Update 2.2: - Mod now contains both vanilla and AWKCR + AE versions! - Recon sensors + Targeting HUDs added to eyewear. - Lining + Add-ons added to helmets. - Fixed UV error + retex on Ocular Eyepiece. - Added 1 new bulb type. - Added 2 optional 1st person light meshes. - Added alternate 3rd person animations. - Changed color tone on halogen bulbs. - Remade installer. - Balance tweaks. - Ring slot removed. - Changed Sonic Earpiece slot. - Changed crafting category for Sonic Earpiece from "Earrings" to "Headband" (only affects AWKCR + AE version).
Update 2.3: - Scripted leveled list integration. - Equipment has a chance to spawn on various factions throughout the wasteland. - Rebalanced stats and crafting components. - Incandescent bulb is slightly less yellow. - LED bulb is now twice as bright as Halogen. - Reduced shadow draw distance to improve performance. - Removed the placed Wastelander Helmet outside Vault 111.
** Uninstall any previous versions and patches before updating! **
Thanks for the heads up. Man, NONE of the pipboy flashlight mods work. "Legendary Lamps" causes a CTD before even reaching the main menu (as if some mysterious master is missing) and Pipboy Flashlight is for third-person only. There's literally nothing left to even try.
yeah im playing this game for the first time but I guess it just had some update that made most of the mods for it break, and all of the mod creators are done with fallout.
Is it possible to customize flashlight light pattern without installing Pip-Boy Flashlight? I tried to move new textures from Pip-Boy Flashlight to separate mod, but Tactical Flashlights don't recognize it. I don't want to use both because I want to keep original Pip-Boy 360 degrees flashlight.
Can I somehow disable the model of the flashlight while in first person? I'm using an animated inteactions mod and the flashlight appears on the screen next to my arms when they are animated. It's weird seeing a flashlight flying on the air as I'm looting.
Hello, have a question, sometimes this flashlight feels a bit too straining on the eyes and claustrophobic so i turn back and forth between it and a pip boy flashlight. Trouble is, when fix pipboy flashlight to be white color instead of pipboy's color, it makes light from this mod blue ( my ui color ) instead, and vice versa. For some reason i can't make both white at the same time. Any way to fxi this?
I have a suspicion that you are talking about this - https://forums.nexusmods.com/topic/12771297-has-the-flashlight-gobo-problem-ever-been-solved If yes, then I have had the same problem for a long time.
There is a solution, but it needs to be done using the Creation Kit or Fo4Edit - gobo for PipBoy flashlight and Tactical Flashlights must be the same:
In the file Fallout4Prefs.ini settings bAllowShadowcasterNPCLights should be at 1. Very interesting. But as I understand it, the more NPC will wear these flashlights, the lower will be the FPS and this is not even a load on the GPU. The weak point will be the CPU (any) and memory bandwidth, which is typical for this engine. As many already knows, the game has noticeable difficulties with drawing shadows. But the main problem disappears - in 90% of cases, light stops penetrating through textures.
880 comments
- Mod now contains both vanilla and AWKCR + AE versions!
- Recon sensors + Targeting HUDs added to eyewear.
- Lining + Add-ons added to helmets.
- Fixed UV error + retex on Ocular Eyepiece.
- Added 1 new bulb type.
- Added 2 optional 1st person light meshes.
- Added alternate 3rd person animations.
- Changed color tone on halogen bulbs.
- Remade installer.
- Balance tweaks.
- Ring slot removed.
- Changed Sonic Earpiece slot.
- Changed crafting category for Sonic Earpiece from "Earrings" to "Headband" (only affects AWKCR + AE version).
Update 2.3:
- Scripted leveled list integration.
- Equipment has a chance to spawn on various factions throughout the wasteland.
- Rebalanced stats and crafting components.
- Incandescent bulb is slightly less yellow.
- LED bulb is now twice as bright as Halogen.
- Reduced shadow draw distance to improve performance.
- Removed the placed Wastelander Helmet outside Vault 111.
** Uninstall any previous versions and patches before updating! **
If yes, then I have had the same problem for a long time.
There is a solution, but it needs to be done using the Creation Kit or Fo4Edit - gobo for PipBoy flashlight and Tactical Flashlights must be the same:
NAM0 - Gobo (eg. data\Textures\Effects\Gobos\FlashlightGobo01.DDS)
This is just an example. It seems to work.