AugustDerHalbstarke Posted July 3 Share Posted July 3 (edited) What's the issue? Sometimes, especially when swapping between weapons, the default pip-boy flashlight is being replaced with a bright blue-ish flashlight with no custom texture. What might be the cause? The same effect (bright blue-ish flashlight with no texture) is true when I equip the NAC flashlight item. My assumption is that underbarrel flashlight attachments on my weapon mods may call the NAC flashlight instead of the default pip-boy flashlight. The NAC flashlight however appears to be broken, as described above. To investigate the issue I looked up my NAC.esp with FO4Edit and checked the texture parameter. It points to "data\textures\Effects\gobos\FlashlightGobo01.dds" which is the default texture that works flawlessly on the default flashlight. Interestingly, changing the parameters like radius, color, intensity etc. have no effect ingame. I edited the parameters in the .ESP via an override which is placed right at the bottom of my load order. Same result. Other mods that might conflict? Other than NAC X Legacy 1.0.0 I am using Enhanced Lights and FX, Pip-Boy Flashlight - Lamp Overhaul and FPSL with the Pip-Boy Flashlight Patch. Note that some time ago, when I noticed that issue for the first time, I had only NAC X and ELFX installed. Hence, the Pip-Boy Flashlight Overhaul and its FPSL Patch are most likely not the cause for this. It might be some conflict between NAC X and ELFX. But I am not certain if ELFX even affects the pip-boy and weapon mod flashlight in such a way that it might break like described above. Game version: 1.10.984.0 Any idea what is going on here? I really appreciate your support! Kind regards. Edited July 3 by AugustDerHalbstarke Link to comment Share on other sites More sharing options...
AugustDerHalbstarke Posted July 3 Author Share Posted July 3 (edited) SOLVED Oh-de-lally! Looks like I just found the issue, myself. As it turned out, the NAC X flashlight is kind of buggy. I remember that I equipped a headlamp quite a time ago and modded that headlamp via the armor workbench. From there you can select different colors(!) and activate or deactivate(!) the headlamp for a specific helmet. I just equipped a mining helmet ("player.additem 001240f1 1" in console if you do not have that one in your inventory at the moment) and did exactly that: equipt a neutral color and then switched back and forth between "NAC headlamp" and "Disabled headlamp". For the moment, the issue appears to be gone. I fear that NAC X writes some global parameters when enabling the headlamp Option of a specific helmet. Those parameters appear to not only affect headlamps that are being attached to specific helmets but also any underbarrel flashlight attachments. Looks like flashlight attachments on your weapon are treated the same way as headlamps, with the same settings you can set via the workbench for your helmets. After disabling the headlamp option I can now utilize my pip-poy flashlight and its overhaul mod for any weapon with underbarrel capabilities. PS: Pipboy-Flashlight is currently enabled in the NAC X main settings. If something goes wrong, play around with all those parameters. Note that the headlight settings above seem to be global across all characters and save games. Its a global NAC X setting that is burried somewhere deep down in the configuration files of this mod. Edited July 3 by AugustDerHalbstarke Link to comment Share on other sites More sharing options...
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