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Kill Sanctuary lanterns


neosky5k

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Not only sanctuary. There are in other settlements, too. Last time I raged about one it was in the lighthouse

I am sorry I missed this comment. I was kinda busy here dealing with things,

Your post has Value here for me and a suggested area needing attention.

do as the other poster did, post screen shots showing the ID's in the console mode of the effected Objects and I can see about fixing it for you.

"Lighthouse" ? where?

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Update on this issue ,seems some one did the job asked and it ready for download now.

(https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/2116947)

 

This is a combination of my on-going mod series "Lights Out" in a handy and small all-in-one pack.

NEW UPDATE OUT NOW

What it does:
Removes the light sources that stay behind after using scrapping mods like the highly recommended "Scrap Everything"

Who this mod is for:
This mod is for anyone that likes to have a completely dark settlement to place your own light sources the way you want. No more floating light out of nowhere.

What it doesn't do:
It doesn't remove the actual light models in game. Example: The lantern sitting on the carport in Sanctuary Hills. It just removes the light emitted from the lantern so when you do scrap the model with a mod like "Scrap Everything" there will be no floating light left behind.

Settlements included in this Lights Out pack:

Sanctuary Hills
Red Rocket
Starlight Drive-In
Croup Manor
Kingsport Lighthouse
Covenant
Taffington Boathouse
Abernathy Farms
Egret Tours Marina
Hangman's Alley
Nordhagen Beach
Oberland Station
Somerville Place
Spectacle Island
Sunshine Tidings Co-Op
Outpost Zimonja
The Slog
Jamaica Plains
Murkwater Construction Site
Finch Farm

I'm working to get the most popular settlements done, but feedback on which you would like added next would be great in the comments. Hope you enjoy.

I hope you're not afraid of the dark....

Also available on NexusMods
http://www.nexusmods.com/fallout4/mods/15810/?

 

http://www.nexusmods.com/fallout4/mods/15810/?

 

so it seems.

EDIT: so you know, there is a distinct difference in methods, I used the CK for the plugin but that mod was built using xedit because all the z axis are -300000 a telltale sign + it's loaded with opposite to parent entries too, something I won't do.

 

Possibly why if you used it and it did not do as you wanted, there's why.

 

At least some one is doing something to that effort.

 

kitty

Edited by Purr4me
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