can you please make a patch to make the effects optional. im using it with whispering hills when the darkness event triggers but the flares make all the monsters flee lol
You need to find the EXPLOSION branch of this modification in the editor. Next, in turn, in the sub-branches labeled "flares_RocketExplosionColor" and "flares_ThrowExplosionColor" change the "Placed Object" field to NULL. The corresponding Colors are of course white, red and others. Since the subsequent explosion colors were added at different times, they do not have a consistent position in the branch.
This is a modification with separated files, it should be installed using manager. If it is installed manually you should put the files in the right directories. Apparently, you are missing nif and texture (dds) files, or they are not in the right directories. Check that directories data/meshes/weapons/flares_mc and data/meshes/effects and data/textures/weapons/flares_mc exist and contain files with flares in the name. There are more directories and files but these contain most of its files.
The projectile activates an empty explosion, which in turn puts the activator in place. The activator starts a script that throws an object containing only a physics effect without graphics and another object with the right graphic effect that is being moved. An object with physics falls to the ground. After a short time the script reads the coordinates of the place where the physics effect is located and moves the activator there. The physical effect is removed. For the rest of the animation time the graphic effect is moved to the new position of the activator.
I can send the source of the script, it has less than 50 lines.
Yes please that would be great, Id appreciate it. I was getting a headache just trying to extend the time the light was active because its done through individual nodes, thought falling was the same.
Sorry for the late reply, I didn't notice this post.
The descent rate of the flare has been reduced since version 1.5, earlier versions have the physics unchanged. To restore the original descent rate, you need to change the explosion effect field in the flare projectile to a version without "NEW" in the name.
Isn't the yellow flare too OP? Like, I just throw it out, and enemies would suddenly cower in fear, not even retaliating against me. Any living enemy suddenly turn in literally disabled, running, harmless critters.
I read the method below to remove it, but it requires the use of the mod editor and I'm not familiar with using it. Any other simple ways to remove it, like an ini file or typing some console commands?
I have made an edit to your mod that only contains the flare gun and the colored flares. If you like, I can send it to you for you to host as an optional file or alternate main file. Otherwise, I could post it myself, with your permission of course
For anyone play with "darker night" mod, this mod is a must. Wait till I found group of raider roaming in the night and this will spook them like hell.
I've downloaded a lot of mods but this addition has to be at the top of list of favorites. I was excited when both the gun fired and thrown flares lit up the dark!!! I was impressed when the flare blinded me when I aim past the flare in the scope!!!!
Hi... Thanks for this mod, I really like it, it increases the atmosphere of darkness. I want to ask, did you try to do it with other types of shadows or did you just go with omni directional?
Originally flares do not have omnidirectional shadows, I checked various variants. However, I decided that shadows as currently in modification are the most imersive.
Thank you for the reply. I'm remaking FO4 to my STALKER atmosphere style and I figured out that pipboy light with shadows (not flashlight) is the best for it. Flares help me with that immersion.
First off, great mod. This with Darker Nights makes nighttime combat very interesting. My only personal problem with this mod, immersion-wise, is that the flare has a fuse, whereas one would generally light a road flare and THEN throw it. I'm not too familiar with fo4edit or modding in general, but after a little experimentation with the 1.0 file (no dlc lol) i at least understand how this mod works. the throwable flares work like a grenade, you toss the flare, and after a short fuse it "detonates" spawning a new, lit flare. but is it possible for the projectile to spawn AS the lit flare? I can get the projectile flare to emit light, but not the VFX of the flare's smoke emission. Is it possible to do so, or does it just chalk up to engine limitations with how weapon projectiles work?
Here is a problem, because a lit flare is an explosion not a projectile. Game engine is unlikely to allow you to replace a projectile with an explosion, they have different physical interactions. In addition, projectile - thrown flare has a completely different animation than explosion - lit flare. Smoke and other effects (sparks, flickering) are hard-coded into nif files. You can, of course, swap the file links, but this will not work well. Thrown flare is modified artillery smoke, in F4 this is how it works. By the way, thrown flare is already lit but it burns weakly for a while and glows only a little (nif animation). You can see it better when it is dark.
Thanks for the quick reply, and for answering my questions. Even after a bit of research on my own, it looks like the idea is impossible, or at least really hard to implement without any skill in scripting or .nif file edits, which i dont think is worth the effort just for a small change. I will continue to use the mod as it is currently (or, an older version because i dont have contraptions workshop, lol), though i may edit the height or radius of the flares just for personal use. Thanks again.
93 comments
Next, in turn, in the sub-branches labeled "flares_RocketExplosionColor" and "flares_ThrowExplosionColor" change the "Placed Object" field to NULL. The corresponding Colors are of course white, red and others. Since the subsequent explosion colors were added at different times, they do not have a consistent position in the branch.
Apparently, you are missing nif and texture (dds) files, or they are not in the right directories.
Check that directories data/meshes/weapons/flares_mc and data/meshes/effects and data/textures/weapons/flares_mc exist and contain files with flares in the name. There are more directories and files but these contain most of its files.
The activator starts a script that throws an object containing only a physics effect without graphics and another object with the right graphic effect that is being moved. An object with physics falls to the ground.
After a short time the script reads the coordinates of the place where the physics effect is located and moves the activator there. The physical effect is removed.
For the rest of the animation time the graphic effect is moved to the new position of the activator.
I can send the source of the script, it has less than 50 lines.
I was getting a headache just trying to extend the time the light was active because its done through individual nodes, thought falling was the same.
Please note that the animation time is encoded in the modified nif file, so my script's running time is adjusted to it.
The descent rate of the flare has been reduced since version 1.5, earlier versions have the physics unchanged.
To restore the original descent rate, you need to change the explosion effect field in the flare projectile to a version without "NEW" in the name.
I was excited when both the gun fired and thrown flares lit up the dark!!!
I was impressed when the flare blinded me when I aim past the flare in the scope!!!!
Thank you very much for creating this mod.
Demolition Expert lvl1 and Gun Nut lvl1 perks are required to make it.
Thanks for this mod, I really like it, it increases the atmosphere of darkness. I want to ask, did you try to do it with other types of shadows or did you just go with omni directional?
My only personal problem with this mod, immersion-wise, is that the flare has a fuse, whereas one would generally light a road flare and THEN throw it.
I'm not too familiar with fo4edit or modding in general, but after a little experimentation with the 1.0 file (no dlc lol) i at least understand how this mod works. the throwable flares work like a grenade, you toss the flare, and after a short fuse it "detonates" spawning a new, lit flare. but is it possible for the projectile to spawn AS the lit flare? I can get the projectile flare to emit light, but not the VFX of the flare's smoke emission. Is it possible to do so, or does it just chalk up to engine limitations with how weapon projectiles work?
Game engine is unlikely to allow you to replace a projectile with an explosion, they have different physical interactions. In addition, projectile - thrown flare has a completely different animation than explosion - lit flare. Smoke and other effects (sparks, flickering) are hard-coded into nif files.
You can, of course, swap the file links, but this will not work well.
Thrown flare is modified artillery smoke, in F4 this is how it works.
By the way, thrown flare is already lit but it burns weakly for a while and glows only a little (nif animation). You can see it better when it is dark.
Even after a bit of research on my own, it looks like the idea is impossible, or at least really hard to implement without any skill in scripting or .nif file edits, which i dont think is worth the effort just for a small change. I will continue to use the mod as it is currently (or, an older version because i dont have contraptions workshop, lol), though i may edit the height or radius of the flares just for personal use. Thanks again.