Deleted3082751User Posted July 15, 2018 Share Posted July 15, 2018 (edited) hi all, i am currently in the process of creating my own workshop tweaks mod (this mod will eventually include many tweaks to most workshop items). Currently this mod will add many variants of every single vanilla light, these variants will consist of increased and decreased light radius and intensity. now unlike the majority if not all other light tweak mods, that simply make every light either brighter or dimmer, my mod will allow the player to create both brighter and dimmer lights of every light, so you can potentially create many lightbulbs each with varying brightness and light radius. so yea, writing this here to see if their is any interest in this mod, if not i will simply not upload it, but if their is enough interest i will continue work on it, and upload it when sufficient progress has been made. currently i have created 17 variants of the vanilla Lightbulb for testing purposes (which covers, from 20% of the light radius (this light bulb only creates minimal light), all the way up to 10x the light radius(this single light bulb lights up an entire settlement). but should i continue this mod, i will add many optionals based on the amount of workshop mods people use, so their will be less variants for those with excessive amount of workshop mods, and likewise more variants for those that don't use many workshop mods. Edited July 15, 2018 by Guest Link to comment Share on other sites More sharing options...
Roentgens Posted July 16, 2018 Share Posted July 16, 2018 (edited) Yes, super interested actually. If I may make a request, some color temperature choices would be great. Such as "Incandescent", "Daylight", like you see at the LED bulb section at the hardware store. It would be killer to have a few shadow casting options also. These many choices would create a lot of permutations, so maybe limit the extra options to the hanging lightbulb, and limit the radius options for these? Edited July 16, 2018 by Roentgens Link to comment Share on other sites More sharing options...
Deleted3082751User Posted July 16, 2018 Author Share Posted July 16, 2018 (edited) i could possibly add shadow casting lights. but yea i will try keep the variations to a minimum, but will include optional files for increased variations, it will be a *WIP* mod i will definitely take these Requests into consideration. currently when it is to be uploaded it will simply add brighter and dimmer variants of every light, and then from there i will look into what other things i can do with lights. it will also include variations of all pylons, that will simply allow the player to craft many variations of pylons, that simply increase the power radius, and likewise also grant the player to craft pylons that have decreased power radius. the mod is basically all about allowing the player to decide how bright or dim they want their lights to be, and also how far pylons power radius can be. Edited July 16, 2018 by Guest Link to comment Share on other sites More sharing options...
montky Posted July 16, 2018 Share Posted July 16, 2018 neato twistedfatal,that does sound interesting, I hope you'll continue on the mod project;I look forward to playtesting the heck outta it. specifically, I'll be testing how they go with 'stained glass windows' and other 'plasmonic emulators',as well as through the water-concourse etc in The Institute main elevator. It'll be great to use with Massigest's Timers and other stuff,for "intermittent power-outage" and kludging other effects too,potentially in a way that's more interoperable with some mod combinatorics.thanks again! Link to comment Share on other sites More sharing options...
Deleted3082751User Posted July 19, 2018 Author Share Posted July 19, 2018 (edited) right currently working on it now, heres what the mod will offer on initial release 1. Every Single Workshop Light (Base Game and Vault Tec Workshop Light) will have 5 variants of both increased and decreased Radius, which will be in increments of 20% (minimum will be 10% radius, maximum will be Double the Radius, these percentages are based on the vanilla light, which we will class as 100% radius 2. You will be able to Craft both Darker, Medium and Lighter *Colored Lights* of Every single Workshop Light (these colours will be: Red, Orange, Yellow, Green, Sky Blue, Dark Blue, Purple and Pink* 3. Every Single Workshop Light will also have Softer and Sharper Brightness Levels 4. Every Single Workshop Lights will have the ability to Cast Shadows. this mod will be the Ultimate Light Customization mod. and thats only the Start :wink: Note: The above is only the start, many ideas will be put into this mod. as it will be as Said a Work in Progress mod, the player will have complete customization. i should have the first version of the mod released within a few weeks. Edited July 19, 2018 by Guest Link to comment Share on other sites More sharing options...
Roentgens Posted July 20, 2018 Share Posted July 20, 2018 (edited) Sounds like very laborious work, so I'm gonna thank you in advance because I've always felt scalable lighting was something that was lacking in this game. In the far future maybe you can consider adding fake lights for fill lighting. The lighting in this engine is far better than in previous games, but it still doesn't match up to physically based rendering. If you go to prewar sanctuary worldspace, it's a shocker how many fake lights were placed in the character creation scene to achieve proper luminosity. I think that is the single instance where Beth actually put appreciable effort into properly lighting the scene. Anyhow, just bouncing thoughts. Don't treat it too seriously or you might end up in project hell haha. Edited July 20, 2018 by Roentgens Link to comment Share on other sites More sharing options...
Deleted3082751User Posted July 21, 2018 Author Share Posted July 21, 2018 (edited) Sounds like very laborious work, so I'm gonna thank you in advance because I've always felt scalable lighting was something that was lacking in this game. In the far future maybe you can consider adding fake lights for fill lighting. The lighting in this engine is far better than in previous games, but it still doesn't match up to physically based rendering. If you go to prewar sanctuary worldspace, it's a shocker how many fake lights were placed in the character creation scene to achieve proper luminosity. I think that is the single instance where Beth actually put appreciable effort into properly lighting the scene. Anyhow, just bouncing thoughts. Don't treat it too seriously or you might end up in project hell haha. this mod wont be placing lights, it will strictly be workshop crafting only with that said, their will be a downside to my mod, and that is because their will be an aweful lot of esp files, in its early stage, simply because i dont know how to create fomod installers. however the mod will require the player to choose the lights they would like to be edited. so it wont be too bad, but you will probably be overwhelmed by the shear amount of folders, with 5 esp files in each. you will see what i mean when i have uploaded it. currently i have finished the *Cage Wall Light*. so i am debating on whether to upload the mod now, as a preview (so i can get feedback on how my mod works with different load orders, enb + lighting Setups), or to just wait until i have finished every light. Edited July 21, 2018 by Guest Link to comment Share on other sites More sharing options...
Deleted3082751User Posted July 21, 2018 Author Share Posted July 21, 2018 (edited) double post. Edited July 21, 2018 by Guest Link to comment Share on other sites More sharing options...
Roentgens Posted July 21, 2018 Share Posted July 21, 2018 (edited) I'd prefer an early release, but that's probably more work on your part. If you aren't editing vanilla lights, there shouldn't be many conflicts. The one mod you should probably take a look at is Vault-Tec Workshop Overhaul. It fixes some meshes, added snap points, and changed how the lights project. For build menu integration, injecting a new category is best, but that requires scripting and again extra work. It is safer to uninstall that way for rookies, and easier to navigate, but if it's integrated that way, not a deal breaker. With the fake light idea, I meant craftable lights that are invisible for fill lighting. For example it could be an omni light, like the hanging lightbulb, but with transparent textures. You could place it anywhere with Place Everywhere so it can provide fill lighting in a scene. I wouldn't even worry about it honestly. Edit: Forgot to mention, Relight makes a bunch of changes to lights as well. Edited July 22, 2018 by Roentgens Link to comment Share on other sites More sharing options...
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