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Understanding 'defaultPowerArmorHeadlampLight' Variables \\ Light Beam Falloff


Ast0reth

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Since I first installed mods to make nights and interiors darker, I was immediately dissatisfied with headlamps in the game (Miners Cap and Power Armor). I have since installed Legendary Lamps, and my world has become that much richer! Great mod. I can't endorse it enough.

 

The author has poured a ton of time into and likely won't be changing content anytime soon, so I am looking to modify my own files in order to make the 'beam falloff' something better than the hard-cut line it is right now.

 

Using FO4Edit to check out defaultPowerArmorHeadlampLight, I have made changes to the following values, and this is what I've found out...

  • Radius :: This is effective range. Unrelated to the radius of the beam's 'cone,' this is the distance the light will travel before stopping entirely.
  • Falloff Exponent :: This appears to be a falloff from the center of the DDS image file used for the shape of the beam to the edge of the image. Does not affect distance beam travels.
  • FNAM - Fade Value :: Appears to be a general brightness modifier. Distance from source does not affect brightness any more or less.

I understand that there is a chance that the engine does not account for this whatsoever and that settlement light 'size' may be handled an entirely different way. If that is the case, maybe we all wait for the GECK and end up creating 'stacked' lighting where we set up ~5 lights of varying brightnesses and increasing distances.

 

My question is this:

Am I missing anything that can be edited by FO4Edit that controls light-beam falloff so that a beam becomes gradually dimmer before it stops entirely?

 

Let me know!

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