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175 comments

  1. PhoenixKnight13
    PhoenixKnight13
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    For anyone griping about this not working with Eli's Faction Housing Overhaul (I use the AiO version myself), light enhancement mods (which are really just plugin edits to light values usually) or any other similar enhancements... it's a very simple fix to open this up in xEdit and copy values over to overwrite Eli's vanilla lighting/fog values and interior flags to make multiple lighting mods, the sky, and Eli's additions all play perfectly well together. It requires no additional files or ba2s taking up your load order and only takes about 1 minute to fix.
    Open FO4Edit, find the file for this mod (InstituteSky.esp) and navigate to the Cell edits, keep going till you get to Sub Block 4, inside there you'll see InstituteConcourse, select that line. Now on the right you'll see that InstituteSky has 3 new flags in the DATA tree near the top; Show Sky, Use Sky Lighting, and Sunlight Shadows. Now navigate over to Eli's plugin at the rightmost of that list and add all 3 flags via double-clicking on the nested tree (the DATA line) in order to expand the list for the checkboxes (or if you're picky about light skip the Sky Lighting). You can also drag-and-drop from the Sky plugin by dragging all the way to the right, either way works. As long as you're *ONLY* editing lighting, fog, and those interior flags, Eli's mod will work perfectly fine with all your lighting and Sky mods for Institute. Works the same when patching light mods to any new location or anything that overrides vanilla areas, such as settlements and player home mods.
    You could also go one step further if you wanted and just copy all the Sky plugin edits to Eli's, dropping Sky altogether to save a load order slot.

    Finished example in FO4Edit here
  2. Supercat111
    Supercat111
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    I can't seem to get it to work elianora's director quarters seems to break it and elfx also seems to conflict but it still doesn't work it just puts a wall instead of the mushroom lights.
    Edit: I got it to work by using
    https://drive.google.com/file/d/1OEwQQsv-WInV6rsE2mrFzfanCKzZkgRp/view?usp=sharing
    to fix the room being visible make sure the .esp is at the bottom of your load order I have eflx the director quarters as institute workstations working too.
    1. MazenFire2099
      MazenFire2099
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      Wait... What am I supposed to do with the ESP file you gave? Do I replace the one in the original mod or do I load this RAR into MO2 as a separate mod?
    2. Supercat111
      Supercat111
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      About 5 months late but replace the esp from the mod.
    3. GlennCroft
      GlennCroft
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      About an year late but thanks for this file,
    4. PhoenixKnight13
      PhoenixKnight13
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      You went about this in a far more complex way than was necessary. All you have to do for this to work with Eli's Faction Overhaul is add the 3 interior flags this one uses to Eli's plugin in xEdit. I do the same myself in my own playthrough it works perfectly. Requires no ba2s or complex work-around or moving plugins below Eli's lol.
      Same exact issue with any light mods, all you have to do is copy over their lighting changes in the appropriate section of the Cell edit, replacing Eli's vanilla lighting/fog values.
      Full fix posted above in comments.
  3. EnigmaZULU9442
    EnigmaZULU9442
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    gosh this is so cool , like man way to bring a whole new perspective to the place , really makes an institute playthrough so much different , especially if you dont have any other institute mods installed, , super unique , i paired it the fathers bunker mod that makes it all dark concrete colored and it really gave me the underground feeling i was looking for , well done sir.
  4. DeliciousTacos22
    DeliciousTacos22
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    Had an issue where i could see the relay room and its connected rooms through the ground when i looked at the fake sky. Other than that this mod was awesome and i enjoyed the night sky underground. 
  5. SSpacedOutt
    SSpacedOutt
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    Pov: you've been forced to use console for technical reasons and you can't get this mod
  6. bbeenexus
    bbeenexus
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    beautiful ,but too bright. 
    the institute is the ugliest place in fallout4 . it looks so unreal ,looks like toys feelings. the textures are so ugly.
    outworld places are much better .
    but i can not fing a mod that really solves this ugly problem.
    -----
    oh, no ,pre-war places are uglier than the institute.
  7. ntblood
    ntblood
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    I did the exiting the Institute, typing "fw 15e" into the console and returning to fix the purple, missing texture. Worked
    Thank you

    PS. I read in a wiki that the Institute is underground but I still like to have a sky there. I imagine it's located on the surface somewhere.
    1. RecktalBear
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      Think of it like the Hive in Resident evil? They are projections to make you not feel underground lol
  8. Estevan14
    Estevan14
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    thanks. Now newton oberly dialogue lines actally makes sense
  9. zero8034
    zero8034
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    does this mod work with elianora's institute home mod?
  10. saladinbobbins
    saladinbobbins
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    The ESL version doesn't work. It removes the skybox entirely allowing you to see the worldspace the Institute is built in. The moment you use the ESP it works fine.

    Also, for anyone having the purple sky bug, just open the console and type (I believe it to be) FW 15e, exit and re-enter the institute and it should work. If that weather ID doesn't work, try one of the other clear codes.