These mods have not been published - I have my own local mods and rebalance plugins with integration with horizon, I have more than 1400 of them. It's just that any replacers break the chain of subsequent dependencies. :) But I understand that it is not always possible to release a patch to main plugin, instead replacer. I admire your work and your patches are almost always present in my builds, with rare exceptions!
My patching uses a "save-safe" method, meaning that there is just one pattern in ESLifying it. This means that if you do the same "eslify" process on your end it'd also update your patches and make it double-compatible.
Here's the ESLify script that I use to allow for it. Originally made by PJM and then modified to allow for it to also update plugins: https://drive.google.com/file/d/1Na7UOKEBa7Hcq0dv5kr1UO-Tp8Md3i93/view?usp=sharing
If you run this script on the plugin with your patches loaded it'll convert it the same way as the one I provide in the download here.
Hello.... I'm tryin to use Tactical Flashlight with Pip-Boy Flashlight but I guess this patch ruins it. And it's depending on some other mods in story wealth. When I disable them I get ctd. Is there a work around about this you can suggest to make Tactical Flashlight work with Pip-Boy Flashlight ? Or could you make another patch to make them work together again ? Because this patch totally ruined the gameplay. Thank you.
Yeah, this patch doesn't conflict with that mod at all. Not sure why you'd think it does. Removing the patch will crash though, that's true, but it's not the conflict. (This is due to other patches using this mod as master.)
If you're using A StoryWealth you need to load Tactical Flashlights after "EnhancedLightsAndFX.esp" as that one that edits the pipboy light.
Yeah, might be a tiny bit common now that I look at it. Best way to reduce it would be to add a mod that gives you more helmet variations. My personal recommendation is Raider Overhaul ONE. Should cut them in half.
I made the stuff using while that mod myself which does double the amount of headwear raiders have and thus it felt like a good balance. My patch will work out of the box with this mod and shouldn't require a new save or anything.
I like the last update with the range of the Old Incandescent Bulb, it's perfect! Is there a way to disable the shadow of that bulb in third person? Just wondering. I'm not using shadow with your patch for Tactical flashlight.
Yes, I use the original found in "In the flesh" but I also made a new one and it's the same. When I use version 1.0.2 everything is ok. If it works well for you maybe the problem is on my side. We would need feedback from someone else maybe. :)
p.s.: when installing the mod I use the options to light 150% further and non shadow for the normal flashlight and it seem to apply to the old one too with 1.0.3.
I tried both shadow and non shadow, same result. For now i will stick with version 1.0.2 as it work fine for me, the shadow is not a big deal as i use it in first person most of the time anyway. I love that old bulb in dark interiors and i use the normal flashlight for outside.
Thank you for this mod and all the efforts you made to improve it it's really appreciated! I would love to help you with that but unfortunately i have no knowledge in making mods. :)
Is it possible to have different light textures for the spotlight effect? Each bulb has a unique spotlight effect with the provided textures from pip boy flashlight. For example bulb 1 is a very dim spotlight with low range and bulb 5 is a very bright light further range.
42 comments
I admire your work and your patches are almost always present in my builds, with rare exceptions!
Here's the ESLify script that I use to allow for it. Originally made by PJM and then modified to allow for it to also update plugins:
https://drive.google.com/file/d/1Na7UOKEBa7Hcq0dv5kr1UO-Tp8Md3i93/view?usp=sharing
If you run this script on the plugin with your patches loaded it'll convert it the same way as the one I provide in the download here.
Removing the patch will crash though, that's true, but it's not the conflict. (This is due to other patches using this mod as master.)
If you're using A StoryWealth you need to load Tactical Flashlights after "EnhancedLightsAndFX.esp" as that one that edits the pipboy light.
I made the stuff using while that mod myself which does double the amount of headwear raiders have and thus it felt like a good balance. My patch will work out of the box with this mod and shouldn't require a new save or anything.
Would you mind if I include a small patch for your tactical flashlights patch? Your patch and the original mod would be required of course
Is there a way to disable the shadow of that bulb in third person? Just wondering.
I'm not using shadow with your patch for Tactical flashlight.
I double-checked and the values (aside from non-shadow) is exactly the same on the settings as the default.
p.s.: when installing the mod I use the options to light 150% further and non shadow for the normal flashlight and it seem to apply to the old one too with 1.0.3.
For now i will stick with version 1.0.2 as it work fine for me, the shadow is not a big deal as i use it in first person most of the time anyway. I love that old bulb in dark interiors and i use the normal flashlight for outside.
Thank you for this mod and all the efforts you made to improve it it's really appreciated!
I would love to help you with that but unfortunately i have no knowledge in making mods. :)
So I think I'll just revert back to use 1.0.2 as latest version. (Once I get home)