Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Grumod

Uploaded by

GRUmod

Virus scan

Safe to use

About this mod

Energy Visuals Plus 2 adds Light to Explosions, Projectiles, Energy Weapon Impacts, and more.

Requirements
Permissions and credits
Changelogs
Energy Visuals Plus 2.0

Lights to energetics, explosions, weapons and more.





May 12, '23:
Want more lights?
Try my other mod:
Lumen
Adding lights to lots of objects throughout the game. esp-less!








Description:
Energy Visuals Plus adds Light to Explosions, Projectiles, Energy Weapon Impacts, and more.


Requirements:
JIP LN 56.90+
xNVSE


Features Lighting for:

Gauss, Tesla, Laser, Plasma, +++ Weapon-Impacts

 
 
 

Disintegrations and Gooify

 
 


Melee Weapons

 
 



Goo and Ash Piles

 


Projectiles


 
 


Glowing  "Glowing One"s


 


And of course...

EXPLOSIONS

 
 





And as a little something extra..
Flare rounds last 1 minute..







OPTIONAL PATCHES

B42 Throwables Reforged
(original mod required)

(Makes the Proton and Inversion axes light up where ever they get stuck in)

 




New Vegas Reloaded Ash and Goo Piles

(Fixes some black-circle/blob issue with the Ash and Goo Piles if you use NVR)
(Not caused by my mod, it's an issue between NVR and the Ash Piles)

 


BEFORE (black bubble)                                                                               AFTER (gone)


Real Unique Flame Weapons (Shishkebab)
(Original mod required. Make sure the new mesh loads last/over-writes.)

(Gives a Blue light glow radius to the Shishkebab Unique instead of an Orange one)






More Details:

TLDR:

Re-make of the original mod from the ground-up.

Noteable changes/difference from the original EVP:

- Better performance through script timings, light tweaks and less clutter. Overall sanitization and streamline.
- More scope; Ash piles, Goo piles, Disintegrations, more projectiles covered, more explosions covered.
- Improved compatibility by different implementation. Most of the mod is a Script Runner.


The non-TLDR:

With hundreds of hours of thoughtful re-working the original, i have come up with the latest in attempts at implementing a system for lights for explosions, projectiles, goo/ash piles, and disintegrations effects. The scope of this mod is to add light to as much of the Energetics of TTW as possible, while keeping it vanilla-esque.

Disintegrations:
All disintegrations now light the area around them, and follow the ragdoll-ing corpse.

Goo and Ash:
All Good and Ash piles now leave a subtle glow around them. Nothing too bright, but enough to stand out and notice.

Projectiles:
Energy Projectiles have been reworked and new lights created. The flare gun flares now last a minute. 

Explosions:
And of course, the original pillar this mod was founded on - Explosions, have all been tweaked in timings, accuracy, light radius, and expanded the individual minor explosions that have since been forked out and had their own details fleshed out, instead of getting lumped-in with everything else.

Performance:
Optimizations were identified with my testing that i concluded there was a way to substantially improve the performance of clustered impacts and explosions, for when things are occurring in quick succession. In short, some timings of light-removal scripts were painstakingly tweaked to coincide with the effect end, so that lights are removed right at the end of the effect, instead of previously lingering around for a second or two later. In conclusion, this has had a notable performance improvement by there simply being less stuff (lights that are in an 'off' state) hanging around. Additionally with some minor radius tweaks, some removal and de-cluttering of references, and streamlining the whole thing to be cleaner results in less bloat and a better base to work from.

Compatibility:
The mod has been implemented almost entirely as a script runner that just sets variables of objects at the start of the game. This means there's no conflicts, no compatibility clashes, it's just a cleaner and de-cluttered mod from the original EVP which ended up a hybrid-spaghetti.

The .ESP only has a few existing scripts it modifies, everything else is new/unique to the mod.
The existing scripts edited are:



Segwaying into my other mods:
I have a few more mods in the works regarding lighting. This mod, re-worked allows for a foundation to introduce other mods that this one will complement very well, in what i will be introducing as a series of mods to bring new and exciting additions to TTW, and by proxy, NV.




//////////////// WORK IN PROGRESS ON THIS MOD ////////////////

Fixing any issues reported. You guys are my testers!
Flamer and Thermic Lance effects. Ugh.. How am i going to do this..
Adding and updating anything i've missed or that doesn't work. Report that shit, yo.
Fixing/Improving the flare jank. Nifs are hard, man..





Questions and Answers:

"Something something Performance?"
It's lights. If your PC is a potato, don't use the mod..?

"Why is this a new mod and not an update to the old EVP?"
Because i changed a lot, added a lot, removed a lot, and don't want to break peoples games.


Me making this mod:





Thanks
Special thanks to TTW discord and xNVSE discord, and everyone who contributes to GeckWiki, which i relied on heavily here to make this happen.
Bale in NVR discord for the Ash and Goo piles. Real MVP.
MadAce aka Kicho666
Wanamingo aka Weijesen

tgspy

EPFGaffney

Darian Stephens

jassizparis
Onvil


Many Jenny Stahl's were harmed in the making of this mod and videos.



Check out my other NV/TTW Mods:

Grulags Library of Simple Scriptrunners

Skillbooks Randomized
 TTW

Megaton Lighting Overhaul TTW