This mod is meant to be played with the Dark Commonwealth (DC) addon and was first created with the impression in mind to decrease light radius. Later, radioactive hazard was integrated.
Notes: - This mod is hardcore - Removes/replaces vanilla lighting to limit light show overkill - Adds flickering light to glowing fungus - Adds pulsing/caustic light to brain fungus - Adds radioactive hazard to each flora, every single brain and glowing fungus in the game (Vanilla and DLCs) - Allows to scrap Brain and Glowing Fungus (+Rad Hazard and Light) in Settlements - Does not affect PreCombines/PreVis
Future Plans: - Disable alot of vanilla Brain and Glowing Fungus (I feel there are to much without any real logic behind. Any ideas are very welcome).
Technical Notes: - Please post lighting and rad issues here.
I love it, but I was wondering if it is possible to remove the light glow and rads source if the fungai are removed. Like, I'm doing a Taffington Boathouse player home mod, but after deleting the fungai, I still get irradiated. Dang specter rads.
really cool mod, i would like to suggest a version with a green glow radius around shroom because they are barely visible in the waste not something big like the fungus brain but something noticable from mid range like a firefly or stuff like that
The "smartest" approach would be to simply attach the light to the NIF itself, similar to what we know from the cooking station or armor workbench, which both have a light attached to their NIF. This would also allow for much better lighting in the future. Just to let you know this is high priority but to get rid of all the other lights (not just those from flora), at least fix them, is number one in my book currently. so stay tuned
Hello. I am using "Radioactive Flora" since its out, is "Radioactive Fungus Flora" an update or an addition, since i cant find "Radioactive Flora" anymore (on Nexus, im am directed to "Radioactive Fungus Flora"... do i need to disable the probably old version (Radioactive Flora)?
This is definitely a mod for masochists, but Dark Commonwealth + the shp settings you mentioned = very good atmosphere especially in places like the cave under Red Rocket - do you want loot at the beginning of the game? Forget it
I added the changelog for version 001. Radius (full/max) is 3/6 for glowing and 3/9 for brain fungus. Effect/damage is RadiationHazardLight "Light Radiation" [SPEL:0009252C], by default 10 damage per second if your very close.
It seems i forgot to differentiate radioactive damage.
EDIT: Damage is now, 5 for brain and 10 for glowing fungus as of version 002.
19 comments
Notes:
- This mod is hardcore
- Removes/replaces vanilla lighting to limit light show overkill
- Adds flickering light to glowing fungus
- Adds pulsing/caustic light to brain fungus
- Adds radioactive hazard to each flora, every single brain and glowing fungus in the game (Vanilla and DLCs)
- Allows to scrap Brain and Glowing Fungus (+Rad Hazard and Light) in Settlements
- Does not affect PreCombines/PreVis
Future Plans:
- Disable alot of vanilla Brain and Glowing Fungus (I feel there are to much without any real logic behind. Any ideas are very welcome).
Technical Notes:
- Please post lighting and rad issues here.
Similar Mods:
- Fungus Light Removal by mkborgelt13
- Forest Fungus De-Lit by Spifferino
Special thanks to zlostnypopolnik for keep on pushing to release this mod.
can i convert it to ESL? my load order is heavy
you should be fine.
Cheers, very immersive!
It seems i forgot to differentiate radioactive damage.
EDIT: Damage is now, 5 for brain and 10 for glowing fungus as of version 002.