Fallout 4
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xBeksimx

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xBeksimx

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19 comments

  1. ComZiz
    ComZiz
    • member
    • 1 kudos
    Hello, I'm willing to use this mod mainly to get rid of the ceiling lights in the open area.
    Would this mod be compatible with Vault 88 - Restored Lighting - Rad Scanners - Turrets and what would be the proper load order between them?
  2. drevviken
    drevviken
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    • 29 kudos
    .
  3. ChristopherDrachus
    ChristopherDrachus
    • member
    • 0 kudos
    could someone do this for vault 111 too? for those of us that want to turn it into a settlement?`
  4. tommyk1287
    tommyk1287
    • member
    • 0 kudos
    I'm way late to the party, but I wanted to say this mod is great. I've been using the Scrap Everything mod and missed a single light source, leaving me with a giant glare in one of my hallways. This not only fixed it but added some great ambiance to the vault in general. Endorsed!
  5. ZjemTwojegoKota
    ZjemTwojegoKota
    • supporter
    • 25 kudos
    Hey, I really like the idea, but I get wierd behaviour in various locations, the effect is like missing skybox in games:



    If I move mouse around objects become blurred or something like that
    1. JigsJosh
      JigsJosh
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      Have you tried cleaning the mod or editing any forms in this mod with F4Edit? I'm pretty sure that's what the issue is. If you manage to get around to it also, be sure to open the console and click around to see if there are any references in the problem area that start with the load order position of this mod. That will tell you what you need to edit or clean.
    2. corrado33
      corrado33
      • member
      • 1 kudos
      I had this too, but I think I figured it out. First off, it's called the "hall of mirrors" effect or in actual terms "buffered redraw failure". For me it happened because I loaded this mod AFTER scrap everything. Loading this mod BEFORE scrap everything seemed to fix the problem.

      EDIT: Literally, all I did was change the load order to this being ABOVE scrap everything and also ABOVE/BEFORE "vault 88 front spawn." That's it.

      Again, let me reiterate: I used to have it after scrap everything and got this effect, then I moved before scrap everything and before vault 88 front spawn (unsure if this matters) and it fixed it.
    3. corrado33
      corrado33
      • member
      • 1 kudos
      --Double post please delete--
  6. JigsJosh
    JigsJosh
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    Thank you for creating this! The fake lights are highly annoying. Endorsed.

    As a side note, be sure to check my comment on the comment about the extra water pump below. Easily fixed.
  7. deleted1660849
    deleted1660849
    • account closed
    • 1 kudos
    No idea if your mod caused it since it's the only one modifying vault 88, but I had to scrap a duplicate water pump stacked inside the big water pump in the vault in order to connect it with a power line.
    1. User_222765
      User_222765
      • account closed
      • 0 kudos
      Same for me, it's this mod that causes it.
    2. JigsJosh
      JigsJosh
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      • 17 kudos
      For everyone who downloads this mod, you can fix this issue very simply with Fallout 4 Edit. Open this mods .esp plugin in F4Edit, expand all the forms and go to the very bottom where there are two clean (white, not highlighted in green) forms added by this mod. The form you are looking for ends with "F9A" it will look like XX000F9A. Right click it, click remove, choose yes. Then exit/save. Done. But you should probably delete the other added form too that ends in "F9C". It's a misty glow in one of the caves.

      A note to the modder: Not entirely sure why this is an issue, but from what I can see it's because you haven't cleaned this mod. I highly suggest you clean your mods with XEdit to ensure problems like these don't occur before you publish them. If you are unsure how to do this shoot me a message and I can show you how, it's actually pretty easy. Or you can look up some youtube videos, that's how I learned how to clean my mods.
  8. Konduran
    Konduran
    • member
    • 0 kudos
    Hello,

    I thank you very much for this mod, it certainly helps me create an alternative undeground settlement. I don't know if this is still possible to ask of you as this is over one year old mod and you may be busy with other things, but could you still perhaps make a version that removes all the artificial lights in there? There are still plenty that interfere with light sources I put in and whole place is still quite lit up. Thanks in advance for any reply.
  9. SandersonIV
    SandersonIV
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    • 2 kudos
    Hi there! So I thought I'd let you know that I made your mod here a requirement for my mod that edits the vault space, and I must say you did an excellent job and it saved me a lot of time Hopefully, it's okay with you? Cheers
    1. ZjemTwojegoKota
      ZjemTwojegoKota
      • supporter
      • 25 kudos
      hey I would encourage you to make your own edits, because this mod causes some graphical issues.
  10. 54yeggan
    54yeggan
    • BANNED
    • 42 kudos
    Why not replace the ghost lights with real lights? e.g. put props attached to the lightsources to make them look at least somewhat convincing? Either way great job. Because default lights are usually sucky or buggy sometimes
    1. xBeksimx
      xBeksimx
      • supporter
      • 3 kudos
      Not replaced as the purpose is to build your own vault lit up the way the user wants it to be. Without all of the fake light sources.
    2. Zetskey
      Zetskey
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      If im understanding correctly "fake lights" are just lights that don't cast shadows and ignore "light collision" (IE, able to case light on a wall behind a wall that is in front of the light). What "54yeggan" probably meant was a real light that causes shadows which means you wouldn't get the issue you have in the first picture where the light seeps through the floor onto the vault wall. Atleast this is what I assume is happening in the first picture as well as assuming what 54yeggan meant by "real lights".

      Btw i think these lights are referred to as ambient lights. I think...that or it's a mix of spot and ambient. Ambient meaning it's a light that applies to everything from every direction at all times and casts 0 shadows of any kind. While obv that's a point light in the first picture it's possible they may have combined the two into one somehow. *shrug* just an observation.
    3. xBeksimx
      xBeksimx
      • supporter
      • 3 kudos
      ok. maybe im using the wrong term here. but there are a bunch of lights all over the place in vault 88 that are not connected to any models. so the issue is that when you use a scrap anything mod it deletes the flood light model for example but not the actual light source. this mod just deletes all of the sources.