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Has the flashlight gobo problem ever been solved?


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Last I tested, that doesn't work.

 

The problem I'm referring to is that the game drops gobo textures after the first one is loaded. So, for example, if you switch on your PIP-Boy light, its gobo will load fine. If you put on power armor and switch on the headlamp, the gobo will fail to load, which also tints the entire flashlight slightly pink (since it's technically overlaying a "missing" texture). The reverse is also true.

 

Near as I'm aware, this applies to any gobo texture used, at least on flashlights.

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Last I tested, that doesn't work.

 

The problem I'm referring to is that the game drops gobo textures after the first one is loaded. So, for example, if you switch on your PIP-Boy light, its gobo will load fine. If you put on power armor and switch on the headlamp, the gobo will fail to load, which also tints the entire flashlight slightly pink (since it's technically overlaying a "missing" texture). The reverse is also true.

 

Near as I'm aware, this applies to any gobo texture used, at least on flashlights.

 

Interesting, I've never heard of this before. Sorry for not being helpful here in the slightest. The funny thing is though, that the root of the problem must go deeper, since the same behavior can be observed in the CK when switching from one gobo light to another. One needs to reload the whole cell in that case because they just turn pink, so I suppose it must be something going terribly wrong with the part of the loading system that is responsible for lights. I don't know if one can somehow force a specific object to be reloaded via a script or something similar.

 

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I'm guessing this problem has something to do with the vaultboy not working for non-PA flashlights/headlamps. Probably not going to be of much help, but I found out if you use command "sexchange" or "setrace"(for example to switch to ghoul and then back to human), the vaultboy gobo will then appear for the non-PA flashlight. Though I haven't tested how things change for the PA flashlight after that.

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Unfortunately, that solution is indeed impractical for my purposes. I want the player to be able to swap between headlamps, gun lamps, and power armor lamps on the fly. I was hoping someone might've figured out an F4SE solution, since I figure that's the only way to cut into engine-level problems like this. I guess I'll just have to make due with basic circles.

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