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  1. MgSolidus
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    Bug is still present but only for hanging bulbs. And they dont stop emit light that fast like before, its took me a bit of time till i catch that moment. And again when hit clear weather they function normal.
    1. Glitchfinder
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      ....apparently the filaments in the light bulbs also receive external emittance for some reason. I'll look into it.
  2. MgSolidus
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    On right mod, left my edit, and now it looks like on showcase picks. Liquid is almost transparent and blend in to light or something. 

    On page 3 i posted showcase pick in 2019(SHIIEEEET 7 years ago) only i didnt mentioned that i did same as here.
  3. Lycanthro
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    Very beautiful mod, i just installed it a fiew days ago and now i`m going to refresh all my Settlement`s taverns with this Lanterns.
    Now i noticed a very strange issue - i was going to upgrade my Castle-Settlement, but somehow the Lanterns are not working correctly in the castle, some of them emit just very very low light, but most of it absolutely not glowing. 
    I already built many of the Lanterns at Sanctuary, Red Rocket, Starlight Drive In, Finch Farm, Country Crossing - all of them works fine, but not at the Castle. I actualy haven`t tested EVERY Settlement, but for now, the Castle is the only one with that issue.
    Does this issue also occur to someone else?


    1. Glitchfinder
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      If you see the comment chain by MgSolidus down below, it seems there is an issue tied to lights and some specific settings on their models. I currently have a testing file in the Miscellaneous Files section that updates the models used for the avocado lanterns, and I plan to update the main file with the same changes for all lanterns sometime soon.

      If you have the time, I'd appreciate it if you could verify that the file I mentioned fixes the avocado lanterns for you.
    2. Lycanthro
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      Yea!
      Wow, very fast respond. Thanx. Sorry, i didn`t noticed the other post :D
      I instantly testet this file, and YES it works fine^^
    3. Lycanthro
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      Same at country crossing
  4. MgSolidus
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    Vivid weathers now have effect on 2.03 like on some contraption lights.

    2.03
    Hit clear weathers all works but..


    After few seconds both lights dies.


    1.00 No issues, wall light died but bottle not.
    1. Glitchfinder
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      Are you sure this is an issue with Vivid Weathers? I've done some searching and was not able to find any comments, anywhere, that associated Vivid Weathers with lights ceasing to function.

      Frankly, if the lights from v2.03 are dying on you as you're watching, that's legitimately concerning not because something might be wrong with this mod, but because that indicates that something in your load order is apparently capable arbitrarily detecting and turning off light sources without removing their associated objects. That's a behavior I've never seen before, much less heard of.
    2. MgSolidus
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      Red bottles are from 20.3 green from 1.00 i use both together(didnt used any other versions.)

      Second, there is no light issues at all with any lights inside interior like settlements "Mechanist lair", cuz there is no weathers at all. I started new game, and i dont have acess to mechanist lair yet. And like i said few wall lights from contraption also are effected by vivid weathers.
      (Vivid weatheres+darker nights) only one of them or both i dont know didnt tested, both for me are must have mods.
      For me that is well known issue for years, only ur mod is first whos lights get effected(1.0 works flawlessly) too besides contraption wall lights.
      I try swap meshes from 1.0 in to 2.03 its kinda worked but after loading save they spawn dead.


      And like i said not all lights are effected only few contraption wall lights.

      btw lights behave like that during heavy fog or something, and this lights perhaps thinks there is something foggy happening nonstop.
    3. Glitchfinder
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      I still can't reproduce this on my end, but I did poke some of the meshes from the base game lights in your video. I suspect that something is messing around with external emittance, possibly in order to make glass glow less. It would seem that when this is done for light objects, it affects the brightness of their lights.

      I have uploaded a file named "Materials Test" under the Miscellaneous Files section, that changes the meshes for the avocado lights. Can you install that alongside v2.03 (make sure the new meshes overwrite the old ones) and test the avocado lights to see if they're still impacted by the problem?
    4. MgSolidus
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      Red bottles died avocado glow.



      If u find solution is there possibility to fix this lights too?
    5. Glitchfinder
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      That's good. I also made some other changes to address problems that had been bugging me with the meshes, so if it's working then I can (when I have time) apply those changes to all of the bottles and upload v2.04.
    6. MgSolidus
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      few more tests just in case
  5. cbaker19
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    I have not been using long but I notice 2 things. They don't cast light patterns and I cannot put them on any furniture, only the floor. Any suggestions?
    1. Glitchfinder
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      For the light patterns, can you reinstall the mod and make sure you have this option selected in the installer:
      

      The patterned light option installs a copy of the same texture that the base game lights use, which has that dappled pattern from Far Harbor. The generic light option installs a flat texture that causes the lights to look like normal lights. The installer should include comparison screenshots if you mouse over the option.

      For the placement issue, it looks like I accidentally flipped the value for WorkshopAnythingIsGround. I'll post an update to fix that sometime soon.
    2. cbaker19
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      Awesome, thanks for the reply and planned update. I am sure I selected the pattern, but will reinstall and make sure again.
    3. Glitchfinder
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      I actually already made the edits I need for the update, but I'd like to confirm the FOMOD installer is working as intended for the light pattern before I upload it. If reinstalling doesn't fix the lights for you, there might be another issue that I need to resolve.
    4. cbaker19
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      So I do have it selected and I can faintly see a pattern on the wall etc. before I place it. Once I place it they don't seem to cast any light; they just have the color. But I would say the installer works right. I just installed again with 2x radius I will see later this evening if that helps.
    5. Glitchfinder
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      When you do check, could you take a screenshot and share what it looks like for you? That might help me figure out what's going on.
    6. cbaker19
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      I just stuck one on the image tab. The 2X radius looks much better; like vanilla bottles to me. The default no change was not like that.
    7. Glitchfinder
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      Ah, yeah. Some of the colors are much harder to see than the greenish yellow from the original lights. Glad to see it's working for you!

      I'll pack up and share the update sometime tomorrow, I think. Nothing special involved with updating on an existing save, it'll just work as soon as you update.
    8. cbaker19
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      Thanks, I hope I helped some. I can't make mods but but I can take screenshots. Thank you for the new stuff!
  6. Bufo1944
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    You changed the name of the esp, meaning the game save can't find the esp it is expecting. Is it safe to update this for a continuing game?
    1. Glitchfinder
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      If it's just the optional ESPs, yes that is fine. If the game is telling you that it can't find ColorfulBottleLanterns.esp, then I made a mistake and need to fix that ASAP.
  7. kanaky
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    Is there any way to remove the shadows in the bottle light radius?
    1. Glitchfinder
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      There is now.
  8. WaterdropWaltz
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    I have always been disappointed with the pee yellow color in these cute bottles. Now they look fantastic! Thank you so much!
  9. Drivinghard
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    these look amazing! totally game makers!

    **edited, disregard :) I blew  Atom up 6 months ago and i DO SO have Bottle Lanterns in my workshop menus
    downloaded AND endorsed!
    1. Glitchfinder
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      By default, the bottle lanterns use the same conditions as the ones from far habor. Those conditions are to have either joined the Children of Atom or destroyed The Nucleus. If you destroyed The Nucleus, you should be good to go.
    2. Drivinghard
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      thanks for confirming this :) i just read that on a wiki too but their wording was vague ..
    3. Drivinghard
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      PS for people who are just starting their games at lower levels you can Unlock ALL settlement building objects right away with this awesome 'Official Content Settlement Objects Unlocked' mod.. i just installed it on a brand new playthrough on a hobbgy gamebox and it works just 'like a bic!'

      UPDATED!! I installed this beautiful Colorful Bottle Lanterns mod using the UnlockingGiveMeTheBottls file too and it works PERFECTLY and also works PERFECTLY with the Official Content Settlement Objects Unlocked mod i mentioned above and they do NOT interfere with one another :) thanks a lot we are STYLING now!! 
  10. deleted124779963
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    I'm having the same issues over here. Game and F4SE are up to date, this is the only settlement mod I can't get to work. Nothing shows up in my menu yet version 1.00 seems to work just fine?
    1. Glitchfinder
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      So, a few question then:

      • If you do not have CBL_IWantMyBottles.esp enabled, how far are you in the Children of Atom questline for Far Harbor? (By default this mod's bottle lanterns have the same requirements as those from Far Harbor. The aforementioned esp is an optional file in the fomod installer that removes the requirements and makes the bottles available from the start of a game.)
      • What mods do you have that directly edit the settlement menu?
      • How many mods do you currently have in your load order?

    2. deleted124779963
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      1. Yeah, I had the IWantMyBottles.esp enabled so I could test them out right away.
      2 + 3. I'm making a new modlist for someone so there's not a whole lot of mods period atm. There's only 70 total so far and the only one that edits the settlement menu is SMM. Unless Workshop Framework also makes some direct edits I'm unaware of?
    3. Glitchfinder
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      At this point I'm rather impressed. There's no reason that v1.00 should work while the current version shouldn't, because the install process and code is identical. Thus the question about the optional file. Was this on a new save, or an existing save? And if it was an existing save, was it one where you had already installed and used v1.00?
    4. deleted124779963
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      Oh it's weird for sure, I can't figure out what's tripping it up and FO4edit hasn't been any help either. The first try was with an existing save (that never had v1.00 used) but the rest were all on new ones. I assumed it was an issue with the code in v2.00 until you said they're identical, so who the hell knows lol.
    5. Glitchfinder
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      So I just double checked, and it's not entirely accurate to say that the code is identical. The code that does the initial installation is, in fact, identical. There is a difference, however - v1.00 registers for a load game event and reinstalls itself every single time you load your save.

      That difference implies that you have something that, rather than merely cleaning up your workshop menus, is actively resetting them. Which is an approach that technically works but is incredibly overzealous. You mentioned you use Settlement Menu Manager, are you also running Workshop Framework?

      I think I'll do a bit of testing on that.

      It's way simpler than that. Just make sure that CBL_IWantMyBottles.esp loads after ColorfulBottleLanterns.esp.

      ...I'm gonna need to add this one to the FAQ. The game shouldn't even allow that.
    6. deleted124779963
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      Yep, that did it. Genuinely annoyed at how simple that was lol. Thank you and endorsed.