This mod adds shadow cast lights to many of the physical light sources in the Fallout 4 exterior world including Far Harbor and Nukaworld. There has also been vast improvements made to the general lighting associated with physical lights sources bring you a vastly more immersive exterior lighting.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Bethesda FO4Edit
Donation Points system
This mod is not opted-in to receive Donation Points
Added dynamic spotlight to the construction spotlight stand on top of the Wilson Atomatoys Factory.
Added dynamic light to the lantern beside the weapons workbench at Forest Grove Marsh.
Added dynamic light to the Fire Mesh Barrel at USAF Satellite station Olivia
Corrected lantern light shining through barrier at the Mass Pike Interchange.
Lowered the brightness on the ambient light at the Minutemen Tree Shack.
Lowered the brightness of the ambient light on the lantern at the Westing Estate.
Added lightbox to the ambient fire light at Mass Pike Tunnel West to prevent it leaking out through the top and sides of the tunnel walls.
Corrected hanging lantern light shadow at Mass Pike Tunnel West.
Dynamic light added to the round spot lamp at the front door entry to ArcJet Systems.
Added missing dynamic light to the second Emergency Light Spot near the elevator in the bunker behind ArcJet Systems.
Adjusted the lighting on the fire mesh barrel near the Museum of Freedom.
Removed the unsourced fire light in front of the Lynn Woods tower entry.
Dynamic light added to the Fluro Light fixture in the robot shed at Easy City Downs and removed the unsourced fire light near the weapons workbench.
Added missing dynamic lights to the oil lamp in the small shack and the fire mesh barrel, near the Robot shed at Easy City Downs.
Lowered the radius of the northern camp fire light at Easy City Downs by around 50%.
Dynamic light added to the power generator lamp on the rooftop near the BADTFL regional office.
Dynamic lights added to 3 light sources at the elevated campsite near Tucker Memorial bridge.
Version 1.03
… Removed the flicker effect from the cage bulb light at the Robotics Disposal Ground and softened the shadowing.
… 2 More dynamic lights at the National Guard Training Area
… West Everett Estates now has 11 new dynamic lights and corrected some fire barrel lights.
… 3 more dynamic lights added to cell 4,4 location in Nuka World
… All 13 Residential Street Lamps in Diamond City now have dynamic lights.
Version 1.02
… Reworked the lighting on the 4 fire mesh barrels outside Fallon's Department store and added shadow cast.
… Reworked the lighting on the 2 fire mesh barrels at Fens Evan's Way Cul-de-Sac and added shadow cast, also added shadow cast to the oil lamp inside the room with the broken wall.
… Shadow spotlight added to the emergency light on the red house at the western edge of Prospect Park.
… Added shadow light to the oil lamp near the weapons workbench in the room near the Cambridge Construction site and corrected light shining through wall.
… Reworked the lighting at the Cabot House courtyard (difficult area) and added small radius shadow cast to the lamp posts.
… Added shadow cast to the hanging lights at Shenley's Oyster bar raider camp.
… Fixed the shadow cast not working on the burning tyres at the Charles View amphitheatre.
… Fixed the two over bright fire barrel lights near the Cambridge Construction Site.
… Added shadow cast light to the mesh fire barrel in Christopher Columbus Park.
… Two more shadow cast lights added at Camp Kendall.
Version 1.01
… Improved the cage bulb light at the front entry of Hester Consumer robotics.
… Changed the large radius white lod light at Quincy Quarries to a DefaultLightWaterBrown to better match it's intended use and also lowered it's radius so that it does not shine into the lower inner areas of that location. Also added two more for the water effect to be fully covered.
… Added shadow cast to the 4 static spotlights at Quincy Quarries, changed the lighting for the two non-flame fire barrels to be more subtle and added missing light in the CV at the SW end.
… Added shadow cast to the burning rubble around the broken monument at the entry to Faneuil Hall.
… Added shadow cast light to 2nd oil lamp near the Shamrock Taphouse
… Shadow spotlight added to the round spot lamp at the bottom entry to 35 Court.
… Shadow spotlights added to the downlights at the top elevator entry to 35 Court and in the small room next to it.
… Added shadow spotlight to the downlight in the PA room on the top level of 35 Court.
… Added shadow spotlight to the standing construction light at the entry of Joe Spuckies and corrected the improper lighting at the fire barrel and neon sign nearby.
… Removed the unsourced lighting at the doorway entry to the Boston Commonwealth bank and added an oil lamp and shadow lighting in it's place. Also added shadow light to the standing floor lamp near the elevator.
… Added shadow light to the oil lamp at the loot chest on top of the building next to Mass Fusion.
… Shadow spotlight added to the round spot lamp at the bottom entry to the Old Corner Bookstore.
… In order to improve performance the three tracking spotlights at the Federal Ration Stockpile have been removed. They look terrible as non-shadow cast so the decision to remove was a simple one.
This mod is a follow on from my Ultra Interior Lighting mod but for the exterior Fallout 4 world.
This mod adds over 1500 shadow cast lights to physical lights in the Fallout 4 world including the Commonwealth, Far Harbor and Nuka World and generally improves all the lighting associated with physical lights including the ambient and reflective lighting bringing you a vastly improved lighting experience from what you encounter in the vanilla game.
Almost all the new shadow casts lights use a trigger box that swaps them to there non-shadow cast version at X distance from player depending on the location and other factors. The use of trigger lights allows for better distance lighting and helps improve the performance by not having shadows rendered where there not really visible or at too far a distance to be visually noticeable.
As of version 1.0 release the mod is around 80% complete, I will continue to work on the mod until I am happy with the final product!
This mod does not change any environmental lighting like weathers and weather image spaces and does not touch any vanilla settlement lights - settlements will be covered in an add-on for the mod at a later date.
For performance reasons this mod does not add shadow lights to all physical light sources in the game.
The mod does not break any pre-combines or pre-vis and has been thoroughly cleaned using FO4edit.
Performance will vary from system to system, please bare in mind that the mod brings many shadow casting lights to the exterior Fallout 4 world.
You may or may not occasionally see the flicking of the lights as they swap from non-shadow cast to shadow cast and vice-versa. I have done my best to ensure this issue is not very noticeable but having them swap is a far better option then not both for performance and visual reasons.
All screenshots have been taken whilst using the Darker Nights Mod and I highly recommend this mod to be used in conjunction with this one. Any ENB, Reshade or SweetFX configuration that increases the contrast in the game. Any weather mod or above that makes night weather darker than vanilla. This mod requires the Nuka World, Far Harbor, Vault-Tec Workshop and the Automatron DLC's. There will not be a non-DLC version so please do not ask! This mod is in no way compatible with any mod that changes existing vanilla physical light objects or light sources in the exterior world of the Commonwealth, Far Harbor and Nukaworld. Mods that edit exterior cells should be placed above this one in your load unless they change pre-combines or pre-vis in which case compatibility is not guaranteed. Any mod that allows scrapping of objects in cells other then vanilla settlements should be used with extreme caution as scrapping any physical light objects will cause problems. Non vanilla settlement mods are fine as long as they do not touch lights or light sources. Install as usual with Vortex or simple extract the archive into your Fallot 4 Data folder! Loose files are in the archive for safety reasons only to prevent them from being overwritten by another mod. Advanced users may choose not to install them as they also reside in the BA2 archive file. Users of the Ultra Interior Lighting mod can simply just overwrite that mods loose assets as they are the same with this mod. If you really must uninstall this mod then please save your game in an interior cell before doing say. This is not absolutely necessary but any triggered lights will remain until you exit the area if you do not! Bethesda and everyone here at Nexusmods that have inspired me to continue work on this mod! The creators of FO4Edit for there amazing tool, this mod would not exist without it. Ultra Interior Lighting Player Comments and Head Tracking MCM Weather Control