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Glitchfinder

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Glitchfinder

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34 comments

  1. Glitchfinder
    Glitchfinder
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    Locked
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    Redundant Mods:
  2. kingmiamikdn
    kingmiamikdn
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    Companions still seem to fade for a second anyway. Is this fixable or do I just have to live with it?
    1. Glitchfinder
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      That's engine-side. The way load elevators work is that you get teleported into a tiny little utility cell and then sit there for a while until the destination floor loads. The fade is meant to mask the change in lighting, and the companion teleport is also an artifact of this.
  3. CuteVampireElf
    CuteVampireElf
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    As a person who is afraid of dark, I want to  thank you for this mod=^.^=
  4. Benmc20
    Benmc20
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    Is this mod a light plugin ?
    1. Glitchfinder
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      It is now. I knew I was forgetting something when I uploaded this last night.
    2. loljik
      loljik
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      pun intended? :)
    3. Benmc20
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      Thanks and endorsed in the process.
  5. Toxicsoup123
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    Does this work in all elevators, as in, if a quest or new worldspace mod were to use an elevator for their mod, would this mod apply to that?
    1. Glitchfinder
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      Yes, for the most part. If the elevator is built using the correct parts from the base game, it will work. If the elevator uses a new door, or uses a door not meant to be used for the entrance and exit of load elevators, then it will not work. Similarly, if the elevator has a new interior that isn't one of the existing ones, this mod won't work for that elevator interior either.
    2. Toxicsoup123
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      Cool, thanks.
  6. achekery83
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    Has anyone patched this for Enhanced Lights and FX or ELFX - eXoPatch?  Thank you
    1. Glitchfinder
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      Not as far as I know, but they do work together. The conflict is technical in nature but doesn't prevent either mod from working.
  7. EmiLB59
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    Very nice to see working lights in otherwise working elevators. There's only one elevator I saw which doesn't have a working light with this mod, in Mass Fusion building, the one that goes underground. Maybe that's on purpose? I noticed the model is different and looks like the light is broken. 
    1. Glitchfinder
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      Honestly, it's because I forgot Mass Fusion has a unique elevator when I made this mod and only noticed it (and a few other unique elevators) a week or so ago while I was already preoccupied with another project.
    2. EmiLB59
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      Oh! Right. I thought you "just" changed the model for elevators to add a working light or something, not replaced them one by one. (Quote marks bcuz I guess that's some effort anyway.) 
      It's not too annoying if you cannot update that, don't worry. 
    3. EmiLB59
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      Now this makes me wonder, did you have to edit cells to swap those elevators' lights? Could it conflict with anything?
    4. Glitchfinder
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      So from a technical perspective, what I did to make this mod work was two things:

      • I edited the utility cells for the elevators. Every load elevator is technically an interior cell that contains only the elevator.
      • I replaced the models used for the elevator doors, when outside the elevator. The new model uses an ingame system called Addon Nodes to show the light inside the elevator, without needing to edit the cells the elevator was placed into.
      Point 2 is necessary because the "light" is not the same as the lightbulb, and the engine doesn't bring that over from the utility cell when you press an elevator button to open the door from the outside.
    5. EmiLB59
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      Alright. It sounds clever. Thank you!
    6. EmiLB59
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      Just as I was ending another playthrough I noticed there's the opposite problem with an elevator in the Institute, you added a light where there was already one.
    7. Glitchfinder
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      Did I touch any of the institute elevators? I thought the institute didn't have any load elevators at all.

      Edit: Just checked the institute to be sure, since there's always the risk of one of the load doors being used as a normal door instead. I found three elevators:

      • The main elevator. Unaffected by my mod. Appropriately lit.
      • The elevator under Father's room. Unaffected by my mod. Has a wonky light placed by Bethesda.
      • A load elevator to a dead-end utility room. Affected by my mod. Appropriately lit.

    8. EmiLB59
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      That's the "wonky light" I thought was added by your mod then, my bad.
    9. Glitchfinder
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      Yeah, I can see why. It's off center and feels incredibly out of place.
  8. Drakous
    Drakous
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    Excellent work, boggles the mind truly things like this get neglected. I wonder truly how Starfield will go down lol, maybe one day they will ditch the creation engine mutation of unreal and just go full UE5/UE5.1. Anyway! Off topic, thank you for your continued fixes and tweaks!
  9. Hannerbal
    Hannerbal
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    Hey mod author, I love you.
  10. kazuyakoji
    kazuyakoji
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    Are there any mods that can make normal lights brighter than before? because i feel The brightness is too low Sorry that I asked off-topic.
    1. Glitchfinder
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      If you're talking about lighting in general, I'm not aware of any that make it brighter. I've seen plenty of lighting overhauls that make everything darker, however. If you're talking about the lights in this mod, all it takes is just a quick edit of a single light object.
  11. SigynX1
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    Works perfectly! Thank you so much. :)