You may have a mod that overwrites the record of Oil Lamp Posts. Tha original lamp post's FormID is xx000CCC where xx is the load order prefix of the Wasteland Workshop DLC. If you have Better Console, you can see the last mod that overwrites it ("mod conflict winner") without having to open your mods in FO4Edit, I think it's called "Last Base Change" or something similar.
This mod actually caused some issues for me and I'm not sure why. Previously, my lamp posts in Sanctuary were too dim, but if I picked them up and dropped them they'd work as they should. I assume that's the bug this mod is intended to address. However, I found that, after installing this mod, all of my lamp posts would remain dim, even after picking them up and canceling the action. And disabling the mod makes all of my lamp posts disappear altogether. Was I doing something wrong, or was my issue not actually what this fixes? And is there a way to uninstall this mod without it wiping out all of the lamp posts? For the time being, I'll re-enable it and just live with the dim lights.
Did you try placing this mod at the bottom of your load order? The mod temporarly overwrites the 3d mesh of the vanilla lamp post with one that doesn't have dim light caused by an engine bug. Unfortunately the mechanics is not that simple but the new lamp posts shouldn't have dim light at all. I haven't built in an uninstaller but you can craft an "Oil Lamp Post Switcher", equip it then open/close Workshop Mode. This would revert back all oil lamp posts to vanilla in the current settlement. If you uninstall the mod, reverted oil lamp posts won't disappear.
Sorry for the late reply; I haven't been playing lately.
Unfortunately, I wasn't able to get this working for me, even after I dropped it to the bottom of my load order. Here's how my lamp posts look with the mod:
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And here's how my lamp posts look after uninstalling the mod:
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I wonder if there's some sort of conflict. I know my lamp posts look good there, but sometimes they're all dimmed out and the only way to fix them is to pick them up and drop them again in workshop mode. I was hoping this mod would just keep them looking like this all the time.
Here are all the light-related mods I have installed. Maybe one of these prevents your mod from working properly:
From the upper picture it looks like the mod is actually working, as the lights are not dim. They emit very bright light on the second picture though which seems to be an effect from another mod. I didn't make the lamp posts that bright because I wanted them to match the vanilla light level.
EDIT: I found the conflicting mod, Light Radius Redux changes the Radius of the Light from the default 256 to 768. Without a custom mesh, that can't fix the "very dim light" issue but when the lamp posts are working, it can make their light much brighter than this mod.
Ah okay. Thank you for checking and clarifying that. It's a shame that these other mods don't correct the dimming issues, so I suppose I'll just have to live with it.
The mod is working just fine for me, but I do have one issue, and I don't know if it's related to this mod or not... I placed a lamp post in Sanctuary a while ago, then recently decided to scrap it as I revamp the layout. But the lamp doesn't stay scrapped. I've even used console commands—"disable" and "markfordelete"—to keep it from reappearing, but it always does when I reload the settlement.
Has anyone else had a problem like this? I literally have no idea what to do at this point, short of repeatedly scrapping this damned lamp.
That's interesting.. I have numerous Oil Lamp Posts and they're working for me flawlessly. If you click on one of the buggy lamps in workshop mode, open the console and type "SV" (short for Show Variables), what does the console return? (Especially for the variables "NewLight" and "iUpdatedV11").
It returns nothing. :/ The ghost lamps don't have any associated info, not even the variables that you listed. I can confirm it's a result of this mod, though; disabling the mod made the ghost lamp disappear from my settlement.
Thanks for the reply.. unfortunately I don't know what has gone wrong. If you leave the settlement where the buggy oil lamp is, open the console and type "Set OilLamp_Switcher_Active_for_TS_Export to 1", travel back to this settlement, then open and close the workshop menu there, does the oil lamp still show up? If it does, delete it in the console (it's safe to do), leave the settlement then travel back. The lamp won't be there afterward.
Oil Lamps are not affected by this mod, only Oil Lamp Posts. Vanilla Oil Lamps don't have light problems as far as I know. Oil Lamps in your game don't emit any light at all, or they have dim light?
Works for me but realized that it's a one and done deal. If the posts are moved the light source vanishes. "Fix" for this is to store the posts before attempting a new placement.
Yes, moving through the workshop. I've recently had some strange behavior where these lamp posts are cloning themselves where I placed them a couple of times before a final position. The clones show up after I leave the cell and return after a game day or so. In this case it's all happening at Croup Manor. Strange.
Interesting.. I've never had such problems. The mod is fully compatible with Transfer Settlements but anyway, did you import the Oil Lamp Posts at Croup Manor? If nothing helps, you can try storing and rebuilding them. (Use the console commands GetPos X/Y/Z and GetAngle Z to see their positions).
Thanks. My load order (and F4SE) is getting chunky, so odds are good it's something else causing a conflict. I seem to have an ongoing problem with these oil lamp posts, even modded ones, where they stop casting light/shadows when I leave the cell for long enough. Ah well. Such is modding.
Interesting fix! Does your script method of replacement avoid the power grid corruption bug? See Kinggath's explanation here and check out Registrator's Power Grid Fix tool.
Thanks for the feedback. I only had scrap crash due to "ghost crops" and never due to power grids (thankfully I was able to solve those crops..). I read Kinggath's and registrator2000's explanations and it seems like Oil Lamp Posts doesn't affect Power Grids. These lamps don't require, transmit or emit power and they can't be connected to power sources either. The lamps' WorkshopSnapTransmitsPower actor value is 0. So this mod should be safe.
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However, I found that, after installing this mod, all of my lamp posts would remain dim, even after picking them up and canceling the action. And disabling the mod makes all of my lamp posts disappear altogether. Was I doing something wrong, or was my issue not actually what this fixes?
And is there a way to uninstall this mod without it wiping out all of the lamp posts? For the time being, I'll re-enable it and just live with the dim lights.
Unfortunately, I wasn't able to get this working for me, even after I dropped it to the bottom of my load order.
Here's how my lamp posts look with the mod:
And here's how my lamp posts look after uninstalling the mod:
I wonder if there's some sort of conflict.
I know my lamp posts look good there, but sometimes they're all dimmed out and the only way to fix them is to pick them up and drop them again in workshop mode. I was hoping this mod would just keep them looking like this all the time.
Here are all the light-related mods I have installed. Maybe one of these prevents your mod from working properly:
EDIT: I found the conflicting mod, Light Radius Redux changes the Radius of the Light from the default 256 to 768. Without a custom mesh, that can't fix the "very dim light" issue but when the lamp posts are working, it can make their light much brighter than this mod.
Has anyone else had a problem like this? I literally have no idea what to do at this point, short of repeatedly scrapping this damned lamp.
I read Kinggath's and registrator2000's explanations and it seems like Oil Lamp Posts doesn't affect Power Grids. These lamps don't require, transmit or emit power and they can't be connected to power sources either. The lamps' WorkshopSnapTransmitsPower actor value is 0. So this mod should be safe.
But thanks for links, they were very informative.