This mod was lagging me terribly inside the RobCo Sales & Service Centre. I was using the Vanilla, Red light version of the mod. I isolated this and found that the cause is your plugins FXFlareLightRed overwrite, removing this from the plugin causes performance to return. This does compromise the mod visuals a bit but I'm here for the functionality first.
For a few of the Robot DLC spaces (3 total iirc) they use flare light references instead of normal lights. This makes the game lag like no other where multiple flares are used as light sources.
Solution: Disable this mod when in the 3 interior spaces you cant use flare guns anyway, reenable everywhere else. Youll know the spaces when you enter them bc youll drop to 3 fps. All 3 are in the robot DLC so if you start lagging try disabling this esp first!
I made a patch where I duplicated the light reference, reverted changes, and then moved to edit the explosion effect to use the right flare light effect.
It has worked since then, also no lag on Mechanist's Lair.Could've been helpful before I just went and did a quest skip batch file for it, heh.
I downloaded Automatron SentryBot Pre-War Paint Replacer and Face Light Remover by uqhxm571 and it eliminated those red light issues with robots for me
The vanilla one does not. Unfortunately Nexus does not allow you to specify dependencies per file uploaded, the entire dependency list for EVERY version of the mod will popup when you try to download any version, but the only dependencies are the ones listed in the title!
mod crashes my game on start up, i do have the reqs listed, if i use the vanilla one do they still spawn with minutemen gear considering i have mil min?
CTD sounds like its conflict related. Id look into that using xedit. And no, if you use the vanilla ver they will spawn with vanilla uniforms, Mil Min unis with MM ver. (if you have mil min separately replace vanilla then they will spawn with whatever replaced vanilla on your end.)
It falls for about a minute like it said in the description so thats one minute of light. How do you make it last 4 minutes like you were saying? Mod works fine but I shoot about 2 or 3 flares and can't seem to get them to last 4 minutes.
They should default give 4 min of light. So theyll fall for 60s then sit lit on the ground for about 3 more min. if they arent then another mod is conflicting with the light nodes, meaning you have another mod that edits the flares, projectiles, or light data.
Is there a way for me to remove the shadow-casting on the flare light? I like the effect, but the strain is just too much, especially in high-enemy count settlement attacks.
Would this be compatible with We are the Minutemen? In the description of that it mentions how it modifies the flare gun range and a few other things, I was wondering if that would conflict with the functionality of this mod.
How would you feel about uploading just the flare light duration? There is currently nothing out there that just makes the flares burn longer. If not, how could one do it in Fo4Edit?
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Solution: Disable this mod when in the 3 interior spaces you cant use flare guns anyway, reenable everywhere else. Youll know the spaces when you enter them bc youll drop to 3 fps. All 3 are in the robot DLC so if you start lagging try disabling this esp first!
It has worked since then, also no lag on Mechanist's Lair.Could've been helpful before I just went and did a quest skip batch file for it, heh.
Here's the plugin if you guys want to download it. Took someone DMing me to recheck this.
Take note that this is for QRF - White version. I don't use the Red version nor have the requirements for the MM version (despite me using MM...)
Should take about 30s tops.
And no, if you use the vanilla ver they will spawn with vanilla uniforms, Mil Min unis with MM ver. (if you have mil min separately replace vanilla then they will spawn with whatever replaced vanilla on your end.)