Fallout 4

File information

Last updated

Original upload

Created by

fadingsignal

Uploaded by

fadingsignal

Virus scan

Safe to use

197 comments

  1. fadingsignal
    fadingsignal
    • premium
    • 3,923 kudos
    Locked
    Sticky
    When reporting a bug, please provide as much of the following as possible:

    • WHERE you saw the issue happen (i.e. Sanctuary exterior, interior of Fort Hagen)
    • WHEN you saw the issue happen (day, night)
    • WHAT you saw the issue with (try to click on the item and find the reference ID)
    • SCREENSHOT of what you were experiencing
    • LOAD ORDER please use spoiler tags or https://0bin.net/ if you can to keep comments tidy

    Thank you!

    Planned Updates

    • Further tweaks to liquids, blood, waves for better light balance. Some effects can almost "disappear" when hit with the Pip-Boy light.
    • Any other objects I might've missed.
    • Patches for some popular mods that modify splashes such as WET Water Enhanced Textures
  2. fadingsignal
    fadingsignal
    • premium
    • 3,923 kudos
    Locked
    Sticky
    Don't forget to grab Gloomy Glass or glass objects will be too bright :) 
  3. fadingsignal
    fadingsignal
    • premium
    • 3,923 kudos
    Locked
    Sticky
    In case you missed the FAQ, this mod does not alter sparks, fires, or other things that are supposed to glow.  This mod is aimed at preventing objects that should NOT be glowing from doing so.

    Mods like Extreme Particle Overhaul etc. are compatible.  Just load them after this mod.
  4. Mi86
    Mi86
    • member
    • 0 kudos
    Missing masters notification in vortex after installing this mod. DLCCoast.esm. I don't have any DLC installed. And this mod does not require DLC. 
    1. fadingsignal
      fadingsignal
      • premium
      • 3,923 kudos
      Yeah this mod doesn't require DLC. So it's not the fault of the mod. It's Vortex being weird.
    2. Mi86
      Mi86
      • member
      • 0 kudos
      Then this mod will work despite the lack of DLCCoast.esm?
    3. fadingsignal
      fadingsignal
      • premium
      • 3,923 kudos
      Yes.
    4. Mi86
      Mi86
      • member
      • 0 kudos
      Ok Thank you :)
  5. zelldralsoni
    zelldralsoni
    • supporter
    • 3 kudos
    [NOTE] - this is a tiny conflict, not at all any reason to not love this mod for what it does.
    Conflicts with mesh bound fixes, specifically the WorkstationArmorB01.nif
    The above mod fixes 3 object culling / bounds bugs from weapons workbench, armor workbench, dumpster.
    1. fadingsignal
      fadingsignal
      • premium
      • 3,923 kudos
      Thanks for the callout I'll incorporate that into the next update!
    2. zelldralsoni
      zelldralsoni
      • supporter
      • 3 kudos
      Also included in the Community Fixes Merged that many use, which is basically UFO4P+
      No rush and thanks for this wonderful mod.
    3. ArmoredViolets
      ArmoredViolets
      • member
      • 3 kudos
      I'm gonna give thanks too because I didn't know those Community Fixes were a thing!
  6. MagoBuono
    MagoBuono
    • supporter
    • 0 kudos
    For some reason this mod in pair with Gloomy glass makes broken windows in buses glow more for me o_O
    1. fadingsignal
      fadingsignal
      • premium
      • 3,923 kudos
      Interesting I'll take a look
    2. MagoBuono
      MagoBuono
      • supporter
      • 0 kudos
      After some testing I realized that broken windows don't glow per se.

      It seems like they are just reflect the sky at night as if it's daytime - which is obviously brighter than at night, hence, "glowing".

      Honestly, not even sure that your mod is an issue, at this moment. I mean, it happens when I enable it, but it maybe something with TrueStorms and/or DarkerNight or in between of them three - I'll spend some time testing it more thoroughly later.
  7. Deadstuff5
    Deadstuff5
    • member
    • 1 kudos
    sentry bot overheat should be looked at
    1. fadingsignal
      fadingsignal
      • premium
      • 3,923 kudos
      Thanks for the tip!
  8. MadvillainCheese
    MadvillainCheese
    • member
    • 4 kudos
    are there any plans for this to be ported to xbox or is it possible for it to be ported to xbox?
    1. fadingsignal
      fadingsignal
      • premium
      • 3,923 kudos
      It's possible, yes! I'm planning on updating and porting all my work over there soon so I'll make sure this gets there too.
    2. MadvillainCheese
      MadvillainCheese
      • member
      • 4 kudos
      THANK YOU!!!
  9. Dure12
    Dure12
    • premium
    • 2 kudos
    Just a question you might help me with...

    I do have some compability issue as there is one blood effect which is still "vanillaish"... It is a loose file which replaces yours, but i cant find the effect.

    Any idea how the effects are called when i am dismembering someone? (the blood which comes out as i destroy the limb) Maybe you can tell me a possible name for such an effect so i can track down this silly replacer texture, any help would be much appreciated^^
    1. Dure12
      Dure12
      • premium
      • 2 kudos
      Oh, to add to this: I´ve created my own texture pack (for personal usage) and some file replaces a blood effect which you did not alter. So using your loose files to simply replace this file does sadly not work. But as soon as i disable my texture pack, the issue is gone.
  10. Dure12
    Dure12
    • premium
    • 2 kudos
    This mod literally made me come back to fallout. I just could not handle those silly lighted Fx effects. That being said, thank you so much @fadingsignal - you rock! Endorsed!

  11. asddap6969
    asddap6969
    • premium
    • 1 kudos
    Is this compatible with Nac X Fogline Fix by Goonz87? Thank you.
    1. fadingsignal
      fadingsignal
      • premium
      • 3,923 kudos
      Yes, that issue/fix is with the weather and does not conflict.
  12. Poacher886
    Poacher886
    • member
    • 2 kudos
    Im still getting Glowing puffs of dust when i walk !
    1. fadingsignal
      fadingsignal
      • premium
      • 3,923 kudos
      I'll double check but what you're likely experiencing is something I mentioned in the description, which is that if you're using a weather mod (or vanilla) that doesn't dim the EFFECT LIGHTING portion of the weathers enough at night, effects can still be a little brighter that one would expect.  The effects in this mod are flagged to use almost 100% effect lighting so they won't glow on their own, which makes them dependent on the environment lighting.
  13. LunarF4ng
    LunarF4ng
    • member
    • 0 kudos
    Anyone know how to turn the water darker at night with ENB? I tried this patch and the water seems untouched…
    1. fadingsignal
      fadingsignal
      • premium
      • 3,923 kudos
      Water brightness is affected by data present in the weather records, not by meshes.  It's been a while but pretty sure it's the "Water Multiplier" value. You can lower this with xEdit but would need to be done for each weather.  Not sure if ENB can affect this directly, hmm.
    2. LunarF4ng
      LunarF4ng
      • member
      • 0 kudos
      Very interesting! I am using the Darker Nights mod in conjunction with ENB and it seemed a bit strange that the water is still so bright. I was hoping it would be a simple fix but it looks like I'll have to delve a bit more. Thanks for the info.
    3. Qrsr
      Qrsr
      • premium
      • 137 kudos
      @fadingsignal isnt water brightness also part of the water data in the water records? Or this data only valid for interior cells? and exterior refelction, glow, will be controlled by weater?