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Flashlight mod


Geshman

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So there are lots of mods that make the nights really dark, and I love them, but with my screen I literally can't see past my pip boy light, making it almost unplayable at night.

This made me think that I flashlight added to the game would be really cool to use with these dark nights. I'm not sure what for it would take. One idea that would be really cool would be a weapon mod. This would be the coolest but probably require the most work. Another thing to do would be to make it wearable, but I'm not sure how the textures would work together. I am clueless when it comes to modding but if someone else made this I think it would really add to the darker nights experience.

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I second that ive always wanted a working flashlight since fo3. The closest thing that i saw was a directional pipboy light mod but it wasnt perfect as the light was always lighting the floor regardless of the direction my char was looking at, and it was kinda week and useless xD
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I second that ive always wanted a working flashlight since fo3. The closest thing that i saw was a directional pipboy light mod but it wasnt perfect as the light was always lighting the floor regardless of the direction my char was looking at, and it was kinda week and useless xD

 

 

Lol I just installed fellout and the first night that came i had the same thought. You could use the laser mod image for it too, just need to adjust it to the mesh of rifles and shotguns? Also what about adding night vision specs, or a night vision feature that you can turn on with the pipboy light command to helms like say the desert armor variant of the ranger armor (the one shown in the trailers, full helm, red lens.)

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What I would REALLY like is a working flashlight. Like not an improvement of the pipboy light, an actual flashlight. If that's what you guys are already asking then yeah I agree with you.

 

Would make being out alone in a very, very, VERY dark night (Due to URWL, Enhanced Shaders HD and Empirical Weather) a lot more fun.

 

Having your flashlight out means you can see more.. but also means it's going to take you another 5 seconds to pull out your gun and start shooting at whatever is hunting you!

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yeah i like the idea, a simple flash light attachment for your weapon or even a head lamp that you could equip just so when you're in a dark cave or room you can still see properly.

I've struggled at times to see certain things in poorly lit rooms/dungeons it can be frustrating at times.

mind you its not so bad at night time in the wastelands as it never really get's that dark to start with because of the moon-light.

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Having your flashlight out means you can see more.. but also means it's going to take you another 5 seconds to pull out your gun and start shooting at whatever is hunting you!

And they did that in DOOM and people hated not being able to use their weapon in conjunction with the flashlight.

 

The basic problem with the Fallout engine - it does not support directional lighting. All lights are spheres of light that radiate evenly in all directions. The mods in Fallout 3 that *looked* like directional flashlights were just a string of spherical lights that they projected in front of the player. Which was a neat trick, but tended to have performance issues. (There was a thread over on the Bethesda forums last week about this.)

 

What you'll want to get is one of the mods here that make the pipboy brighter. There's a few different ones to choose from. You can change the color, increase the brightness, and change the radius of the built-in light. Specifically, the Actor Effect "PipBoyLight" lets you set the magnitude (which controls the brightness) and the Light "PipboyLight640" which lets you set the color and radius.

 

For my personal choice, I use:

 

Magnitude 40

Radius 768

RGB 129 / 217 / 233 (a light blue tint)

 

I don't remember what the default is, but it's a much lower magnitude number and a much smaller radius. I looked into trying to allow the user to change the color / magnitude / radius in-game, but it's not scriptable. So the only way to make options is to provide a bunch of different ESPs and let the user pick between them. I'm waiting for NVMM to stabilize before I try something like that with a FOMOD XML file or FOMOD type script.

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