Fallout New Vegas

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Created by

Grumod-Grulag

Uploaded by

GRUmod

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About this mod

Adds lights to areas on Robots you'd expect would actually emit light.

Requirements
Permissions and credits
Changelogs

Requirements:
xNVSE
JipLN
TTW


Description:
Almost all Robots in the game will emit a light, relevant to their design. If it looks like it has parts that should light up, it will.
For example, Protectron's head-lamps/lights and the Mr. Gusty's eyes and flame underneath, Securitrons screens, etc..


Compatibility:
Should be compatible with just about everything - But if anything edits the same robots this mod edits, or uses any scripts on them, there might be issues.


Questions:

Performance?:
There may be a performance hit, but i've not noticed any.
From initial testing, the mod appears relatively stable. If you get dozens of robots in a small area, you might notice drops.



Credits/Thanks:
TTW & 'Mod-makers-talk' (now Authors Talk) discord and the great people there that have helped me learn some things.
Kicho/MadAce. The real MVP.




SIDENOTES:

1. It's going to change stuff
This mod alters all Robots to have lighting - It's not a small thing to stack lights on to Robots. This has been tested however with all mods, you might get some issues. Please report anything you find and if i can fix it or help, i will. If i can't, i'll try to tell you why.

2. Coloured Lights
Some different colours of lights are added to certain Robots. Outcasts have a 'Black-Light' type of look, like a flourescent, dark purple. This was to try to create variety, but if the feedback is enough to want to change this i may consider it. Other colours were chosen based on what the texture looks like. If a Sentry has Red components, the lights added are Red. If another Sentry has Orange components, the lights will be Orange. This was the methodology on selecting what colour lights to use, with exception of times i wasn't sure what else to use.

3. Your Visuals & This Mod
Because this mod was based around vanilla-esque visuals (I didn't use an ENB or Reshade) your visuals may vary depending on what setup you have.
For example, some lights may be SUPER bright. If this is the case please let me know, i might be able to tweak the values a little bit, depending on feedback and screenshots to find a better medium. Also if you use model replacers for robots that change how they look, some lights might not make sense to be where they are.

4. Not all Robots have lights (yet)
There are many robots that have Scripts, which is the way which this mod applies lights to them so because of this i can't yet manually go through to re-script all the robots that have scripts already attached to them (Such as followers), to also have lights.

Until i can find a better way to do this, so as to give alread-scripted Robots lights, it's not going to light up every robot.

5. What about an NV Version?
I'd love to make it but i'm split between making too many things for me to spend the time on an NV Version. If anyone is interested in helping and has the skill and patience to help make this, i'd love to host it on here and split some DP with you.



Please provide constructive feedback if you have it so i can understand what i might be able to change or do better.





Check out my other NV/TTW Mods:

Energy Visuals Plus 2

Grulags Library of Simple Scriptrunners

Skillbooks Randomized
 TTW

Megaton Lighting Overhaul TTW