Well for one these can be shot down and stop changing signals, and as you mentioned, the walk/don't walk signals work. FO4 Animated Traffic Lights doesn't do either, they're static and only cycle the signal.
A hint, which surprised you a bit yesterday, you posted a picture in your post, in which the pedestrian traffic light is illuminated.
To clarify: I know the modder, he has (unfortunately I don't know which mod it is) installed another lighting mod in addition. If you take a closer look at his picture, where there is a store on the corner, the sign “HARDWARE” is also illuminated there.
The illuminated pedestrian light shown in the picture is not from the original FO4 Animated Traffic Lights
If its possible, maybe consider adding the "Sparks" effect to a variant also? It should work like any light addon node too, there are two types afaik, a moveable static and light variant in the game files... Here: - Effects\Sparks01.nif (many more subtypes) - Effects\SparksIntermittentOmni.nif
In the game there already are traffic lights as static objects, which are part of precombines and are not affected by nif replacements. So they could be considered not working. No reason to decrease the number of the working ones. I wanted to add working traffic lights, not more damaged ones. And even if I wanted to make some of them damaged with sparks, that would require editing the placed objects, which as I said before I want to avoid. I may consider adding sparks and light to the damaged state of the traffic lights. Not sure if it's worth it, I mean they don't stay damaged for long. BSValueNode is the only thing I can use in the nif. There are a couple of addon nodes that could be used for sparks and light, not the most appropriate, but they work.
This with the glowmaps from Traffic Lights illuminated makes for some really nice bits of life and detail any time you're in the urban areas of the map. Now if someone would do a selective version of Immersive Windows covering only locations that are/can be populated, with the superior textures and related materials from Ultimate Window Overhaul...
For some odd reason NPC's in my game are spawning inside those inaccessible buildings, so Immersive Windows as it is, is quite fitting in my situation LOL.
It's a looping texture animation in the nif - goes from red to green, then yellow and red again. Edit: they stop working when damaged, but the damage goes away quickly :) .
You could try to add an Encounter Zone to the traffic lights, and or make them persistent and attach an encounter zone which will reset. Might also be because the entire worldspace misses an encounter zone flag and thus relies on the respawn setting per encounter zone per cell.
Look into Nuka-World worldspace for example, is uses: DLC04NukaWorldZone [ECZN:0600A467] which will reset by default. The CW in turn like any other worldspace does not use any encoutner zone and like i said will rely on the specific cell, other globals.
There is multiple settings running at the same time but afaik ECZN will override most if added to a specific object. But not sure if it would require to move to persistent worldspace too in order to force a respawn.
I added destruction data to stop the glow - when destroyed a replacement model is used. I tested the cell reset after that, it seems that they continue using the replacement model. That's why I added the script, to clear the destruction data. I don't know how the encounter zones work, but if I'm not mistaken, adding them and making the object persistent will require overriding the Placed Object. I'd rather want to avoid more overrides, especially of Placed Objects(there are a lot of them for the traffic lights). And since resetting doesn't return the traffic light to their initial model, encounter zones might not work as well. If there's other option in the script maybe, if not I'll leave them like this. Hey, on the bright side you can use them even for target practice and they'll be glowing again next time you visit :) .
25 comments
FO4 Animated Traffic Lights
The difference I see in the pictures is that your mod also animates the pedestrian lights,
What KillSwitch072 said is correct.
I am a bit puzzled about FO4 Animated Traffic Lights. One of the user images from the mod page clearly shows the pedestrian lights working.
Maybe they were dropped in latеr releases, for what reason I don't know.
To clarify: I know the modder, he has (unfortunately I don't know which mod it is) installed another lighting mod in addition. If you take a closer look at his picture, where there is a store on the corner, the sign “HARDWARE” is also illuminated there.
The illuminated pedestrian light shown in the picture is not from the original FO4 Animated Traffic Lights
This mod is what I use!
Here:
- Effects\Sparks01.nif (many more subtypes)
- Effects\SparksIntermittentOmni.nif
I may consider adding sparks and light to the damaged state of the traffic lights. Not sure if it's worth it, I mean they don't stay damaged for long. BSValueNode is the only thing I can use in the nif. There are a couple of addon nodes that could be used for sparks and light, not the most appropriate, but they work.
areas of the map. Now if someone would do a selective version of Immersive Windows covering only locations that are/can be populated, with the superior textures and related materials from Ultimate Window Overhaul...
Edit: they stop working when damaged, but the damage goes away quickly :) .
Look into Nuka-World worldspace for example, is uses: DLC04NukaWorldZone [ECZN:0600A467] which will reset by default. The CW in turn like any other worldspace does not use any encoutner zone and like i said will rely on the specific cell, other globals.
There is multiple settings running at the same time but afaik ECZN will override most if added to a specific object. But not sure if it would require to move to persistent worldspace too in order to force a respawn.