Fallout 4

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SpringHeelJon

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SpringHeelJon

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83 comments

  1. LunarF4ng
    LunarF4ng
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    Yeah, this mod makes some very subtle changes, but not enough to notice at first glance, especially if you use an ENB or a mod like Darker Nights. Some glass textures don't seem modified at all.
    1. CrySkull7
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      I run both, got any advice?
    2. LunarF4ng
      LunarF4ng
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      Unfortunately not. Sorry. :(
  2. Cableguy513
    Cableguy513
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    I have horizon + the textures and lightning overhaul made by same author. Glass objects be it car windows, bug wings, coolers, etc are still showing up bright. If anyone could help me figure it out I would be much appreciative.
  3. StNewts101
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    What about loadorder? I can't get this and particle patch to work, it seems to occationally work during day time but that kind of defeats the purpose.
    1. 425321962
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      • Gloomy Glass
      • Blood Mods (i.e. Enhanced Blood Textures)
      • FO4ParticlePatch 
      • Any other mods that change interior cell lighting (ELFX, etc)
  4. lexxxs
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    how to install it?
  5. Gorgulla
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    What about this one?

    1. AntiEp1c
      AntiEp1c
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      +1, beta testing in bethesda be crazy
    2. novastark
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      Try this one: https://www.nexusmods.com/users/33471790 Unfortunately, the mod author set the mod to hidden, so I just linked directly to the file. Can be seen here: https://stepmodifications.org/forum/topic/17048-glowing-glass-fix-by-kouta554/
    3. Cheems97
      Cheems97
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      Nah this mod absolutely covers this one too, it's just because the other mod is overwriting the file "CapGlassTile01.BGEM" and "CapGlassTile01a.BGEM". In my case it was ELFX. Use BAE or archive2 to unpack Gloomy Glass' ba2 file.
    4. BionicDance
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      Could you connect the dots on this one for me? I'm just starting out with modding FO4 and I could use more context before I attempt this.

      I don't know ELFX, BAE, or archive2 at all.
    5. jaimito1979
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      elfx is 'enhanced lighting and effects', which is similar to this mod but... a bit much. the other two are just different programs used to unpack .bsa files, I use https://www.nexusmods.com/skyrimspecialedition/mods/1756
  6. bigEZchad
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    Do the textures need to be run with the esp provided? We can't extract them from the BA2 and run them as loose files without the esp, or repack vanilla BA2s can we? I'm assuming I messed up by trying to repack the BA2s therefore not using the esp provided.
    1. SpringHeelJon
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      These are material files not textures. You can run them loose but I can’t see why you would want to. The esp is flagged as an ESL and loose files are not recommended to be used in Fallout 4.
    2. bigEZchad
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      Thanks. I'm definitely going to be using the ba2 with an esp in a load order now after testing it out vs the repacked vanillas.
    3. Exoclyps
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      The main reason I wanna use loose is because there is a ba2 limit. Enough of them added and the game crash.

      Hence why for smaller mods like these, loose is better.
    4. SpringHeelJon
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      Loose is never better. You are free to extract them yourself but I won’t be shipping any of my mods like it.
      I would always advise to either merge smaller textures into a single BA2 or reduce your load order.
    5. bigEZchad
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      Gonna back up Jon here, they are absolutely correct - always BA2 over loose files (if you haven't hit the limit yet). Also wanted to circle back about what I was saying before and a possible solution for those looking to use Gloomy Glass as a BA2 but not contribute to the BA2 or esp limit:

      Optimization Guides Collection 2 (which is amazing) features an extension tool of the BiRaitBec WorkBase Improved. Normally, the workbase can only repack Textures, not Material (or Mesh) files as Jon pointed out. However, TheSoundOfSnow packaged a tool in the guide files that allows you to repack Materials and Meshes into BA2s that replace the vanilla files just like the Workbase does for Textures. I can confirm that Gloomy Glass works with this method, which allows you to replace the vanilla BA2s without running an esp.

      This tool is somewhat experimental in that not all Materials and Meshes work when repacked as vanilla replacement BA2s, especially when the Materials and/or Meshes mod also use Textures which are all repacked into separate vanilla BA2s instead of all being handled by a single mod esp as intended. Power Armor HoloHUD and Power Armor Chassis Buttplate Fix Redux with the Power Armor Frame Core Socket Hole Fix also didn't work, with the holo hud showing up as missing pink textures and the core fix simply not working. I had to run these as esp mods in a load order instead of as replacement BA2s. I will point out that my Gloomy Glass are missing Cubemap reflections, however I believe this is due to incompatibilities with Ultimate Window Overhaul Redone which is a known issue - but there is a chance this may also be caused by it being used as a replacement BA2.

      Speaking of Ultimate Windows, it got updated about a month ago! I'll have to check out the new version, I'm still using the old one. I'm sure both Jon and myself are curious whether or not it's now compatible with Gloomy Glass because of the Cubemap changes.

      UPDATE: Cubemap reflections and the latest version 4.1 of Ultimate Window Overhaul Redone are now working with Gloomy Glass. I'm using both as vanilla BA2 replacements and everything seems to be working as intended.
    6. Knightmare987
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      Dude! This is huge for people running VR. We can't use ESLs, so our load order gets filled up REALLY fast. This method may just be what we need.

      Thank you!
    7. bigEZchad
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      Thank Poet aka TheSoundOfSnow and rux616. I'm sure they would love to hear if the BiRaitBec WorkBase Improved and Optimization Guides Collection 2 repacking vanilla BA2s method works for VR.

      Also thanks to Jon! Gloomy Glass and Lightweight Lighting have made a big impact on my game visuals without a noticeable performance cost. Just saw the 3.2.1 update, downloading now!
    8. BionicDance
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      Myself, I'm a complete noob at modding and have no idea what I'm doing.

      Does anybody have a tutorial on how to replace any of this stuff? Where? In which files? How?

      I can extract BGM files, but I honestly don't know what to do next.
  7. khazar321
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    Some small trailers(image 11) have the right glass, some shine bright as always at night.
    Only things that load after that would make sense to me, are ELFX etc. and PRP.

    Vault 111 trailer outside works, Arc Jet system trailer outside doesn't, Arc Jet system inside the glass works. Weird.
    1. BrainNibbler
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      I'm having the same issue with the arc jet exterior trailer
  8. boota
    boota
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    You think you could rework pre-war window glass from Sanctuary houses? They are re-used in some mods and it always bothered me how they look like foggy cheap plastic
    1. deleted166187778
      deleted166187778
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  9. sweetandsyrupy
    sweetandsyrupy
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    This makes such a big difference! The glow vanilla glass produced was so off-putting in darker scenes in particular. Thank you for making this!
  10. rk2n317x7a
    rk2n317x7a
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    Hello! I'm not sure I understood the permissions very well, does "All my mods are free to use however you see fit." include porting over for Xbox users? and if not, may I have permission to port over some of your mods? thanks!
    1. SpringHeelJon
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      They mean you can do what you like with them. Porting is fine.
    2. rk2n317x7a
      rk2n317x7a
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      Thank you!