*Automatron DLC is now REQUIRED. (I will add a base game version if there is a high demand for it .. or you could just download the old version 0.2).
*New file structure makes the Iris, GlowMap and Pre-War textures ONLY effect Codsworth. However, lights will always effect any Handy models you make or encounter. This was done to maximize compatibility with other mods that change the Handy Textures.
*New Iris patches are available in the Optional Downloads section. These patches will add the new Iris or the Iris and the GlowMap to all Handy models you make or encounter. These patches are version specific. You will need to download the one that matches the main version you have. Example: Live Action Handy -_Pre-War - With Iris and GlowMap pairs with Live Action Handy - Iris Patch - Pre-War - With Glowmap.
*Live Action Handy and Live Action Handy - With Iris and GlowMap (and their respective patches) are completely compatible with Automatron Mr. Handy Factory Paint by MAL22 with no loss of features. My Pre-War version has limited compatibility. They work fine together but you can only add decals. Paints will not work with my Pre-War.
Hey! I'll keep this short and sweet! Is there a way I can use your mod without the iris or Codsworth's textures? I love the additions of the flashlights but I've got another MR.HANDY eye texture mod installed and this mod seems to be overriding that one when it concerns Codsworth.
The game-breaking problem with this mod is that it includes 3 files inside the Main.ba2 in the scripts folder that are outdated F4SE scripts and seemingly accidentally included. Extract that archive using Archive2, delete the scripts folder, repackage and replace and its good to go. The mod shouldn't cause any crashes or anything anymore.
Now if someone can tell me how I can get his lights to stop shining through building walls in sanctuary and lighting up the ground on the other side along with the ceiling inside, that would be fantastic please. EDIT: Turns out with more research this is a game issue that is enhanced in my test because of the selection of mods I am using to change other lights. With Codsworth being immune from those changes, this is more of an issue. I'll see if I can mess around with it for my own personal taste but I'll be learning as I go
If using F4SE it would be loose files which "SHOULD" override a mod scripts if same name, no crash for me but did remove anyway,
I did encounter missing textures from the optional all other handy models, and when inspecting the data I found that they reference textures in "LiveActionHandy" and the .ba2 uses a folder named "LiveActionHandy_GM".
So need to either fix it or just do what I did and extract the GM folder and rename it to "LiveActionHandy" and place in the texture loose files or repack etc.
I finally got it. to fix the lights shining through walls you need to use xedit to find the Light record 000b48A0 defaultPowerArmorHeadlampLight, copy it as an override into Live Action Mr Handy and then on the overide entry double click Flags (sorted) and uncheck NonShadow Spotlight and check Shadow Spotlight.
I might release a redux of this mod with all the fixes I've had to do
Thanks to Pip-Boy Flashlight, I already have a shadow spotlight for DefaultPowerArmorHeadlampLight, but still get non-shadowed spotlights from the Live-Action Handy.Solution at bottom of post! Has anyone and/or the author been able to figure out exactly how the game engine chooses the corresponding internal "Light" object for a given model? I've been nosing around in the .nif file, but other than seeing the spotlight trishape, the matching lightingeffectshader, and the "c-Spotlight" connect point, I can't see any string that matches anything in the material files or in FO4Edit.
[edit] By pure chance -- after stumbling across the Adjustable Headlamps mod -- I finally came across the info I needed: modelled lights are handled with addon nodes, as others have discovered long before me. Here's a compiled list of the mod-added ones. Live-Action Handy, rather than adding one of its own (although it should, as best practice), is using a BSValueNode with a value of 107, which corresponds to "PAT45Headlamp [ADDN:000BEE7E]" and "PAT45HeadlampLight [LIGH:0013A141]", NOT to "DefaultPowerArmorHeadlampLight".
I'm still no closer to finding out why the shadowing isn't working, given that light is also configured for shadows in my game -- it's probably just an inconsistency with how the game handles lighting, since the game often messes up lamps and gobos until they're switched off and switched on again -- but at least that part of the mystery is solved. I'm going to try hacking the mod's .nifs to use a different addon node across the six eye types and point to a custom light, rather than re-using a vanilla one, and see if that solves the problem. I'm going to use addon node "309", which is the sum of the corresponding ASCII values of "l" "a" "h" (hee hee), since I don't see that used by anyone else.
[edit2] Rather than just re-using one addon node for all six eye types, I was inspired by the author of Adjustable Headlamps taking the time and effort to choose colour temperatures rather than just winging the RGB values, so I had some fun with it. Factory eye is 4100K for incandescent, Primal is 4500K for cool incandescent, Grim is 5100K for daylight, Wicked is 4500K with a light filter, Merciless is 3500K for a rather pronounced yellow, and Warmonger is 1000K for a bone-chilling sentry-bot red. This required reserving addon nodes 309 through 314, one for each of the different new light types. Gonna give it all a test in game now.
[edit3] Curiouser and curiouser, as the saying goes... every light except for the Factory Plate is working great with its own addon node and colour scheme. The factory eye is clearly loading the modified nif, since it has the emissive texture under the lens, but is doing nothing else and I literally cannot discern any functional difference in tree structure or node names between the Factory Plate .nif and the Primal Plate .nif after my modifications. Also, in spite of explicitly specifying shadowed lights, none are shadowed... which is leading me to think there's some sort of shenanigans going on here, since shadowed lights are working fine elsewhere. As a matter of updating the Primal through Warmonger to "best practices" it's working great, but without the working factory eye it's still a bust.
[edit4] BAH, HUMBUG. Of bloody course it was so effing simple.
Solution to missing shadows, even after verifying Shadow Spotlight has been enabled:
Ensure the bAllowShadowcasterNPCLights setting is present in Fallout4Prefs.ini and is set to 1. If the line is missing, add the line to the last line under the [Display] section (if there's no display section, add that too).
[Display] bAllowShadowcasterNPCLights=1
Still haven't figured out what's wrong with the factory eye .nif hack, but I can just delete that and let it fall back to the T45 headlamp, and keep the other ones which work great.
I walked into this after using the mod for going on 2 years. DO NOT UNPACK. I unpacked this one to loose files after hitting my BA2 limit. Unpacking it allowed the old script extender to override in loose file fashion. Suddenly Wheel Menu stopped working and things got weird. Easy to fix though. I removed the loose files, reinstalled the same mod in BA2 form and reinstalled Script Extender, then reverted to a prior save. All good again. Not game breaking for me, but still - buyer beware lol.
Lo siento, puedo hablar el Español pero no puedo escribrirlo muy bien! En el FO4Edit, hay un lugar en lo cual uno puede poner el color que quiere, como 255, 234, 222, por ejemplo. Uno puede cambiar los numeros para cambiar el color. Es facil a hacerlo, pero dificil a explicar. c: Si lees este commento, enviame un mensaje para que puedo ayudarte!
Open 01_Factory Eye Plate.nif in NifSkope. Expand all branches of C-ModSlotB|0 node and find EyeArmPalm_Lens|0. The NiNode ModTorsoHandyEye.nif and the branches it contains, are responsible for the light. Select it, right click and press Block-->Remove Branch. This will affect all eyes using this model.
hey, looks like this mod is working well with the newgen update.. more-less. giving an automatron mr handy eyes had them light up when its dark, but codsworth didn't do it naturally prior to being chosen as companion/ loaded in robot workbench.. but that was my limited testing o3o
268 comments
DLC Update Released!
Changes in 1.1a
*Now has ESP files.
*Pre-War is available.
*The new Iris and Glowmap are now available.
*Automatron DLC is now REQUIRED. (I will add a base game version if there is a high demand for it .. or you could just download the old version 0.2).
*New file structure makes the Iris, GlowMap and Pre-War textures ONLY effect Codsworth. However, lights will always effect any Handy models you make or encounter. This was done to maximize compatibility with other mods that change the Handy Textures.
*New Iris patches are available in the Optional Downloads section. These patches will add the new Iris or the Iris and the GlowMap to all Handy models you make or encounter. These patches are version specific. You will need to download the one that matches the main version you have. Example: Live Action Handy -_Pre-War - With Iris and GlowMap pairs with Live Action Handy - Iris Patch - Pre-War - With Glowmap.
*Live Action Handy and Live Action Handy - With Iris and GlowMap (and their respective patches) are completely compatible with Automatron Mr. Handy Factory Paint by MAL22 with no loss of features. My Pre-War version has limited compatibility. They work fine together but you can only add decals. Paints will not work with my Pre-War.
Now if someone can tell me how I can get his lights to stop shining through building walls in sanctuary and lighting up the ground on the other side along with the ceiling inside, that would be fantastic please. EDIT: Turns out with more research this is a game issue that is enhanced in my test because of the selection of mods I am using to change other lights. With Codsworth being immune from those changes, this is more of an issue. I'll see if I can mess around with it for my own personal taste but I'll be learning as I go
I did encounter missing textures from the optional all other handy models, and when inspecting the data I found that they reference textures in "LiveActionHandy" and the .ba2 uses a folder named "LiveActionHandy_GM".
So need to either fix it or just do what I did and extract the GM folder and rename it to "LiveActionHandy" and place in the texture loose files or repack etc.
I would have never thought to unpack the ba2 and find unwanted data scripts.
I might release a redux of this mod with all the fixes I've had to do
Thanks to Pip-Boy Flashlight, I already have a shadow spotlight for DefaultPowerArmorHeadlampLight, but still get non-shadowed spotlights from the Live-Action Handy.Solution at bottom of post! Has anyone and/or the author been able to figure out exactly how the game engine chooses the corresponding internal "Light" object for a given model? I've been nosing around in the .nif file, but other than seeing the spotlight trishape, the matching lightingeffectshader, and the "c-Spotlight" connect point, I can't see any string that matches anything in the material files or in FO4Edit.[edit] By pure chance -- after stumbling across the Adjustable Headlamps mod -- I finally came across the info I needed: modelled lights are handled with addon nodes, as others have discovered long before me. Here's a compiled list of the mod-added ones. Live-Action Handy, rather than adding one of its own (although it should, as best practice), is using a BSValueNode with a value of 107, which corresponds to "PAT45Headlamp [ADDN:000BEE7E]" and "PAT45HeadlampLight [LIGH:0013A141]", NOT to "DefaultPowerArmorHeadlampLight".
I'm still no closer to finding out why the shadowing isn't working, given that light is also configured for shadows in my game -- it's probably just an inconsistency with how the game handles lighting, since the game often messes up lamps and gobos until they're switched off and switched on again -- but at least that part of the mystery is solved. I'm going to try hacking the mod's .nifs to use a different addon node across the six eye types and point to a custom light, rather than re-using a vanilla one, and see if that solves the problem. I'm going to use addon node "309", which is the sum of the corresponding ASCII values of "l" "a" "h" (hee hee), since I don't see that used by anyone else.
[edit2] Rather than just re-using one addon node for all six eye types, I was inspired by the author of Adjustable Headlamps taking the time and effort to choose colour temperatures rather than just winging the RGB values, so I had some fun with it. Factory eye is 4100K for incandescent, Primal is 4500K for cool incandescent, Grim is 5100K for daylight, Wicked is 4500K with a light filter, Merciless is 3500K for a rather pronounced yellow, and Warmonger is 1000K for a bone-chilling sentry-bot red. This required reserving addon nodes 309 through 314, one for each of the different new light types. Gonna give it all a test in game now.
[edit3] Curiouser and curiouser, as the saying goes... every light except for the Factory Plate is working great with its own addon node and colour scheme. The factory eye is clearly loading the modified nif, since it has the emissive texture under the lens, but is doing nothing else and I literally cannot discern any functional difference in tree structure or node names between the Factory Plate .nif and the Primal Plate .nif after my modifications. Also, in spite of explicitly specifying shadowed lights, none are shadowed... which is leading me to think there's some sort of shenanigans going on here, since shadowed lights are working fine elsewhere. As a matter of updating the Primal through Warmonger to "best practices" it's working great, but without the working factory eye it's still a bust.
[edit4] BAH, HUMBUG. Of bloody course it was so effing simple.
Solution to missing shadows, even after verifying Shadow Spotlight has been enabled:
Ensure the bAllowShadowcasterNPCLights setting is present in Fallout4Prefs.ini and is set to 1. If the line is missing, add the line to the last line under the [Display] section (if there's no display section, add that too).
[Display]
bAllowShadowcasterNPCLights=1
Still haven't figured out what's wrong with the factory eye .nif hack, but I can just delete that and let it fall back to the T45 headlamp, and keep the other ones which work great.
https://www.nexusmods.com/fallout4/mods/27366/