Haven't downloaded but looking at the screenshots it seems a bit overdone. I can understand having lights on in maybe 50-70% of the windows in the city, with varying degrees of brightness and color. But having literally all of the lights on like this looks a bit uncanny to me.
Thought the same. Its cool idea for sure but a tad crude in execution I think. I don't understand why they can't have the city lit up in a more graceful way in the vanilla game. Is there some lore reason that everyone shuts off power at night?
I almost downloaded this mod. I have to agree it's little too much takes away immersion. maybe cut active lights to half what's is done currently or maybe down to 1/3.
I'm not entirely too sure how Starfield has their textures and material files set up compared to something like FO4 (which I'm more familiar with), but I think it's because the windows on each building are basically using the same texture/material file. It's either all on or all off.
I'm sure with more time and patience, someone could sit and make it to where each mesh/building has a select set of windows pointing to the files that makes each one glow or not.
@squaresphere, that's not how this mod works. Each of those lit windows is a placed object (or REFR record) inside a CELL record inside a sub-block of a block of a WRLD record. So, for example, a single window might be a specific instance of NA_LobbyOffice_WallC_WinA_AngA04x04_01, which is a STAT record that's being placed by the REFR. You can target each and every individual window by targeting the REFR records, rather than the common STAT record those REFRs place, and layered material swaps can be handled right in those REFRs, so you can change them, add them, remove them, etc. You just need to spend time in the game targeting each window in console and getting their form IDs so you can correlate what windows you want to change to what records you're acting in. This is definitely not a situation where changes you make will inevitably apply to all windows, you can target them individually with ease. I'm totally planning on going through this mod and toning it down, and making it so that not every single light is constantly on. I'll probably reduce the number of lit windows at any given time by like half, and maybe even randomize which ones light up at night, or have some be dimmer than others, or one or two that are flickering. There's actually a lot that could be explored, I think. Like residential buildings might be more randomized with the lighting, with most lights being off past a certain time of night, but generally with the randomness of different home owners controlling their lights at different times, while commercial lighting might be a bit more uniform, but even then there would be some variability with lighting, as some rooms are turned on and off, or some lighting might even be going bad and be flickering. I feel like in its current state, this mod is like half the work, and the rest of the work is making it actually immersive.
is there any way to get this as a full master esm? it's an amazing mod but it causes compatibility issues such as crashing due to other people's light esm mods that touch atlantis
This is good to know. I use real lights new atlantis, and the only thing missing was all the apartments were in blackout. Shame it causes compatibility issues.
I tried installing this mod, but somehow, I can't even travel to New Atlantis and the game just crashed every single time I tried to go there.
I have two mods that altered New Atlantis in some way: the furnished mercury penthouse mod, and the Starfield Performance Texture Pack (for higher textures. Because my game always has these blurry texts especially in New Atlantis)
Are there any of these mods that caused incompatibility that made the game crash when I install this mod?
Does anyone know the ini setting to change the draw distance for lighting? It's really noticeable for me in Akila in my ship just moving the camera. The draw distance doesn't even reach a third into the city depending on my camera angle. If there is an ini setting (there was for Skyrim but that same setting doesn't work), it should help with this mod too.
These settings no longer exist in starfield. Settings for geometry, terrain or view distance are made manually in the starfieldprefs.ini. Under [Quality]. For example: uViewDistance=5 <--- max view distance.
Curious how it's possible to change them then. Unless what I am experiencing is just a bug, adjusting the view distance doesn't do anything. Maybe I'll just have to wait for a mod that makes all non-LOD fixtures have a LOD.
44 comments
I'm sure with more time and patience, someone could sit and make it to where each mesh/building has a select set of windows pointing to the files that makes each one glow or not.
1. full master plugins
2. small master plugin
make sure there are no full master plugins BELOW this mod. if even 1 record is overwritten, it will cause crashing
I have two mods that altered New Atlantis in some way: the furnished mercury penthouse mod, and the Starfield Performance Texture Pack (for higher textures. Because my game always has these blurry texts especially in New Atlantis)
Are there any of these mods that caused incompatibility that made the game crash when I install this mod?
It looks a bit "plastic" - i would review the edges and try to give it a more "glowing" look.
edit, since i cannot link steam...
Plastic
Under [Quality].
For example: uViewDistance=5 <--- max view distance.