then modifying it, feel free to upload it and share it.
For anyone else with the street light bug, where it casts in a specific direction rather than around the light post like normal, it is easily fixed in FO4Edit. The reason it happens is that the spotlight flag has been added to the streetlamps, but for some reason (probably outside the mod author's control), the direction of the spotlight is bugged. To fix it, use FO4Edit to edit this mod's ESP to remove the "Shadow Spotlight" or "NonShadow Spotlight" flag (depending on which version of the mod you're using) from all three "WorkshopStreetLamp" light source entries.
I saw this bug mentioned in the bugs section of this mod, but the bug is "Closed" so I couldn't comment there.
I'm not sure if there's a way to leave the spotlight flags and fix the actual direction; if anything it may require some tweaking of the actual lampost meshes, and/or changes in Creation Kit that cannot be done in FO4Edit.
That bug was closed because I had no idea what could be causing it and never experienced it myself. The only thing someone experiencing it could do is the tedious task of enabling and disabling every mod in their load list to see which is conflicting.
I believe changing the spotlight flags with FO4Edit converts the light to an omnidirectional light source.
Why this bug shouldn't happen: I copied and renamed vanilla light sources so that they wouldn't conflict, and were easier to track, with other mods that may change whichever vanilla light I used. I still don't know how another mod would have an affect on the lights in this mod because my light is a completely different reference in the CK from any vanilla light someone else might edit and simply wouldn't show up in the CK list of light references unless this mod was loaded as an asset. The only thing I can think of is that someone loaded and was editing this mod's lights in their own mod and managed to reset the orientation values.
But I could be totally wrong. I'm no CK or modding genius over here.
Nope. I was wrong. I finally got around to looking at the mesh with NifSkope and reoriented the light node to aim the spotlight the correct direction. Should have no affect on changing the light to an omnilight. But, it will now function as intended.
I apologise if you have already answered, I cant see it anywhere. Which version do we install the 'Meshes patch file' for/instead of ? Just the base file ?
This mod is criminally under endorsed, especially for the shadow version. To be honest, it feels like it's the advertisement that was kinda lacking. This mod is much more than a "light fix", I'd rather call it an aestatic mod and a damn good looking one. All my fellow "muh immersion" purists will enjoy this mod by a lot. I know the mod autor left the modding scene but he should know that he made a great mod, endorsed.
hey is it okay to just delete the esp file of the patch i dont need from my fo4 data folder? so i dont need the VTWO patch. can i delete the esp safely?
62 comments
8/20/2017 - Rework of the mod. Lights are a little brighter. Finally found more lights.
8/21/2017 - Fixed the connector points on the track lights in NifSkope and changed the lights from omni to spot lights. Added shadowing and non shadowing versions.
8/22/2017 - Tweaked more lights. Some lights now emit more light, others less. Several had their radius increased/decreased. Changed several more lights into spot lights from omni lights. Included Track light fix and other spot light fixes into the main .esp file.
8/23/17 - v2.6 - Created a patch for Vault-Tec Workshop Overhaul. Uses my lighting values and points to their meshes. Haven't noticed any problems. Patch is 1.0 and I'm sure needs more work to be suitable for game play.
8/28/17 - v2.7 - Merged everything into an individual .esp. Created an alpha patch for Homemaker. Tweaked a few values for the vanilla lights.
7/29/18 - v3.0 - Created a patch for Workshop Rearranged. No plan for future support of Homemaker. Many tweaks to existing DLC lights.
1/9/22 - v3.3 - Fixed the mesh on the streetlamp that was broadcasting it's light horiontally.
This is going to be very hard on your PC.
1) I've loaded into a smaller build with only the necessary lights for atmosphere and/or lighting when it is dark. I saw no FPS hit. It was a single decorated house build in sanctuary with no additional building.
2) I tested in a couple of space2jump's (my favorite transfer settlements builder) builds and saw considerable performance issues. I had 10-20 FPS.
My PC:
Core i5, GTX 1070 8gb, 16gb DDR4, SSD installation. Ultra Quality settings with "iShadowMapResolution=2048" in fallout4prefs.ini
i just want the lighting to reflect the color and ambiance of warm like a candle light works in real life.
idk about you but i hate the new lighting we use nowadays, when driving it's as if everyone on the road has their high beams on 24/7, like i understand for the driver they are nice because they make it super bright to see, but they blind everyone else on the road so it obviously defeats the purpose of being able to see clearly lol.
LED tech is great and all, the one thing i like about LED's is they last nearly forever, and you don't have to replace them and they cost less to use, but at least they could idk, put in some kind of filter to make them less bright as hell to not blind people, like is this too much to ask?
in this game it also has that effect, but it's diffrent because it gives your a headache so you have to lower your brightness settings or apply a filter to the game so it's not so damn intense, it's like when you walk into the institute for the first time before there were mods to change the lighting and the textures of the clothing and architecture, it was instant migraine intensive, like i understand the esthetic of the institute, but holy crap is it blinding to all hell, thank bethesda for that nonsense lol.
I would use a fire light source as a reference for the color, then scale it back towards white. If you want to make an alternate version using this mod as a base and then modifying it, feel free to upload it and share it.
Please, fix version numbers in uploaded archives and title of the mod. They do not match with last version and are confusing. :)
Archived all the old versions so now there are only the three options to choose from, no patches needed anymore.
I saw this bug mentioned in the bugs section of this mod, but the bug is "Closed" so I couldn't comment there.
I'm not sure if there's a way to leave the spotlight flags and fix the actual direction; if anything it may require some tweaking of the actual lampost meshes, and/or changes in Creation Kit that cannot be done in FO4Edit.
I believe changing the spotlight flags with FO4Edit converts the light to an omnidirectional light source.
Why this bug shouldn't happen:
I copied and renamed vanilla light sources so that they wouldn't conflict, and were easier to track, with other mods that may change whichever vanilla light I used. I still don't know how another mod would have an affect on the lights in this mod because my light is a completely different reference in the CK from any vanilla light someone else might edit and simply wouldn't show up in the CK list of light references unless this mod was loaded as an asset. The only thing I can think of is that someone loaded and was editing this mod's lights in their own mod and managed to reset the orientation values.
But I could be totally wrong. I'm no CK or modding genius over here.
If you download version 3.2 the mesh fixes are included already.
But thank you for your review and comments. I always hope everyone finds enjoyment in the game and any mods I've made, it's nice to know you have.