Replaces or disables most oil lamps and disables the attached light and mist. Also swapps static oil lamp with misc item equivalent.
Requirements
DLC requirements
DLC name
Automatron
Far Harbor
Vault-Tec Workshop
Nuka World
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
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File credits
Bethesda
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REFR : GraygardenHomestead01, Oillamp is off, light disabled - NOTE: There is a person hiding, it would not make sense if the oil lamp would burn, emmit light.
REFR : GraygardenHomestead01, Oillamp swapped by misc item
REFR : MassStateHouse01, remaining mist disabled - NOTE: caused white cubes to appear.
Version 004
#### : Cleaned plugin
#### : Removed unused records
LIGH : Merged light seperator
LIGH : Added XESP disabler - NOTE: Certain scripts may force to spawn the replaced object model eventhough set to "Initially Disabled", which will lead to see invisible markers. This is now fixed.
REFR : Referenced XESP disabler
REFR : Lightbox, remainig, disabled
REFR : PickmanGallery01, remaining light disabled
REFR : PickmanGallery01, oil lamp replacer set next to Pickman
#### : Remaining DLCs were merged into master plugin
Why are there so many Oil Lamps in the game that shine indefinitely, everywhere where there are important objects? Why isn't any of the NPCs carrying an oil lamp or torch instead? Why does an oil lamp shine in a place where there are also fire barrels or a campfire or a fluor lamp? There is definetly to much light in the game. If you can see everywhere a light buoy there is no atmosphere anymore. Player char must trust in his senses. That's the reason for this mod, and many more.
What does it? Oil Lamps (also known as Lantern) have been removed from the game world. A few lamps remain in place, many have been completely disabled and others can be picked up, since the static object references were switched by misc item references. Although, these new lamps have less components to offer compared to the default lantern. The simple reason is the oil has burned out. New lamps are rare though, thus only a few have been swapped. Mostly lamps in interior are affected, almost all lamps in exterior world space is gone. There is no need to place a light source next to a raider so player char can see the raider.
Almost all lamps had light and mist attached, which has been removed too. Rarely, there was so much light that an entire cell needed to be modified, cleaned from mist and light so to speak.
Install as high as possible in your load order. All the mod does is to override the oil lamp, surrounding light and mist reference entries of vanilla FO4 and the DLCs in the game world. The mod can be installed mid-game and should directly affect the game world.
For your interest, the Editor ID OilLamp_Off is used for the misc item "Lantern". Despite that the following OilLamp## variants have been modified: