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DoubleYou

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Everything posted by DoubleYou

  1. Marked as Accepted for current dev 1.0 guide.
  2. Marked as Accepted for current dev 1.0 guide.
  3. Since Thaylar's Settlement Lighting Fixes provides its own versions of these, this mod is no longer necessary, so I am removing it.
  4. Marked as Accepted for current dev 1.0 guide. Overall, this is a good vanilla fix. We will make tweaks to items as depicted in the comparison above. Please note I am intentionally removing the two patch plugins, as I feel the original edits by Workshop Rearranged and VTWO are superior.
  5. Marked as Accepted for current dev 1.0 guide. Main feature is making the nights much darker. I have made changes via the dev Step Patches that help improve the some of the items that I disagreed with, such as the removal of radstorms, while integrating compatibility with the True Storms additional weathers.
  6. Based on testing, I feel this has some very good ideas, but not a good fit at this time, as it requires significant alteration and patching to fix issues such as lens flares flashing on and off, as well as subjective changes that have little to do with lighting. Therefore I have removed it from testing.
  7. You are on game version 1.5.97.0 but using Anniversary Edition plugins. Are you using Best Of Both Worlds method? You can use 1.5.97.0 runtime with AE data files typically. You are using 980 plugins. Please ensure that you have not exceeded 255 non-esl flagged plugins. If binary search revealed nothing, that seems to suggest that you may have an issue with your base game setup, probably related to using old game version.
  8. Now, there are definitely more lights than I have covered here, but I feel it rather too difficult to be entirely comprehensive, but I feel we have ample evidence to determine acceptance of these mods. I feel that Aurelianis and Thaylar make some good changes, but require some tweaking for a few lights, which I have done. FPSL seems to suffer from QA issues, needs more tweaks then not, makes subjective changes (removes some grass for some reason?), but has some good ideas. Therefore I feel safe in accepting Thaylar (Aurelianis is already accepted) and rejecting FPSL. Lightweight Lighting seemed to work well enough in my playthrough patched with True Storms, and these compares, so I think we can accept it for now, barring future testing against other weather mods. I disagree with the muteness of the HighTech lights, but it's not a huge issue. There are definitely more lighting mods out there that could be tested, but we can start here.
  9. IIRC, the WACCF changes are fairly easy to patch with xEdit. And you can also look into using the ones from the patch hub as well.
  10. Added Test Shot 6 to OP.
  11. Formlists are special, similar to leveled lists in some ways. Often you'll see mods make their own "variants" of things under a custom formid, which may be similar/identical to another mod's variant, which then requires special care.
  12. Added Test Shots 4 and 5 to OP.
  13. WorkshopStreetLamp02.nif from the UFO4P uses nearly same change (couldn't detect visual difference).
  14. Vanilla --> Workshop Lightbulb Emittance Fix Light is on the right. This mod is no longer necessary, so I am removing it. It appears this was officially patched by Bethesda. The mesh has changed completely.
  15. Added Test Shot 3 to OP. All Test Shots will now go to OP to keep things organized.
  16. Yes. FPSL adds omnidirectional shadow to it, but the way the light is causes it to look bugged.
  17. So I checked, and the yellow wall lamp looks buggy because it is NOT using a gobo effect for the shadows, but instead uses shadows. There must be a seam in the lamps shade that makes it look buggy.
  18. I didn't check to see if that was a gobo or not. My main thing with that lamp is the way it bleeds makes it look buggy. I do think that a cool lighting mod could be made using these gobos now that I see how they are used.
  19. Perhaps the files got removed in the cleaning process? I recall that there have been times where MO2 interaction with xEdit cleaning could cause oddities. I would suggest verifying Steam cache, and it will likely redownload the files. CC mods can similarly be obtained by launching the game and downloading them in the appropriate menu.
  20. I edited tamriel.32.0.-32.bto with Nifskope, and it did similarly corrupt it by renaming all the blocks, except for the one I renamed to objSnow. It doesn't appear that it makes a difference to the brightness. Changing the shader flag made no change. Of note, however, is that since it removed the shader from everything else in the block, I now can see that the High Hrothgar snow might actually use the snow shader instead of, my previous expectation, a snow texture. Perhaps we simply need to alter the vertex color alpha somewhere?
  21. There are two spotlights: the one in your drawing and one pointing downward from the building, so that is why that is looking off. I see what you mean about the saturation. That might not be the best. I do feel though that vanilla Fallout 4 does have a good deal of saturated colors in it (especially Diamond City), so I don't think it is entirely out of line. I feel like it makes sense the difference between the spotlights (electric powered) vs the fire based lights. Remember this is not a natural in-game scene, but instead a bunch of lights I have placed around for testing purposes only. I certainly consider FPSL and Lightweight Lighting to be more in the 18-Lighting and Weather category, versus the other two are more in the Fixes category, so I likely will patch things using the best from all four.
  22. Comparisons specifically as related to the light changes will be shown here:
  23. Comparisons specifically as related to the light changes will be shown here:
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