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WasteTheLandUploaded by
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About this mod
Makes the game dark and desolate and more difficult to master.
- Requirements
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DLC requirements
DLC name Automatron Wasteland Workshop Far Harbor Contraptions Workshop Vault-Tec Workshop Nuka World Nexus requirements
Mod name Notes NAC X - NATURAL AND ATMOSPHERIC COMMONWEALTH 10 - Legacy Edition Required for NAC X Patch Optimized Room Bounds and Portals - No PreVis and PreCombines for Interior Cells Hard requirement (true for version 016+) Skip Soft requirement Mods requiring this file
Mod name Notes Lens Flare Gives Me PTSD Optional - Not Mandatory, Its only If you have this mod. - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
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File credits
Bethesda
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
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No translation available on the Nexus
- Changelogs
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Version 015
- Fixed missing DALC (directional ambient lighting colors) entry which caused bright interior bug
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Version 014
- Removed texture set classes since they did not fix the puddle reflection issue
- Removed water image space and lighting templates
- Merged more fixes done by UFO4P, fixed cell entry name, etc.
- Fixed weather sound issue in interior cells, thunder and rain was present
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Version 013
- Added UFO4P fixes
- Fixed lighting template for RoomMarker [STAT:0000001F] for PrewarVault111, InstituteConcourse, InstituteAdvSystems, CambridgePolymerLabs01, InstituteOldRobotics01, HalluciGen01, CorvegaAssemblyPlant01, InstituteBioScience, Vault111Cryo, PoseidonReservoir01, OldNorthChurch01
- Removed screen blur while aiming down sights
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Version 012
- Added music type MUSDungeonA [MUSC:0002D4C2] to all DungeonB/C cell records
- Fixed black actor bug in dark interior cells due to missing ambient lighting colors
- Fixed purple, missing texture bug which was caused by removed model path of various effects
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Version 011
- Fixed Mine Helment Headlamp light and PA Headlamp light, defaults purple since the override record was not properly applied by the core game. - NOTE: For some reason the mine headlamp is hardcoded into the PA headlamp and else.
- Fixed various orphan lights e.g. in Sanctuary Hills
- Removed burning oil slick effects from FH
- Cleaned unused world space references, leftover files from loot plugin swap
- Fixed creation kit issues, landscape data was added for no reason
- Sentry bot face light and scan should be finally disabled
- Removed game setting leftover, survival mode was forced upon game start
- Disabled elevator panel/button glow
- Fixed various sunlight issues, region fx were not unified properly, e.g. ConcordMuseum01 had various bright shining lights when night time.
- Fixed weather effect issues in interior cells
- Swapped armor workbench changes, all armor worbenches are set to off by default and are altered by the world plugin now.
- Vanilla puddle texture was swapped by nuka world puddle texture - NOTE: This should get rid of bright glow in interior and more immersive looking puddles in exterior cells.
- Disabled FiddlersGreenExt sign
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Version 010
- Fusion Generator mesh update, console panel glow was removed
- Working Fusion Generators were added to special locations
- Disabled light trigger in ConcordMuseum01 - NOTE: A radio knob sound was played everytime pc hit the trigger.
- Disabled various sound trigger, e.g. the museum has two power generator sounds playing, one is a vanilla bug.
- Disabled many shadow caster lights to increase performance
- Added missing vehicles to removed explosion state
- Removed fog from clear, rainy, overcast/cloudy weather to enhance sight and atmosphere, immersion
- Reapplied godrays to appropiate weather, such as dusty, misty, stormy, etc.
- Swapped interior FX weather records with modified exterior equivalents - NOTE: The default interior lighting is horrible in this context. Now the exterior weather applies interior with some changes, no fog, dust, radiation, rain etc. it still requires further testing, not all interior lighting might look appropiate in comparison to exterior weather.
- Unified Lighting Templates for interior cells and light data in interior cells; disabled directional ambient lighting colors, ambient color and fog color
- Split unified LGTM into On and Off, on=light, off=nolight
- Fixed power armor movement sound
- Swapped the perk comic grid with the vanilla paper grid
- Changed thunder sounds for GS weather
- Altered fog transition for weather records
- Changed PA Headlamp light color, light range and fixed headlamp lens bug
- Removed projectile tracer effect
- Fixed muzzle flashlight color
- Removed terminal signs on monitor, default was green
- Swapped red wire spline to black
- Cleaned plugin from Sound, HUD/UI, Gameplay changes
- Created separator plugins for Light/Main, Loot/World, Sound/Voice, Interface/HUD/UI, Actor
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Version 009hotfix
- Sound FX removed, caused endless crafting loop for no reason
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Version 009
- Disabled clouds, weather enabled clouds are unaffected
- Fixed/removed deleted cloud reference leftover - NOTE: Referencing clouds is tricky and the game can become unstable for unknown reasons. These are minimal edits which do not cause any trouble.
- Disabled water glow in pitch black environment
- Disabled weather godrays, set to "NoneRays" - NOTE: Nothing new that godrays decrease performance, it is significant ~5 to 10 FPS depending on weather type, time zone. Not everyone will notice it though. Some rays will be added back in when the weather changes are final.
- Unified truck material swap presets
- Swapped rad/blue/red barrel to rust barrels, radiation hazard was not removed
- Changes to audio, less cartoon sound, various sounds muted (quest, ui, enter/exit, etc.)
- Interface/ HUD and UI elements for container, barter, normal, etc. menu are towards minimal display and intended as is.
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Version 008
- Fixed some mesh changes which led to script loop and potentially CTDs
- ThicketExcavationsExt, fixed missing enable flag for spot light
- DummyTriggerBoxCone01 was disabled for disabled spotlights
- Woodfire_Doused swapped by WorkbenchCookingFire
- Swapped/disabled cooking fire workbench with appropiate cooking workbench
- Fixed addon note for armor workbench and cooking station
- Disabled exterior mist
- Disabled DLC03MistFXExpensiveHeavy mist
- Image space modifier for VATS, explosions, spell effects, etc., have been changed, color was removed, duration altered, effects swapped
- Swapped DC tents red with washed out color
- Swapped vehicle color palette to unused rusted material
- Vehicle explosion chance disabled
- Vehicle havok disabled, vehicle chance to kill PC was disabled
- Removed DummyTriggerBoxCone01 from already disabled spotlight activators
- Disabled/added brain and glowing fungus - NOTE: This is extreme, not all disabled fungi are absolute changes. Some locations have been overhauled to address the changes, such as MaldenDrainage01.
- ConcordMuseum01, fixed pop in cage bulb light
- Tweaked light radius/fade
- Disabled PipBoy screen fx, defaults white
- Disabled announcement sound
- Disabled combat dialogue
- Mine disarm experience was highered - NOTE: Spotting mines is more difficult now, therefore XP was highered.
- Lock level state was unified, set to "Examine"
- Effect shader for poison, legendary effects disabled
- Various sound files disabled, swapped, modified
- Disabled Monkey Trap
- Disabled mini-game for vacuum pump near sanctuary - NOTE: Circuitry lid can be unlocked, soundfile was disabled.
- Disabled mini-game for vitale pumphouse near finch farm - NOTE: Door can be unlocked now.
- Disabled mini-game for train cars in west roxbury station
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Version 007
- Cleaned lights, lights, and lights - NOTE: Still not done.
- Cleaned/blanked, Beam, Mist, Glow meshes/objects
- XMAS layer in DiamondCityOrigin was disabled
- Swapped cooking station in DiamondCityOrigin by cooking stove
- Nuka-World, street lamps, signage, spotlights and glitter-glamour fully disabled
- Nuka-World lamp post swapped by lamp base - NOTE: None of these should work anylonger after 200 years. Some remain, most are gone. Later more variety will be added such as broken lamp post, with different material swap here and there.
- Added sublight01 glow texture replacer
- Added invisible trip wire, laser trap, etc.
- Added fusion generator swap plugin - NOTE: Remaining fusion generators now look rusted, based on PowerGenerator02 model.
- Added broken Jukebox - NOTE: Broken Jukeboxes work like any other container and do not respawn!
- Added broken Port-A-Diner, which works like any other container, no respawn.
- Workshop construction light modified; radius, color, lens flare, e.g. Construction Light now emmits 1024 wide
- Glowing Sea crater clouds and light show was disabled
- Glowing, cartoonish key fob disabled for key 01, 02, 03 - NOTE: It is all about glow and visibility. It must be difficult to spot.
- Glow, light, glass, disabled for Bubble Turret, Eat-o-Tronic, Jukebox, Port-A-Diner, Pylon Switch, Terminal, WaterPump broken/unlit equivalent added to world - NOTE: Either/or light, glow, glass, interaction disabled/removed
- [Checking for Errors, Processed Records: 76200, Errors found: 0]
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Version 006
- White cube world model removed from disabled objects - NOTE: This should ultimately disable any white cube in world space. White cubes were used to debug certain script behavior.
- Cleaned/unified interior cells
- Interior Image Space unified
- Exterior Image Space, bloom was disabled, no more glowing JET trips.
- Interior mist, beam, glow fully disabled
- CeilingLamp02, FluorescentLight01/02/03, Lantern01, WaxCandle01/02/03/04/05/06, light, mist, glow disabled
- Exterior mist/fog in Far Harbor disabled
- Interior light fully classified, disabled or modified - NOTE: Vaults now use unified white to blue lighting, construction and spot lights use unified base records with lens flare, etc.
- LightBoxLink was added to various interior cells to disable light clipping
- NukaCola light swapped
- SentryBot light swapped
- Added missing image space to DefaultInterior_XXXXX cells, e.g. fake exterior to interior cells
- Meshes, Materials, Textures changes to disabled lens glow, mine glow, signage glow, etc. - NOTE: This is experimental and not fully implemented yet.
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Version 005
- BostonPublicLibrary02, ConcordMuseum01, swapped warm light to white light
- Vault111Cryo, fixed endless Cryopod scene loop
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Version 004
- ElevatorLightNoShadow disabled, ElevatorCeilingLamp02 disabled, ElevatorBasePanel swapped
- Fixed [REFR:001A31AE] MetalBarrelRadioactive01 "Radioactive Barrel" [STAT:000A2E1F] in GRUP Cell Temporary Children of QuincyQuarriesExt05 [CELL:0000E288] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 4,-20) in Precombined\0000E288_72B39DA3_OC.nif
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Version 003
- Merged seperator plugin; CeilingCageLightOff, CeilingFanOff, CeilingLamp01Off, DeskLamp01Off, DeskLamp02Off, DeskLamp03Off, EmergencyLightOff, ExitSignOff, FancyLightOff, FireMetalBarrelOff, FireOilLampOff, FloorLampOff, FluorescentLightBulbSingleOff, FluorescentLightThinHangingOff, FXSparksOff, HighTechLightCeiling0102Off, HighTechLightCeilingFloorOff, HighTechLightWallFixtureOff, HitFloorSolidFull02Off, HoodedLampOff, IndCatLightOff, KlaxonLightOff, LightbulbOff, LODFixes, RoundLamp01Off, SubLight01Off, SubLight0203Off, TrackLightingOff, WallEmergencyLightOff, ImageSpaceCELL
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Version 002
- Undo/fixed Version Control Info 1/2 issues (NOTE: removing STAT caused PreCombine/PreVis issues)
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Version 001
- A plethora of light sources modified in interior cells (see the Doc)
- Fixed dozens of small things in exterior cells, such as glowing light bulps (removed), mists (removed), signs (removed), light cone (altered), etc.
- Light sources have been swapped if possible, e.g. CeilingCageLight01On was swapped by CeilingCageLight01, OilLampOn was swapped by OilLamp, etc.
- Added "locked" stat to some doors (experimental)
- Replaced various terminals with destroyed equivalents (experimental)
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This mod is hardcore and largely inspired by CDDA, Doom 3, Fallout 1/2/T/3, Splinter Cell, Thief, and else.
Preface
Created out of curiosity what will happen when light sources disappear or simply have less room to play. But also because i never really understood why NPC bath in light so the player can see them from miles away, while blending themself to see literally nothing.
Many locations are highlighted via light, many rare items have a candle light environment, alot of mist glows by magic in the dark and cause an omnipresent foggy environment even years after fallout. All of this needed revision and the game needed to mutate into a dungeon crawler with dark and creepy locations.
The engine is ideally suited for such excursions and the Creation Kit offers everything to make this possible. In fact the engine has so much potential that the real beatuy of the game was lost doomed to the poor image space setup, fog placement, mist usage, ambient coloring, effect lighting, and else.
What will happen if most of the immersion breaking objects are gone?
The drawbacks of trying to explore and engage in combat while in a condition of realistic darkness are part of the point; it adds to the logistics element of exploration, forcing the player to consider whether it's worthwhile to continue onward in the night-time or to seek shelter where they can rest and return in the daylight. This also encourages planning and preparation on the part of the player, to avoid being caught outdoors in the night. Unfortunately, developers nowadays shrink from using logistics in general, being unwilling to constrain players in any way, which is to the great detriment of exploration. Logistics encompasses inventory limitations, encumbrance, stamina/fatigue, need for food, need for water, need for sleep, realistic lighting, a day/night cycle, Vancian magic memorization, weapons/armor deterioration and repair, etc. and is a core aspect of RPG mechanics.
— Zed Duke of Banville @ Why are developers so afraid of making night actually *dark*?
Overview
The mod is split into various parts. Plugins you can use all together or standalone. None requires the other although i recommend to use all of them. For a visual only experience use the light (main) plugin. Load order and mod compatibility in the post section.
PLUGIN: Main | Lighting
Spoiler:
Show
All objects that are related to light, fire, electricity have been modified, often disabled. Almost all vanilla lights have been disabled and only the essential kept to lit the environment. This covers approx. over 50.000 lights (most disabled, few enabled) to greatly improve performance and user experience.
All lights and effects were hand picked and modfied, this will also cover all kinds of effects (FX) such as mist, glow, steam, water but also textures, sound, and anything else generating ambience.
To keep load on the plugin and during gaming to a minimum and instead of adding new objects, this mod sticks to the principle to override vanilla objects as much as possible. To also help VR (Virtual Reality) users since the total number of records thus will never exceed the magical 000800 FormID mark.
As of version 016 all 300+ interior cells are overhauled, vanilla and DLCs but also exterior cells. Yet there is still alot of untouched material and whenever something feels off please do not hesitate and let me know.
Now, grab a strong light, the game may feel very dark!
All lights and effects were hand picked and modfied, this will also cover all kinds of effects (FX) such as mist, glow, steam, water but also textures, sound, and anything else generating ambience.
To keep load on the plugin and during gaming to a minimum and instead of adding new objects, this mod sticks to the principle to override vanilla objects as much as possible. To also help VR (Virtual Reality) users since the total number of records thus will never exceed the magical 000800 FormID mark.
As of version 016 all 300+ interior cells are overhauled, vanilla and DLCs but also exterior cells. Yet there is still alot of untouched material and whenever something feels off please do not hesitate and let me know.
Now, grab a strong light, the game may feel very dark!
PLUGIN: World | Loot
Spoiler:
Show
Many objects have been disabled, most of them directly tied to power such as fusion generators, power armor, robots, turrets, terminals, etc. Swapped by invisible replacer or detoriated equivalents.
This will also cover vehicles, flora, plants, misc items of all kind, etc.
Loot will be rare and clever crafting routines should be part of later versions.
This will also cover vehicles, flora, plants, misc items of all kind, etc.
Loot will be rare and clever crafting routines should be part of later versions.
PLUGIN: Interface
Spoiler:
Show
To force player char, more into situations which require better preparation and skills the HUD elements have been largely altered, swapped or disabled. Such as huge text bars, compass decoration, cartoon bobbleheads, etc.
The Pip-Boy effects, such as glow and color have been disabled also. To unifiy the HUD elements better.
The former SPECIAL book chart was swapped by a raw crushed paper background.
The Pip-Boy effects, such as glow and color have been disabled also. To unifiy the HUD elements better.
The former SPECIAL book chart was swapped by a raw crushed paper background.
PLUGIN: Sound
Spoiler:
Show
Various sound files are different, or have been removed. E.g. the terminal now should not play a fan sound when close, instead an HDD sound will be played when logging in, the combat sound was disabled. There are many such little tweaks and this will be extended in future versions.
Since most sounds in FO4 destroy every last bit of immersion and flare, this stuff is gone. Less sound is used more globally, some sound files have been swapped. There was applause for everything, now sound files "talk" only when needed.
Same logic applies with more progress to voices. Characters will talk less and only a few dialogues will remain.
Since most sounds in FO4 destroy every last bit of immersion and flare, this stuff is gone. Less sound is used more globally, some sound files have been swapped. There was applause for everything, now sound files "talk" only when needed.
Same logic applies with more progress to voices. Characters will talk less and only a few dialogues will remain.
Installation
Can be installed mid-game, but its no secret that you shouldnt install such a project for the first time mid-game.
- If your new, install fresh
- If you use an existing DC, override
Compatibility
Load last to take full effect. If loaded somewhere in between your mod list, most likely fog settings and other cell specific changes will not be used properly. This is important to know since it will affect a large part of the atmosphere ofthis mod.
▲ Higher
► Base
▼ Lower
▲ Unofficial Fallout 4 Patch - UFO4P by Arthmoor is fully patched and must be loaded before
▲ Dark Commonwealth: Sound Addon
▲ Dark Commonwealth: World Addon
► Dark Commonwealth: Main File
▼ Previsibines Repair Pack Stable Branch - PRP by BenRierimanu must be loaded after World, Main which will cause a conflict with the interior cell overhaul (therefore, use the Image Space Project and load the CELL plugin after PRP)
⠀⠀▼ Image Space Project - use the CELL plugin which is required to patch PRP
▼ NAC X - Legacy Edition by l00ping - patch available in the files section
▼ Dark Commonwealth: Interface Addon
▼ Extended Dialogue Interface - XDI's DialogueMenu.swf must be loaded after, e.g. override the DC in order to function. All i did was to disable the Charima Pipboy animation. It is also possible to extract the XDI SWF into "Fallout 4\Data\Interface" folder.
▼ Other interface mods
NOTE: ANY other lighting OR weather mod is incompatible, patches are not required, considered, nor supported. There might be exceptions uploaded only to this page.
Technical Issues
- Glowing light bulbs of Construction Lights are impossible to hide and will glow
- Glowing light bulbs of High Tech Ceiling Lights are impossible to hide and will glow
NOTE: DC uses clever techniques to avoid seeing the glow though. If there is glow in the dark, upload an image to this site via the "Add Media" button.
Tutorials
- How to Remove Fog from Interior Cells by Glass1411
- Bethesda Tutorial Lights and FX by ck.uesp.net
- LightingWeathersPostProcessing by Kesta
Credits | Special Thanks | Respect
This mod combines most of my work but would never have happen without the following ...
- Bethesda
- FO4Edit Team, ElminsterAU, for their invaluable tool
- Research on image space, shp, HDR, Bloom, etc: SirGreenThumb
- zlostnypopolnik, everything
- Nexus Community, for help, feedback, bug report, motivation: AlinaFaas, AsaRuth, BenRierimanu, boblimovo38, chrispy1717, Cjo92, drevviken, EdwardStrange, EM117, fadingsignal, FoxiShandris, GrankNutt4, insaneplumber, masterhamper, NeinGaming, PresidentKoopa, PHANTOMHATE, sakura9, Scaphism, Shiny428, the1holy, timeline67, Timmy2ww, Trazibol, willief23, Wyrnox, zed140
- ousnius, for the Material Editor
- Niftools team, for nifskope
- jindrapetrik, for JPEXS
- Raxdiam, for MultiXwm
- Darkfox127, endless informative content
- Kesta for outstanding guides on stepmodifications.org
- Necrocytosis for Tutorial How to use AddonNodes For lights
- Topol774 for Performance optimization guide - mod list and tweaks
- DoubleYouC for Fallout 4 Default Values for All Valid INI Settings
- mm137 for Realistic Death Physics
- atlassys8 for No Sneak Indicator
- KeyC0de for Advanced AI Tweaks
- Goomashroom for How to make a custom UI by editing HUDMenu.swf
- Aizekku for Scarier Geiger Counter Sounds
- cat_woman1989 and RoNin1971 for help with transparent textures
- fadingsignal for the Dufflebag sound fix
FAQ
Q: Where?
A: In the posts section.