Fallout New Vegas

About this mod

Another lighting mod

Requirements
Permissions and credits
Donations
«I wish I could endorse twice. For anyone on the fence on this mod - Imagine RWL, but without overly saturated colors or tone shifts - meaning you get properly black and white Tranqulity Lane out of the box, for example, with proper implementation of ambient environmental light sources, and no fog in the dungeons to light your way like a flashlight. This is the new comprehensive lighting mod for NV/TTW.»
© ElectronicOldManPrime

DEVELOPMENT PROGRESS:
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UPDATE 1.1: General Wasteland is complete, DLC's are on the way.

UPDATE 1.2: Point Lookout complete.

UPDATE 1.3: Mothership Zeta complete.


UPDATE 1.4: Operation Anchorage complete.


UPDATE 1.5: The Pitt complete.


UPDATE 1.6: Implemented dynamic sunlight system so that different sky condidions would result in different sunlight intensity.


UPDATE 1.7: Broken Steel complete. FNV part is on the way.


UPDATE 2.0: Mojave is almost complete
UPDATE 2.1: Made a FOMOD installer. Now FNV players can easily install Cinematic Mojave without need to neither manually mess with files nor install TTW.

UPDATE 2.2: Honest Hearts complete.

UPDATE 2.3: Dead Money complete.

UPDATE 2.4: Old World Blues complete.

UPDATE 2.41: Fixed overbloomed skins in exteriors for both FNV and TTW








Q.: What is this?
A.: This mod has started as my own attempt to get rid of the green tint around the Capital Wasteland in Tale of Two Wastelands and grown into a complete lighting overhaul both in exteriors and interiors. Both in Capital Wasteland and Mojave.

Q.: What has been done?
A.: I've reworked lighting templates, climates, weathers, image spaces, image space adapters, some meshes and ton of lights to make exteriors look more realistic and interiors — more gloomy and depressing, making Cateye chem extremely vital at many circumstances.

Q.: Does this mod affect DLC's and FNV part of the game?
A.: At this moment I'm working on Capital Wasteland and FO3 DLC's, although you would definitely see the changes in the FNV part because they share a lot of stuf that I've been tinkering with. FNV part will be put in order later.
A.: At this moment The work on Capital Wasteland has been finished. Working on FNV part.

Q.: Have you added new weather conditions?
A.: I've added 2 additional types of weather, cloudy and overcast to make Wasteland sky look a little bit less static. You won't get any radstorms/rains/sandstorms/whatever.

Q.: Why should I use this mod?
A.: You shouldn't. I'm working on this mod for my own entertainment and at some point I"ve decided to share it with the community, so anyone could give it a chance.

Q.: Do you have any plans for making standalone mods for FO3 and FNV?
A.: Probably. Let's see where it goes.

Q.: I've found an interior that doesn't seem right to me. What should I do?
A.: This mod is still WIP, so if you'll find some bugs feel free to share your findings with me on the "Bugs" page.

Q.: What is the right load order?
A.:    
CinematicMojave.esp
CinematicMojaveExterior.esp
CinematicWasteland.esp
CinematicWastelandExterior.esp