Adding a comment for if and when someone fixes the lighting issue to this as it seems the best vault 88 editor on nexus. Also why is every vault 88 mod from 2016-2018 and nothing after? Has nobody bothered making anything since or tried navmeshing anything?
I was curious to know if anyone else has a really bright Vault 88? I noticed once I loaded this mod that the entire area is pretty bright compared to everywhere else in the world. Is this supposed to be like that? I also noticed a few spots where you can see through the walls ( the occlusion effect I think) when you walk through an area where there were originally walls. I am liking the room provided and the tunnels that were installed to connect through to the water pump area. I haven't finished exploring yet as I was curious to know if I was having some weird glitch with the possible occlusion effect and really brightened affect.
Same here... shame, this mod has great potential, but the bleached out lighting inside of the vault totally kills the mood, i tryed messing around in the mod to fix it with no success.
Yeah if you could upload the fix that would be great, I'm currently fielding a darker playthrough with pilgrim and it, unfortunately, breaks my immersion :P
Late, I know, but I'm taking a bit of a guess based off my knowledge of another engine (VALVe's Source Engine).
In the Source engine, a map with no lighting will cause the map to have bugged lighting, rather than being pitch-black, there will just be the basic textures and whatnot. There could be an issue with the lighting in this mod, as in the cell is replaced leaving absolutely no lighting, causing an effect similar to the aforementioned Source engine issue. I dunno though, I'm just guessing what the issue is.
Damn, two years later and I'm replaying the game with this lighting problem being the only bad thing about this otherwise perfect mod. Has anyone else figured out a solution yet?
nice mod, something conflicting though probably scrap everything or clean and simple settlements (not sure why that one don't believe it has a clean option for vault 88) pipe in tunnel to water purifier blocks path to turn right into the water purifier room and wall goes through vault corridor blocking it off unfortunately. may have to scrap that part or just remove pathway there and have only one entrance, still nice mod. going to test at one point after i clear and save if it'll work with Vault 88 Station Cleanup and Extension would be nice to combo unlocking station area some.
yep seems needs to be below scrap everything, also threw Vault 88 Station Cleanup and Extension just below works decently well, pillars in sub station double built slightly different height, no idea if that's mod or slight issue ( floor also is off and builds want to drop into it a bit there but if you have a mod to adjust height, dimensions and so forth easy fix.... exit doesn't work from inside [haven't tested outside yet for sub station area] ) this and vault 88 station area bottom two of load order.
I'm torn between this and a mod that makes the radiation scanners 'functional', adds gear door announcements and extends the build area into the cave outside of the gear door, amongst other things.
Some of the scrap objects I've always left behind intentionally, such as the train carriages, some of the work equipment and such (adds some life to the areas in places, as the player ingame doesn't have the same tools and objects to recreate them).
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Also why is every vault 88 mod from 2016-2018 and nothing after? Has nobody bothered making anything since or tried navmeshing anything?
EDIT: typo corrected.
I noticed once I loaded this mod that the entire area is pretty bright compared to everywhere else in the world.
Is this supposed to be like that?
I also noticed a few spots where you can see through the walls ( the occlusion effect I think) when you walk through an area where there were originally walls.
I am liking the room provided and the tunnels that were installed to connect through to the water pump area.
I haven't finished exploring yet as I was curious to know if I was having some weird glitch with the possible occlusion effect and really brightened affect.
In the Source engine, a map with no lighting will cause the map to have bugged lighting, rather than being pitch-black, there will just be the basic textures and whatnot.
There could be an issue with the lighting in this mod, as in the cell is replaced leaving absolutely no lighting, causing an effect similar to the aforementioned Source engine issue.
I dunno though, I'm just guessing what the issue is.
going to test at one point after i clear and save if it'll work with Vault 88 Station Cleanup and Extension would be nice to combo unlocking station area some.
yep seems needs to be below scrap everything, also threw Vault 88 Station Cleanup and Extension just below works decently well, pillars in sub station double built slightly different height, no idea if that's mod or slight issue ( floor also is off and builds want to drop into it a bit there but if you have a mod to adjust height, dimensions and so forth easy fix.... exit doesn't work from inside [haven't tested outside yet for sub station area] )
this and vault 88 station area bottom two of load order.
Thx's for the mod
I presume they're incompatible.
Some of the scrap objects I've always left behind intentionally, such as the train carriages, some of the work equipment and such (adds some life to the areas in places, as the player ingame doesn't have the same tools and objects to recreate them).
https://i.imgur.com/RhcD1xw.png
i cannot place anything there without it falling through the floor in edit mode.....