is their no way to make this UF4P compatible on mod author's side? or a way to make a patch to upload? still not comfortable individually editting in xEdit, but might learn just for this because those interiors are so much more appealing when you see less of them xD also eerie too *edit come to think of it tho. this would probably not work on any custom interiors would it?
Sure it's possible to make these mods compatible, the next version is going to require UF4P it's not that hard to do so, it's just I don't have access to my PC for the moment
If you mean custom interiors like ELFX, you can make them compatible through xEdit by deleting the changes one of the mods makes in the same interior, depending which is a priority. Also you have an option to make patch through Creation Kit and try to place every light and other objects by hand which is harder, I have that in plans but when I have my pc...😮💨
Thanks Conflicts with mods like ELFX that add new lights and won`t work together at all, also with other mods like Unofficial Fallout 4 Patch that doesn't add new light, but change interior data, this can be fixed with FO4edit
In "Cell" tab of UF4P you need to find conflicting cells and make: XCLL - Lightning, Fog Near, Fog Far and Directional Ambient Lighting Colors the same as Interiors Revised
Would this maybe be just a matter of F4Edit: Deleting the cells in ELFX which have been touched by your mod? If so, i might do itmyself and provide you with the patch?
To bad it doesn't comes with compatibility with Unofficial Fallout 4 Patch. Mod is really interesting and immersive but Unofficial Fallout 4 Patch is kinda necessary if one wants more complex load order.
Agreed, 1.5 supposed to have UF4P as a requirement but I had some irl problems so I published what I had. 1.6 will require UF4P but I'm not sure when I'll be able to make it
The best you can do is to copy/paste all the relevant lighting data, lamps, bulbs, barrels, light objects etc. into a base template, plugin, mod. then you have a perfect map for all the cells and world spaces which use such objects. it should be around 80000+.
Since your only doing inhabitat cells (?!) probably around 40000 objects.
Afterwards, check with xEdit which of these objects per cell are not precombined. swap the glowing objects which are not precombined such as lamps, etc with the equivalent set to "off". after you have done that polish the cells by hand using the CK.
the only problem i found is the precombined content (light fixtures) which you cant swap or manipulate to make them disappear. you will probably find yourself with playing around textures and meshes. .dds, .bgsm, etc. and some of these light objects may be better hidden by static object which fit the environment.
hope that helps.
PS: its pretty shitty setup by default vanilla. some light objects are some are not precombined. its a pain to manipulate. especially those candles..
question: in your showcase video you has this awesome white-hot thermal vision. what mod is that? west-tek doesn't seem to have white-hot, only enemy highlights. would love to know! thanks
Can I make a suggestion? So I have a mod installed here that adds some new interior dungeons and stuff. One of the dungeons is a bunker infested with robots. A unique thing that the author did here that I have not seen replicated anywhere else is that it has one of the fusion core generators in it that you can nab a fusion core out of, but the catch is that when you nab the fusion core out of it, all the power goes out and puts you in pitch black darkness.
Do you think you could do something similar? If the interior has a fusion generator in it, have all the lights be on until you pull the Fusion Core.
I've thought about this many times. It's a great idea and it's sad Bethesda didn't implement it themselves. One can wonder what the fusion cores in various place are for if nothing happens when you pull them.
You're absolutely right - loading up xEdit myself would take 30 seconds. However, not everyone knows how to do this, and not everyone has time. My suggestion was a friendly suggestion primarily for the benefit of the mod author in order to potentially better polish the release. It's the kind of feedback I love to recieve!
Furthermore (as you undoubtedly know, having released mods yourself), mods like this are often subject to updates and changes. Repeating the process every time would be tedious for potentially hundreds of people, whereas it would take the mod author a few minutes at most and would result in a better-received mod page for me and for everyone else. Personally, I believe no effort is needless when it comes to something I create, but that's just me, lol.
Very cool and thanks for your work! Well done for a first mod ! I always waited for a mod like this because most interiors are too bright for me . I only have incompatibilities with Immersive Candles and Enhanced Flickering Firelight but that's okay if you load these mods AFTER this one. Natural light like candles and fire are still immersive so that this mod only deletes electrical lights!
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*edit come to think of it tho. this would probably not work on any custom interiors would it?
If you mean custom interiors like ELFX, you can make them compatible through xEdit by deleting the changes one of the mods makes in the same interior, depending which is a priority. Also you have an option to make patch through Creation Kit and try to place every light and other objects by hand which is harder, I have that in plans but when I have my pc...😮💨
Conflicts with mods like ELFX that add new lights and won`t work together at all, also with other mods like Unofficial Fallout 4 Patch that doesn't add new light, but change interior data, this can be fixed with FO4edit
That would be dope! Both mods are awesome.
https://www.nexusmods.com/fallout4/mods/62338
Since your only doing inhabitat cells (?!) probably around 40000 objects.
Afterwards, check with xEdit which of these objects per cell are not precombined. swap the glowing objects which are not precombined such as lamps, etc with the equivalent set to "off". after you have done that polish the cells by hand using the CK.
the only problem i found is the precombined content (light fixtures) which you cant swap or manipulate to make them disappear. you will probably find yourself with playing around textures and meshes. .dds, .bgsm, etc. and some of these light objects may be better hidden by static object which fit the environment.
hope that helps.
PS: its pretty shitty setup by default vanilla. some light objects are some are not precombined. its a pain to manipulate. especially those candles..
Thanks for all the work.
Do you think you could do something similar? If the interior has a fusion generator in it, have all the lights be on until you pull the Fusion Core.
Furthermore (as you undoubtedly know, having released mods yourself), mods like this are often subject to updates and changes. Repeating the process every time would be tedious for potentially hundreds of people, whereas it would take the mod author a few minutes at most and would result in a better-received mod page for me and for everyone else. Personally, I believe no effort is needless when it comes to something I create, but that's just me, lol.
I only have incompatibilities with Immersive Candles and Enhanced Flickering Firelight but that's okay if you load these mods AFTER this one. Natural light like candles and fire are still immersive so that this mod only deletes electrical lights!