It has been over two years since I last lent my support to Grulag and Lumen, but now I have returned, I did this because I am sick of seeing bug reports, so I have decided to take up maintenance of the mod until Grulag returns, if Grulag returns that is.
So if you ever need to send a direct message regarding the mod, send it my way and I will see if I can help.
I'm running Lumen with the 50/50 Base Object replacer and NVR. Holy guacamole! Interiors and nights look amazing even without NVR Shadows. I was really expecting a pretty harsh performance hit, but I'm getting 60fps with no real dips, even in large interiors or interiors with loads of lights (like Camp Golf).
Just a note here, the Nuka World Imports patch is only for the full version, you'll need to manually change the model names and file paths if you use the replacer version like me
Don't know if the mod is actively updated anymore, but it would be very cool if this mod integrated / patched these ones in:
Glow Sticks, for the same idea that this mod was created and designed for, ambient lighting in places it should have been. Now with some items that help reinforce the idea in places that shouldn't. Makes it so that pip-boy light mods aren't as needed anymore. Ranger Helmet Lumen Lights, to reinforce the image that the intro cutscene cultivated. Glowing Ghosts & Glowing Ghouls, again, lighting in places it should be. Now affecting outside hazards. ( maybe a patch / integration for Irradiant Muck as well? :D ) Glowing Star Bottle Cap. This one is quite immersion-breaking, but useful for those who like the grind of collecting these. Can be toggle-able through some config file.
Some of these mods are old and are in dire need of a touch-up, some are quite new, and some are even inspired by this one. By combining all these ones, at the cost of an ESP for this mod, is totally worth it (for the dreamy players that continually pursue less plugins it is, not sure if the amount of work to make this happen can make it worth all the same for the author. A man can dream).
Not an answer to your proposal, but I strongly suggest using xEdit to merge mods manually. Qolore has a super easy to follow video tutorial on how to do it here :)
The mod is amazing, especially combined with other mods related to lights/lighting.
It's probably a stupid question, but is there some kind of in-game value that is responsible for the "strength/radius" of light produced by the objects from this mod, or can it be modified only via editing meshes/scripts?
Just a heads up, vanilla plus terrain is not compatible with this mod and it renders improved lighting shader obsolete. So, if you are wanting to use this mod, you cannot use vanilla plus terrain until this is updated with the new nvr update.
Idk if my post got deleted, but yeah after updated NVR, ILS is no longer supported. And once I got Vanilla Plus Terrain, the glowing stuff from your add on's are no longer present. Nuka cola, plasma weapons, etc.
Issue is not related to ILS. ILS literally only increases the maximum light count that terrain can be shaded with, up from 3 in vanilla to 13 with ILS. Makes it so light on terrain doesn't pop in weirdly, or you end up with a PipBoy light that turns the ground pitch black.
The only reason it is listed as a requirement for this mod is that, you'd have completely broken terrain lighting almost constantly due to all the added light sources. It's not a technical requirement - Lumen functions 100% correctly without it, the game just can't display that many lights by default.
VPT does exactly the same thing (in a different manner) and further increases the light count to 24 - it's only a benefit to this mod.
There is likely something else going on in your setup - could be as simple as a new mesh replacer overwriting things, could be some odd hook conflict with JIP, or even another bug within JIP manifesting in your specific setup (that's how Lumen attaches lights). More troubleshooting on your end is probably a good idea, eliminating all of the factors one-by-one, including testing without either ILS or VPT.
If you don't believe me that it isn't a problem with the latest NVR, VPT, and no ILS, you can check my last two YouTube streams - all of those are installed and up-to-date (with ILS obviously removed) and Lumen is installed. You'll see Lumen lights constantly throughout the streams - plasma rifles, consoles, Quantum bottles, generators arcing, and lots more. It's not a broad issue with those other mods, it's something much more specific (and that sadly means harder to debug).
Okay, I did more trial and error. For Physically based energy guns and beverages (including their patches), lumen no longer works for them. I turned off both mods (and the patches), and the glow from those objects returned. Prior to me updating NVR, I never had this issue. I couldn't make this up if I tried. I don't have any other mod that alters these objects.
with the physically based plasma rifle patch my Q-35 is completely glowing green even the parts that shouldn't. without the patch only the scope glows.
same for the q-35, the patch is is not updated for last version and the other ones of physically based plasma rifle are archived and impossible to download making everything broken :(, same for physically beverages
Regarding Gomorrah - indoors everything works perfectly, however what I've noticed in the courtyard is that only round lanterns and flames emit ambient light. These smaller lanterns and ceiling lamps do not. Just wondering whether that's a bug or an aesthetic choice in order to make it more, ahem, *intimate*?
edit: fixed the ceiling lamps on the first screenshot with Base Object Swapper
Just Checked, No, but that is probably for one or both of two reasons. 1. it plays an animation to turn on, meaning it must have skinning in some stretch. 2. it isn't always on, like most meshes covered by Lumen are.
what about optional file for MAC and ITEM? nvdlc01_suitessconceon.nif nvdlc01_sconceon.nif computerrack01.nif nvnukacolaquartz.nif nvnukacolavictory.nif
405 comments
It has been over two years since I last lent my support to Grulag and Lumen, but now I have returned, I did this because I am sick of seeing bug reports, so I have decided to take up maintenance of the mod until Grulag returns, if Grulag returns that is.
So if you ever need to send a direct message regarding the mod, send it my way and I will see if I can help.
- Kevlar Knight.
Changelog for most changes and details.
Screenshots reflect most of the additions.
This update is a year or so of in-and-out changes, tweaks, additions.
Please let me know of any issues and i'll do my best to put any quick fixes out.
NOTE:
New Vegas Reloaded is highly recommended for extra visuals and really makes Lumen a lot better.
Thanks everyone
I can't support Vortex questions/issues, sorry. It does things that i don't understand and it's file-handling is illogical..
Vortex is not the recommended option for modding in my humble opinion.
Mod Organizer 2 is going to be a lot better and less of a headache from my experience.
I was really expecting a pretty harsh performance hit, but I'm getting 60fps with no real dips, even in large interiors or interiors with loads of lights (like Camp Golf).
Lumen is MAGIC!
I'll take a look at this later, shouldn't be hard to remedy.
Glow Sticks, for the same idea that this mod was created and designed for, ambient lighting in places it should have been. Now with some items that help reinforce the idea in places that shouldn't. Makes it so that pip-boy light mods aren't as needed anymore.
Ranger Helmet Lumen Lights, to reinforce the image that the intro cutscene cultivated.
Glowing Ghosts & Glowing Ghouls, again, lighting in places it should be. Now affecting outside hazards. ( maybe a patch / integration for Irradiant Muck as well? :D )
Glowing Star Bottle Cap. This one is quite immersion-breaking, but useful for those who like the grind of collecting these. Can be toggle-able through some config file.
Some of these mods are old and are in dire need of a touch-up, some are quite new, and some are even inspired by this one. By combining all these ones, at the cost of an ESP for this mod, is totally worth it (for the dreamy players that continually pursue less plugins it is, not sure if the amount of work to make this happen can make it worth all the same for the author. A man can dream).
Qolore has a super easy to follow video tutorial on how to do it here :)
It's probably a stupid question, but is there some kind of in-game value that is responsible for the "strength/radius" of light produced by the objects from this mod, or can it be modified only via editing meshes/scripts?
The only reason it is listed as a requirement for this mod is that, you'd have completely broken terrain lighting almost constantly due to all the added light sources. It's not a technical requirement - Lumen functions 100% correctly without it, the game just can't display that many lights by default.
VPT does exactly the same thing (in a different manner) and further increases the light count to 24 - it's only a benefit to this mod.
There is likely something else going on in your setup - could be as simple as a new mesh replacer overwriting things, could be some odd hook conflict with JIP, or even another bug within JIP manifesting in your specific setup (that's how Lumen attaches lights). More troubleshooting on your end is probably a good idea, eliminating all of the factors one-by-one, including testing without either ILS or VPT.
If you don't believe me that it isn't a problem with the latest NVR, VPT, and no ILS, you can check my last two YouTube streams - all of those are installed and up-to-date (with ILS obviously removed) and Lumen is installed. You'll see Lumen lights constantly throughout the streams - plasma rifles, consoles, Quantum bottles, generators arcing, and lots more. It's not a broad issue with those other mods, it's something much more specific (and that sadly means harder to debug).
Regarding Gomorrah - indoors everything works perfectly, however what I've noticed in the courtyard is that only round lanterns and flames emit ambient light. These smaller lanterns and ceiling lamps do not. Just wondering whether that's a bug or an aesthetic choice in order to make it more, ahem, *intimate*?
edit: fixed the ceiling lamps on the first screenshot with Base Object Swapper
These orange lanterns seem lit but aren't giving out ambient light, so I assume this is more of a decoration.
Something about a hospital light I believe.
Get me a list on conflicting meshes and I will fix them.
meshes/hospitallight/hospitallight.nif
1. it plays an animation to turn on, meaning it must have skinning in some stretch.
2. it isn't always on, like most meshes covered by Lumen are.
nvdlc01_suitessconceon.nif
nvdlc01_sconceon.nif
computerrack01.nif
nvnukacolaquartz.nif
nvnukacolavictory.nif