I believe I have figured out how to fix terrain flickering for the most part. Start with Improved Lighting Shaders. Then go into the Flashlight NVSE settings and change the overall quality to Dynamic, then set exterior quality to Low. My Flashlight NVSE settings are High Quality/Near for Interiors and Low Quality/Far for Exteriors.
The quality setting simply projects extra lights in the same spot to make it brighter where you point, but this causes issues with the extra exterior light sources of sun/moon (speaking of which, grab MoonlightNVSE). For brighter, and overall more realistic light sources, try Light Extender. Which goes really well with SILO to fix the "too dark" issue.
With these changes, exterior flickers occur so infrequently for me that I took night-vision off my T-Series power armors in favor of the headlamps, which I think is more lore-friendly. *shrugs*
Edit: I also use ATTT Redux together with JAM Hweel slots and this mod. Just don't stick the handheld lights in visible holster slots and you should have no issues. Fist weapons break ATTT worse than this mod does, and those are vanilla.
Love it. Small bug where linking it to pip-boy doesn't work but just bugs it out. Only default hot key J works. Playing TTW with 200+ mods. IS there a tweak I could do to get it to work right? Thanks.
Make sure to check out the Locations area of the mods description, seems like some of them you have to buy while others are crafted and integrated into the helmets.
Guys, put it at the bottom of your load order to help with the flickering. It still happens a little bit because of fnv game engine, but it's way better.
i have it kind of installed now, can any version replace the pipboy light? mine doesn't. cause the flashlight itself works but only with other hotkeys and I really don't wanna have the trash unimmersive default pipboy light ruining it. I have OCD for real, so this is killing me.
also needs new textures :P but still a cool mod, if it will ever work as intended for me. Thought it was cause I was using UIO but, tried with unified project after and that didn't solve it. I'ma have to check why I can't even completely disable the old light with the "no pipboy light" mod in FNVEdit. then look at the scripts, otherwise I'ma never get to actually play the game.
If this is "killing you" then it should motivate you to do it yourself!
Don't give me some rap about how you can't do it and you're "not a modder"... if someone else can do it, so can you. It just takes time and effort but your OCD will be heavily satisfied in the end. On top of this, learning how to fix these things yourself will give you the ability to fix other, smaller problems that also trigger your OCD.
this mod has a bug where when you wear tactical harness, there are something floating at the top of his head, not exactly on his head, on height 5cm of the screen, you will see weird meshes floating on you
Best advice I can give that helped me with mesh issues is you can look up the item in Nifskope/outfit studio and delete whatever part of the mesh is being bothersome.
I am having that bug without even having the harness in the inventory :/ It's position is also dependent on the camera and stance, the color dependent on if you are wielding a weapon or if you holstering it or not (green and blue). Sometimes depending on where the camera is looking it's invisible.
I made a qucik and dirty fix for this: removed battery model from the pooch (corlagon37 pointed that as an issue source). Tested it, issue is gone. Until someone with a modelling skill creates a better fix, feel free to use this one.
Just load it after the mod itself or drop the files into Data/ folder.
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The quality setting simply projects extra lights in the same spot to make it brighter where you point, but this causes issues with the extra exterior light sources of sun/moon (speaking of which, grab MoonlightNVSE). For brighter, and overall more realistic light sources, try Light Extender. Which goes really well with SILO to fix the "too dark" issue.
With these changes, exterior flickers occur so infrequently for me that I took night-vision off my T-Series power armors in favor of the headlamps, which I think is more lore-friendly. *shrugs*
Edit: I also use ATTT Redux together with JAM Hweel slots and this mod. Just don't stick the handheld lights in visible holster slots and you should have no issues. Fist weapons break ATTT worse than this mod does, and those are vanilla.
Finally fixed it.
cause the flashlight itself works but only with other hotkeys and I really don't wanna have the trash unimmersive default pipboy light ruining it. I have OCD for real, so this is killing me.
also needs new textures :P but still a cool mod, if it will ever work as intended for me.
Thought it was cause I was using UIO but, tried with unified project after and that didn't solve it. I'ma have to check why I can't even completely disable the old light with the "no pipboy light" mod in FNVEdit. then look at the scripts, otherwise I'ma never get to actually play the game.
Don't give me some rap about how you can't do it and you're "not a modder"... if someone else can do it, so can you. It just takes time and effort but your OCD will be heavily satisfied in the end. On top of this, learning how to fix these things yourself will give you the ability to fix other, smaller problems that also trigger your OCD.
It's position is also dependent on the camera and stance, the color dependent on if you are wielding a weapon or if you holstering it or not (green and blue). Sometimes depending on where the camera is looking it's invisible.
Until someone with a modelling skill creates a better fix, feel free to use this one.
Just load it after the mod itself or drop the files into Data/ folder.