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239 comments
This mod is hardcore and it will always be.
In order to make use of all the changes i recommend to read the Compatibility article and take some minutes to inject all the useful INI commands below.
The interior images in the media section ensemble version 016+ of the Dark Commonwealth modification and show the current progress. Once image counter is 300+ next version release is close. The exterior images are version 015-.
Next update will add darker weather, if you cannot wait use Biome, it is the pre-version to 016 and mostly focuses on realistic weather and sqeezes the engine as much as possible in this regard.
Date of release for version 016 is planned in 2025.
Endorse if you like and have fun.
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INI Settings
Place the entries below into your fallout4custom.ini
- Disable Character Light by robotgeant
- Ultra Quality God Rays Performance Fix by SloppyPooBag
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Bug Reports
Make a screenshot and upload it to this mod page (Click the Add Media button). Once the issue is fixed image will be removed. For a full list of interiors, for testing or as reference refer to Interior Cell Overview.
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Then you can see i already did modify the glowmap. Its also not so easy like you say and probably think ..
You cant disable the glowmap globally without ruining the candle. You can disable the candle but it will not disable the glowmap. If you want to disable the candle you also must disable the glowmap. If the glowmap however is disabled the candle and overall feeling is lost. All of this is to blame and thanks to PreVis and PreCombination - The biggest 5#!7 in gaming history. Therefore i removed most of the lighting and build it all from scratch.
I was expecting pitch black but everything is even brighter in here than I was able to make it outdoors, here at 1:30 am game time. :*(
It's either from windows (I was able to greatly reduce this with a window retexture mod, choosing the darkest option available), or in a couple other cases from literal holes in the ceiling. But the game's engine still "thinks" it's bright outside even though my ENB settings have modded the "environment" settings to make everything dark.
Not sure if its the ENB too which can interfer. I also dont recommend to use it since you can do all without ENB.
I uploaded a very short video (0:37 seconds) so you can see exactly what I mean. Hope that can help you.
On a final note I do want to add, however, that I love the idea of this mod and one thousand percent agree with your design philosophy. The developer quote in the description fits exactly how I feel about RPGs. Why are they so terrified of making dark, scary caves? It drives me nuts seeing lit candles and torches in an old ruin that's been supposedly abandoned for centuries.
So yeah... good job, and keep it up!
(The video: https://youtu.be/i8etza1lQHw)
Maybe you could just cover up those holes with giant black walls blocking out the sky? Make them large/wide enough so the player can't see the edges. It would get tricky activating them only at night or something, not sure if you can put conditions in the GECK for time of day.
/shrug, just an idea.
for now you can there still should be candles around.
While a dark night mod that's vanilla+ still would look somewhat different from the night in this mod's interior cells, it would be a closer representation of what's going on in the exterior.
Preview:
Data\Textures\Effects\LampSprites01_d.DDS
So far only a very few light sources cannot be removed at all and i have to find other techniques. BGS decided to create certain effects in the NIF itself, if these are then precombined, its almost impossible to hide these with an altered material file or blank texture file.
Considering FROST is as hardcore as you can get, it would be outstanding to have a patch for it!