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Activity logs
This page was last updated on 11 May 2025, 8:11PM
- Changelogs
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Version 015
- Fixed missing DALC (directional ambient lighting colors) entry which caused bright interior bug
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Version 014
- Removed texture set classes since they did not fix the puddle reflection issue
- Removed water image space and lighting templates
- Merged more fixes done by UFO4P, fixed cell entry name, etc.
- Fixed weather sound issue in interior cells, thunder and rain was present
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Version 013
- Added UFO4P fixes
- Fixed lighting template for RoomMarker [STAT:0000001F] for PrewarVault111, InstituteConcourse, InstituteAdvSystems, CambridgePolymerLabs01, InstituteOldRobotics01, HalluciGen01, CorvegaAssemblyPlant01, InstituteBioScience, Vault111Cryo, PoseidonReservoir01, OldNorthChurch01
- Removed screen blur while aiming down sights
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Version 012
- Added music type MUSDungeonA [MUSC:0002D4C2] to all DungeonB/C cell records
- Fixed black actor bug in dark interior cells due to missing ambient lighting colors
- Fixed purple, missing texture bug which was caused by removed model path of various effects
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Version 011
- Fixed Mine Helment Headlamp light and PA Headlamp light, defaults purple since the override record was not properly applied by the core game. - NOTE: For some reason the mine headlamp is hardcoded into the PA headlamp and else.
- Fixed various orphan lights e.g. in Sanctuary Hills
- Removed burning oil slick effects from FH
- Cleaned unused world space references, leftover files from loot plugin swap
- Fixed creation kit issues, landscape data was added for no reason
- Sentry bot face light and scan should be finally disabled
- Removed game setting leftover, survival mode was forced upon game start
- Disabled elevator panel/button glow
- Fixed various sunlight issues, region fx were not unified properly, e.g. ConcordMuseum01 had various bright shining lights when night time.
- Fixed weather effect issues in interior cells
- Swapped armor workbench changes, all armor worbenches are set to off by default and are altered by the world plugin now.
- Vanilla puddle texture was swapped by nuka world puddle texture - NOTE: This should get rid of bright glow in interior and more immersive looking puddles in exterior cells.
- Disabled FiddlersGreenExt sign
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Version 010
- Fusion Generator mesh update, console panel glow was removed
- Working Fusion Generators were added to special locations
- Disabled light trigger in ConcordMuseum01 - NOTE: A radio knob sound was played everytime pc hit the trigger.
- Disabled various sound trigger, e.g. the museum has two power generator sounds playing, one is a vanilla bug.
- Disabled many shadow caster lights to increase performance
- Added missing vehicles to removed explosion state
- Removed fog from clear, rainy, overcast/cloudy weather to enhance sight and atmosphere, immersion
- Reapplied godrays to appropiate weather, such as dusty, misty, stormy, etc.
- Swapped interior FX weather records with modified exterior equivalents - NOTE: The default interior lighting is horrible in this context. Now the exterior weather applies interior with some changes, no fog, dust, radiation, rain etc. it still requires further testing, not all interior lighting might look appropiate in comparison to exterior weather.
- Unified Lighting Templates for interior cells and light data in interior cells; disabled directional ambient lighting colors, ambient color and fog color
- Split unified LGTM into On and Off, on=light, off=nolight
- Fixed power armor movement sound
- Swapped the perk comic grid with the vanilla paper grid
- Changed thunder sounds for GS weather
- Altered fog transition for weather records
- Changed PA Headlamp light color, light range and fixed headlamp lens bug
- Removed projectile tracer effect
- Fixed muzzle flashlight color
- Removed terminal signs on monitor, default was green
- Swapped red wire spline to black
- Cleaned plugin from Sound, HUD/UI, Gameplay changes
- Created separator plugins for Light/Main, Loot/World, Sound/Voice, Interface/HUD/UI, Actor
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Version 009hotfix
- Sound FX removed, caused endless crafting loop for no reason
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Version 009
- Disabled clouds, weather enabled clouds are unaffected
- Fixed/removed deleted cloud reference leftover - NOTE: Referencing clouds is tricky and the game can become unstable for unknown reasons. These are minimal edits which do not cause any trouble.
- Disabled water glow in pitch black environment
- Disabled weather godrays, set to "NoneRays" - NOTE: Nothing new that godrays decrease performance, it is significant ~5 to 10 FPS depending on weather type, time zone. Not everyone will notice it though. Some rays will be added back in when the weather changes are final.
- Unified truck material swap presets
- Swapped rad/blue/red barrel to rust barrels, radiation hazard was not removed
- Changes to audio, less cartoon sound, various sounds muted (quest, ui, enter/exit, etc.)
- Interface/ HUD and UI elements for container, barter, normal, etc. menu are towards minimal display and intended as is.
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Version 008
- Fixed some mesh changes which led to script loop and potentially CTDs
- ThicketExcavationsExt, fixed missing enable flag for spot light
- DummyTriggerBoxCone01 was disabled for disabled spotlights
- Woodfire_Doused swapped by WorkbenchCookingFire
- Swapped/disabled cooking fire workbench with appropiate cooking workbench
- Fixed addon note for armor workbench and cooking station
- Disabled exterior mist
- Disabled DLC03MistFXExpensiveHeavy mist
- Image space modifier for VATS, explosions, spell effects, etc., have been changed, color was removed, duration altered, effects swapped
- Swapped DC tents red with washed out color
- Swapped vehicle color palette to unused rusted material
- Vehicle explosion chance disabled
- Vehicle havok disabled, vehicle chance to kill PC was disabled
- Removed DummyTriggerBoxCone01 from already disabled spotlight activators
- Disabled/added brain and glowing fungus - NOTE: This is extreme, not all disabled fungi are absolute changes. Some locations have been overhauled to address the changes, such as MaldenDrainage01.
- ConcordMuseum01, fixed pop in cage bulb light
- Tweaked light radius/fade
- Disabled PipBoy screen fx, defaults white
- Disabled announcement sound
- Disabled combat dialogue
- Mine disarm experience was highered - NOTE: Spotting mines is more difficult now, therefore XP was highered.
- Lock level state was unified, set to "Examine"
- Effect shader for poison, legendary effects disabled
- Various sound files disabled, swapped, modified
- Disabled Monkey Trap
- Disabled mini-game for vacuum pump near sanctuary - NOTE: Circuitry lid can be unlocked, soundfile was disabled.
- Disabled mini-game for vitale pumphouse near finch farm - NOTE: Door can be unlocked now.
- Disabled mini-game for train cars in west roxbury station
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Version 007
- Cleaned lights, lights, and lights - NOTE: Still not done.
- Cleaned/blanked, Beam, Mist, Glow meshes/objects
- XMAS layer in DiamondCityOrigin was disabled
- Swapped cooking station in DiamondCityOrigin by cooking stove
- Nuka-World, street lamps, signage, spotlights and glitter-glamour fully disabled
- Nuka-World lamp post swapped by lamp base - NOTE: None of these should work anylonger after 200 years. Some remain, most are gone. Later more variety will be added such as broken lamp post, with different material swap here and there.
- Added sublight01 glow texture replacer
- Added invisible trip wire, laser trap, etc.
- Added fusion generator swap plugin - NOTE: Remaining fusion generators now look rusted, based on PowerGenerator02 model.
- Added broken Jukebox - NOTE: Broken Jukeboxes work like any other container and do not respawn!
- Added broken Port-A-Diner, which works like any other container, no respawn.
- Workshop construction light modified; radius, color, lens flare, e.g. Construction Light now emmits 1024 wide
- Glowing Sea crater clouds and light show was disabled
- Glowing, cartoonish key fob disabled for key 01, 02, 03 - NOTE: It is all about glow and visibility. It must be difficult to spot.
- Glow, light, glass, disabled for Bubble Turret, Eat-o-Tronic, Jukebox, Port-A-Diner, Pylon Switch, Terminal, WaterPump broken/unlit equivalent added to world - NOTE: Either/or light, glow, glass, interaction disabled/removed
- [Checking for Errors, Processed Records: 76200, Errors found: 0]
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Version 006
- White cube world model removed from disabled objects - NOTE: This should ultimately disable any white cube in world space. White cubes were used to debug certain script behavior.
- Cleaned/unified interior cells
- Interior Image Space unified
- Exterior Image Space, bloom was disabled, no more glowing JET trips.
- Interior mist, beam, glow fully disabled
- CeilingLamp02, FluorescentLight01/02/03, Lantern01, WaxCandle01/02/03/04/05/06, light, mist, glow disabled
- Exterior mist/fog in Far Harbor disabled
- Interior light fully classified, disabled or modified - NOTE: Vaults now use unified white to blue lighting, construction and spot lights use unified base records with lens flare, etc.
- LightBoxLink was added to various interior cells to disable light clipping
- NukaCola light swapped
- SentryBot light swapped
- Added missing image space to DefaultInterior_XXXXX cells, e.g. fake exterior to interior cells
- Meshes, Materials, Textures changes to disabled lens glow, mine glow, signage glow, etc. - NOTE: This is experimental and not fully implemented yet.
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Version 005
- BostonPublicLibrary02, ConcordMuseum01, swapped warm light to white light
- Vault111Cryo, fixed endless Cryopod scene loop
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Version 004
- ElevatorLightNoShadow disabled, ElevatorCeilingLamp02 disabled, ElevatorBasePanel swapped
- Fixed [REFR:001A31AE] MetalBarrelRadioactive01 "Radioactive Barrel" [STAT:000A2E1F] in GRUP Cell Temporary Children of QuincyQuarriesExt05 [CELL:0000E288] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 4,-20) in Precombined\0000E288_72B39DA3_OC.nif
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Version 003
- Merged seperator plugin; CeilingCageLightOff, CeilingFanOff, CeilingLamp01Off, DeskLamp01Off, DeskLamp02Off, DeskLamp03Off, EmergencyLightOff, ExitSignOff, FancyLightOff, FireMetalBarrelOff, FireOilLampOff, FloorLampOff, FluorescentLightBulbSingleOff, FluorescentLightThinHangingOff, FXSparksOff, HighTechLightCeiling0102Off, HighTechLightCeilingFloorOff, HighTechLightWallFixtureOff, HitFloorSolidFull02Off, HoodedLampOff, IndCatLightOff, KlaxonLightOff, LightbulbOff, LODFixes, RoundLamp01Off, SubLight01Off, SubLight0203Off, TrackLightingOff, WallEmergencyLightOff, ImageSpaceCELL
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Version 002
- Undo/fixed Version Control Info 1/2 issues (NOTE: removing STAT caused PreCombine/PreVis issues)
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Version 001
- A plethora of light sources modified in interior cells (see the Doc)
- Fixed dozens of small things in exterior cells, such as glowing light bulps (removed), mists (removed), signs (removed), light cone (altered), etc.
- Light sources have been swapped if possible, e.g. CeilingCageLight01On was swapped by CeilingCageLight01, OilLampOn was swapped by OilLamp, etc.
- Added "locked" stat to some doors (experimental)
- Replaced various terminals with destroyed equivalents (experimental)
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- Author's activity
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May 2025
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11 May 2025, 8:11PM | Action by: Qrsr
Mod edited
'Interior Cell Overview'
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11 May 2025, 4:14AM | Action by: Qrsr
Mod edited
'Interior Cell Overview'
April 2025
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26 Apr 2025, 10:50PM | Action by: Qrsr
Mod edited
'Interior Cell Overview'
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26 Apr 2025, 6:51PM | Action by: Qrsr
Mod edited
'Interior Cell Overview'
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26 Apr 2025, 6:45PM | Action by: Qrsr
Mod article added
'Compatibility'
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17 Apr 2025, 6:30AM | Action by: Qrsr
Attribute change
'Name changed to \'Dark Commonwealth\'.'
February 2025
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17 Feb 2025, 8:01PM | Action by: Qrsr
Attribute change
'Name changed to \'Dark\'.'
January 2025
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14 Jan 2025, 3:07AM | Action by: Qrsr
Mod image added
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13 Jan 2025, 8:03PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 8:03PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 8:03PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 8:02PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 8:02PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 8:02PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 8:02PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 8:02PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 8:02PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 7:49PM | Action by: Qrsr
Mod image added
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13 Jan 2025, 7:49PM | Action by: Qrsr
Mod image added
November 2024
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02 Nov 2024, 1:16PM | Action by: Qrsr
Attribute change
'Summary changed.
Description changed.'
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- Mod page activity
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May 2025
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14 May 2025, 12:19AM | Action by: clusauce
Tracked
'Dark Commonwealth'
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11 May 2025, 9:12AM | Action by: l4d1
Endorsed
'Dark Commonwealth'
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08 May 2025, 9:40PM | Action by: SouLureSystem
Tracked
'Dark Commonwealth'
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07 May 2025, 4:29PM | Action by: Thorzelan
Endorsed
'Dark Commonwealth'
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07 May 2025, 5:26AM | Action by: Girtabril
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'Dark Commonwealth'
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06 May 2025, 7:39AM | Action by: InfernoKgn
Tracked
'Dark Commonwealth'
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01 May 2025, 2:25PM | Action by: StrikingFowl
Tracked
'Dark Commonwealth'
April 2025
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30 Apr 2025, 12:51AM | Action by: denimchkn6420
Untracked
'Dark Commonwealth'
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29 Apr 2025, 3:33PM | Action by: PlumberDaddy
Untracked
'Dark Commonwealth'
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29 Apr 2025, 3:29PM | Action by: PlumberDaddy
Tracked
'Dark Commonwealth'
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28 Apr 2025, 5:28AM | Action by: vladcvek
Untracked
'Dark Commonwealth'
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28 Apr 2025, 3:56AM | Action by: LichKingII
Endorsed
'Dark Commonwealth'
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27 Apr 2025, 5:27AM | Action by: Shadowtoky
Untracked
'Dark Commonwealth'
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20 Apr 2025, 10:12PM | Action by: Killroyelite718
Endorsed
'Dark Commonwealth'
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19 Apr 2025, 3:54AM | Action by: DigiBackup
Untracked
'Dark Commonwealth'
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18 Apr 2025, 3:55AM | Action by: SuperSAYAJINkiLLer3E
Tracked
'Dark Commonwealth'
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14 Apr 2025, 9:33PM | Action by: Spookychomper
Tracked
'Dark'
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13 Apr 2025, 5:14AM | Action by: fuknukl
Tracked
'Dark'
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12 Apr 2025, 9:55AM | Action by: Brj015
Untracked
'Dark'
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12 Apr 2025, 9:23AM | Action by: Killroyelite718
Tracked
'Dark'
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