A patch for Enhanced Lights and FX that contains various lighting tweaks and cell edits to make the darker parts of ELFX slightly less dark. Makes Night Vision usable indoors.
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Changelogs
Version 1.2.0
Updated for version 2.1.0 of ELFX - PreVis PreCombine Patch.
Version 1.1.1
Fixed an issue where Wasteland Workshop fire related lights would not emit light.
This is done by giving the lights added by that DLC a unique AddOnNode (3476) so they are not affected by the changes made in ELFX.
Version 1.1.0
Updated for version 2.0.0 of ELFX - PreVis PreCombine Patch.
Regenerated PreCombine files are now removed as those fixes are now part of the ELFX - PreVis PreCombine Patch.
Version 1.0.5
Updated timestamp for Vault 81 Secret area for PRP compatibility.
Version 1.0.4
Restored "Black Plane" to vanilla, fixing rare CTD caused by ELFX.
Version 1.0.3
Fixed some missing collision inside Faneuil Hall.
Version 1.0.2
Reupload in attempt to get the CDN server to accept the file.
Version 1.0.1
Fixed broken references. Thank you Creation Kit for randomly destroying stuff!
Version 1.0.0
Initial release.
ELFX - eXoPatch
A patch for Enhanced Lights and FX that contains various lighting tweaks and cell edits to make the darker parts of ELFX slightly less dark.
The main benefits can be seen when using Night Vision, which now will actually be an option to see in the dark.
Technical stuff
Most lighting templates have had their directional lights slightly increased.
Cells that doesn't draw from lighting templates have had their directional lights slightly increased.
A bunch of "Weathers" used for lighting emittance, especially in the dark have had their lights slightly increased.
Ticonderoga have received an experimental lighting increase that is slightly above others. As it's higher above ground it'd have more unrestricted access to light.
Faneuil Hall have gotten a few fixes including broken lightbulbs that had a glow on them being fixed and gap in flooring also fixed.
Fixes a crash seen in some mods together with ELFX, due to black planes.
Fixes an issue where Wasteland Workshop fire related lights would not emit light. This is done by giving the lights added by that DLC a unique AddOnNode (3476) so they are not affected by the changes made in ELFX.
This patches uses my PreVis Patch for ELFX as master, so that one is needed to work.
It's also sort of a work in progress as every single cell in the vanilla game is a lot of cells. Also decided to make it a standalone mod as the PreVis Patch does what it needs to in a nice way. No need to add extra confusion there.
This mod will work just fine with all the patches over at the PreVis mod.