you should add change logs and references to the mod page. the last update now requires high def texture pack. and if someone makes a prp patch we would not know.
another modding tip: don't change the ESP name with new versions...it messes up mod managers and load orders.just call the esp "corvegalights.esp" not "corvegalights3.esp"
1) Create a dummy DLCUltraHighResolution.esm plugin and enable it. 2) run xedit and load corvegalights2.esp only. The dummy plugin will be automatically loaded 3) right-click on corvegalights2.esp -> Clean Masters
Fallout.esm will be the only master file left. Save. Disable the dummy plugin. Done.
In order to trick the game and higher compatibility, duplicate the window objects for the industrial concrete plots, those with the window textures, and choose the proper glowing material swap, there is one by default. You can add an emmitance (interior and exterior). In this case add a warm interior emmitance and it should glow warm. If not its just some edits in the mesh itself... same principal like the cage bulb object. Once you did that, add the duplicate window structure 0.1 xyz in front of the precombined object. It should then work perfectly fine ingame...
TIP: You can also reverse engineer the FXRegionInvert lights which cast light on at night, or certain weather time settings ... ;)
19 comments
your mod concept looks great btw.
1) Create a dummy DLCUltraHighResolution.esm plugin and enable it.
2) run xedit and load corvegalights2.esp only. The dummy plugin will be automatically loaded
3) right-click on corvegalights2.esp -> Clean Masters
Fallout.esm will be the only master file left. Save. Disable the dummy plugin. Done.
I suggest the author to make a patch.
Regards,
TIP: You can also reverse engineer the FXRegionInvert lights which cast light on at night, or certain weather time settings ... ;)
-snake