Don't. This is a very old and outdated mod and doesn't work so well anymore. Can cause all sorts of LOD issues and whatnot. Nexus really needs to sort some of these old, broken and discontinued mods like Project Nevada, ENBs and this mod so they stop showing up at the top of the most recommended mods because they were downloaded a bunch like a decade ago.
2024 player here. Most of the mods that people deem buggy only do so because they don't play nice with certain popular mods. I've run this and Project Nevada and my only CTD issues have been from load order. Long as you ignore the ghost city that pops up from a distance on the road from Novac to the 188 and disappears when you get too close, you should be fine.
In case anyone's interested, here's a stripped down version of the mod.
No NPCs, no buildings, or other useless structures, and lots of pointless clutter is also gone, like an extra table in a Mormon Fort tent that already had an empty table where a lamp could have been placed. The only major thing I kept were the two car wreck fires.
And since I noticed that the lamp shining on the Goodsprings sign was always on, I added another disabled lamp that shows up during the day. The same applies to the Mormon sign in Freeside, as well as to most Vacuum Tube Lights that are not in interior cells, which isn't a lot, although I added some more to Camp McCarran where it made sense. And one of those should apparently only spawn at the end of Lonesome road, but is already enabled at the start of the game, so I linked it to the container that spawns instead since I didn't want to edit the script. So that one will never turn off.
I also fixed the minor shift of the Prospector Saloon's window and door, and since I saw the comment about the mod not doing much to Freeside, I decided to turn on more of the lights leading directly to the Strip. And since the creator of A Little More Lamplight mentioned that they're only running for 3 hours, I've also modified the scripts so that they actually stay on for the entire duration of the night, just in case you don't use the other mod too. In addition to that, I've also gotten rid of the original scripts and switched everything over to the Freeside Script, which actually allows the lights to turn on instantly even if you wait directly in front of them.
I was also going try to fix the lod meshes, but then I noticed that they're already included in Much Needed LOD, so you better get that too. I did switch out the lamp texture of the remaining lampposts, however, so it doesn't look like they're on even during the day. And I don't see any noticeable difference once the light is actually on.
There may still be issues left, but I'd have to actually start my playthrough to find out :D And I'm not going to guarantee that I'll fix them all.
New standalone NPCs is not a problem but those electricians that modified and replaced the crucify victims around Legions territory would cause the incompatibility problems. Mods such as the one that allows you to put them down and save them would be incompatible.
Wish you published this mod back in the day when this mod came out. Hated the fact it added this useless crap everywhere with a fiery passion and that nobody thought to just enable the lights like Fallout 3 Street Lights mod. Switched to your stripped down version immediately and been loving it so far. To add to your list of random props added for absolutely no reason: there are 2 floating skeletons at lake mead added by this mod for seemingly no reason.
Hello, just wanted to let you know that it seems there is a seam in the door to Michael Angelo's building - I don't know if this is a result of a change you made or if it's from the original mod but it says the item ID for the building comes from ElectroCity so I assume it's a similar situation to the prospector saloon. Thanks for making this it's awesome.
This does everything I need it to, the things this mod should have at least given the option for to begin with - literally just add more lights to the wasteland to make it an easier place to navigate under dark, especially if one is using a mod that makes the nights darker. Thank you. I encountered one tiny, tiny issue, and it really isn't that much of a biggy, I'm just a bit of a nitpicky perfectionist when it comes to these things, there was one street light I encountered in Freeside's north, heading towards The Strip entrance, where the light being emitted was misaligned with the where the lightpost actually was standing. Best way to explain it was that the lamp was there, but the light effect itself, the glow, was floating next to where it should be. Again, not a big deal, I could pop into the GECK myself and fix it but I just thought you should know. Anywho, again, can't thank you enough for creating some incentive to use this mod in 2021, without all the other stuff this mod originally added that is incompatible with 90% of the mods most players use today, ones that change npcs for example like NVR3 or ones that change clutter or landscapes like New Vegas Landscape Overhaul Re-Remastered. Might even be an idea to upload it to the Nexus. Not sure if the original author would object or is even active anymore, but I think if it were available people would definitely download it. Just a suggestion, I'm not experienced with being on forums and the hassles of getting permissions and putting up with unwarranted pushy criticism, so I probably have no right, but its just an idea.
That is precious. I always wanted to use this one, but couldn't. THe idea of introducing the people who make these lights was very good, but unfinished and buggy, so better have the lights at least. This really deserves an upload on the Nexus. Thanks. I am a bit curious though. There was 2 versions of Electro City: the normal, and one with lights even on little roads. The one on little roads really felt too much for me, considering this is the Wasteland. So, i wonder if you made the normal one, or the full blown one.
EDIT: stupid question. I looked into the archive, and there is both version: the base plugin, and its add-on for more lights :) Wonderful :)
Thanks, this was much needed, and long overdue! I mean I respect modders engagement to make big and awesome mods, with all sorts of in-deep features, but I don't think adding lights to the wasteland is a very good excuse, or even a good idea. It's just lights! I have literally wanted a lightweight version of this mod since it got released, but never had the motivation to do it myself. Thanks!
This modified version doesn't need the original version. Do not install both. Although since these are merely .esp files, this will overwrite the original. By the way, i tested it over 60 hours in game, and i see no bloat of save files or problem whatsoever. It works well with "A Little Lamplight" too and 120 other mods. I do think i can say it is safe to use by now. detra definitely deserves praise.
Less clutter = more verisimilitude because "Where I come from, we sweep the floors more than once every 200 years." This is something many mod authors fail to grasp thus their "area reborn/rebuilt" mods cram the affected area full of debris, junk and crap.
Some of the lamps need textures and meshes from the original files. Also, remember to delete any LOD files in the download if you're not using Much Needed LOD, they will cause crashes otherwise.
This fixed a conflict between simply uncut and electro city.
Electro City added signs on the south side of the strip, and simply uncut added the south gate to the strip. This caused you to be trapped if you entered the south gate from the outside, or were unable to access the gate from the inside.
Why is the LOD for electrocity HQ still showing up? It would be nice if there was a version of the mod that ACTUALLY didn't have the HQ in it. The residual data is causing texture/mesh/lod issues, And I'm not about to go sifting through the mod in xEdit to fix it myself.
Oh and let me just add that now after just enabling the HQ for the time being so it looks less stupid, within about a minute I noticed that the doors on the motel aren't aligned properly AT ALL, all of them being in slightly different positions, and one of them being so misaligned that it's apart from the building entirely and you can see behind it. High quality modding work.
Hmm well I suppose it kind of comes as a relief that others are reporting it doesn't seem to work anymore for them but also sad I loved this mod giving light back to the wasteland but if its broken I suppose I don't have any choice but to let it go. Gonna do some testing see if its mod conflicts or not but I doubt it I'm assuming it just doesn't work with newer versions of script extender in which case I'm f***ed no helping that too many other mods need NVSE to be up to date.
It doesn't work even with a minimal load order freezes the moment I go outisde doc mitchels house so guess that's it no fixing it. Suppose could go back and try other versions of script extender but nah too much other stuff would have to be traded out for this
Welp I will try some tests to see if I can get it working with specific versions of NVSE (not even sure if that's the reason its not working just an assumption) If I find the solution I'll share it here but no promises. All ready been modding for like 3 days I'm just ready to play the game.
1812 comments
You still need the original download first.
See PAGE 2 of Comments section!
You still need the original download first.
See PAGE 2 of Comments section!
You still need the original download first.
See PAGE 2 of Comments section!
No NPCs, no buildings, or other useless structures, and lots of pointless clutter is also gone, like an extra table in a Mormon Fort tent that already had an empty table where a lamp could have been placed. The only major thing I kept were the two car wreck fires.
And since I noticed that the lamp shining on the Goodsprings sign was always on, I added another disabled lamp that shows up during the day. The same applies to the Mormon sign in Freeside, as well as to most Vacuum Tube Lights that are not in interior cells, which isn't a lot, although I added some more to Camp McCarran where it made sense. And one of those should apparently only spawn at the end of Lonesome road, but is already enabled at the start of the game, so I linked it to the container that spawns instead since I didn't want to edit the script. So that one will never turn off.
I also fixed the minor shift of the Prospector Saloon's window and door, and since I saw the comment about the mod not doing much to Freeside, I decided to turn on more of the lights leading directly to the Strip. And since the creator of A Little More Lamplight mentioned that they're only running for 3 hours, I've also modified the scripts so that they actually stay on for the entire duration of the night, just in case you don't use the other mod too. In addition to that, I've also gotten rid of the original scripts and switched everything over to the Freeside Script, which actually allows the lights to turn on instantly even if you wait directly in front of them.
I was also going try to fix the lod meshes, but then I noticed that they're already included in Much Needed LOD, so you better get that too. I did switch out the lamp texture of the remaining lampposts, however, so it doesn't look like they're on even during the day. And I don't see any noticeable difference once the light is actually on.
There may still be issues left, but I'd have to actually start my playthrough to find out :D And I'm not going to guarantee that I'll fix them all.
https://www.mediafire.com/file/frmg1a7ntrqo4l5/ELECTRO-CITY_Stripped_Down.7z/file
You still need the original download first.
EDIT: stupid question. I looked into the archive, and there is both version: the base plugin, and its add-on for more lights :) Wonderful :)
pd: you still need the 'sign' textures from original mod to avoid the black square texture at the bottom of some lampposts
Electro City added signs on the south side of the strip, and simply uncut added the south gate to the strip. This caused you to be trapped if you entered the south gate from the outside, or were unable to access the gate from the inside.
Oh and let me just add that now after just enabling the HQ for the time being so it looks less stupid, within about a minute I noticed that the doors on the motel aren't aligned properly AT ALL, all of them being in slightly different positions, and one of them being so misaligned that it's apart from the building entirely and you can see behind it. High quality modding work.
It doesn't work even with a minimal load order freezes the moment I go outisde doc mitchels house so guess that's it no fixing it. Suppose could go back and try other versions of script extender but nah too much other stuff would have to be traded out for this