I tweaked your version of the lighting overhaul addon to fix the flickering lights issues of the original mod; both near the megaton entrance and in the plaza. I guess this was due to an obscene amount of overlapping lights being placed in some areas rather than tweaking their radiuses and positions. Deleted some fake lights, moved others around, changed some radiuses too to try and account for engine limitations. Also added exterior lights to the outer gate floodlights to match the inner ones and set them to the same script (which felt like an oversight on the original author's part). More than happy to share if you like :)
Edit: I ended up tweaking it even more, there were a bunch of duplicate light sources directly next to each other not really doing anything besides glitching out the game engine. I was able to add mores lights to areas that didn't have them as a result; like the Player Home door, Lucas Simm's door, the spotlight shining up towards the airplane fuselage near Megaton's gate, another spotlight shining down from the same fuselage down onto the Brass Lantern's roof, and also finally the various light strips adorned around town. No flickering at all and it looks very pretty!
I seem to have misplaced it somewhere in my files and it ended up deleted which is why I failed to respond before. Am definitely considering redoing it at some point for both the closed and open versions of megaton tho once I finish my NV modding hiatus.
Can you please update your patch when you have time, at least I am assuming it is your patch. With he complete player home upgrades mod the terminal outside the megaton house is not appearing, the base appears but not the terminal itself.
for this use the GECK and get the files from this mod and your mod and your going to need to add it there manually to add it and then save it and make a patch for it. there are mods on my mod list that dont work fully so i had to make my own patch to fix them
I want to use this but within about 10 hours of my playthrough I had three quest related NPCs end up dying. Lucas and Moriarty, idk how maybe they fell. Then Walter wondered out of town, and he's what I use for all my scrap. So, sadly Ill have to put it aside. Great job though especially with your patches, Megaton looks amazing.
Only two oddities I am noticing: - Cromwell and the church of Atom do not go stand down by the bomb. They are in their building every time I come to Megaton. - WHen I leave Vault 101, Harden Smith is walking by down to springvale. Yet I did see him also in Megaton...... so two hardens possibly?
Cromwell is not in his usual spot by the bomb. It's probably because he doesn't really go inside to sleep so it has him still stuck in the original Megaton cell. If anyone could make a mod that can help that would be great.
I cannot for the life of me figure out how to properly generate distant LOD with this mod. No matter how many times I try or how many ways I order it or order resources in MO2 Megaton will not show up at distance. I've added the bsa's to the ini, I've extracted the meshes & textures to loose files and tried it without bsa's. Can anyone help?
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Edit: I ended up tweaking it even more, there were a bunch of duplicate light sources directly next to each other not really doing anything besides glitching out the game engine. I was able to add mores lights to areas that didn't have them as a result; like the Player Home door, Lucas Simm's door, the spotlight shining up towards the airplane fuselage near Megaton's gate, another spotlight shining down from the same fuselage down onto the Brass Lantern's roof, and also finally the various light strips adorned around town. No flickering at all and it looks very pretty!
https://www.nexusmods.com/newvegas/mods/76997
- Cromwell and the church of Atom do not go stand down by the bomb. They are in their building every time I come to Megaton.
- WHen I leave Vault 101, Harden Smith is walking by down to springvale. Yet I did see him also in Megaton...... so two hardens possibly?