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Showing results for tags 'flashlight'.

  1. What's the issue? Sometimes, especially when swapping between weapons, the default pip-boy flashlight is being replaced with a bright blue-ish flashlight with no custom texture. What might be the cause? The same effect (bright blue-ish flashlight with no texture) is true when I equip the NAC flashlight item. My assumption is that underbarrel flashlight attachments on my weapon mods may call the NAC flashlight instead of the default pip-boy flashlight. The NAC flashlight however appears to be broken, as described above. To investigate the issue I looked up my NAC.esp with FO4Edit and checked the texture parameter. It points to "data\textures\Effects\gobos\FlashlightGobo01.dds" which is the default texture that works flawlessly on the default flashlight. Interestingly, changing the parameters like radius, color, intensity etc. have no effect ingame. I edited the parameters in the .ESP via an override which is placed right at the bottom of my load order. Same result. Other mods that might conflict? Other than NAC X Legacy 1.0.0 I am using Enhanced Lights and FX, Pip-Boy Flashlight - Lamp Overhaul and FPSL with the Pip-Boy Flashlight Patch. Note that some time ago, when I noticed that issue for the first time, I had only NAC X and ELFX installed. Hence, the Pip-Boy Flashlight Overhaul and its FPSL Patch are most likely not the cause for this. It might be some conflict between NAC X and ELFX. But I am not certain if ELFX even affects the pip-boy and weapon mod flashlight in such a way that it might break like described above. Game version: 1.10.984.0 Any idea what is going on here? I really appreciate your support! Kind regards.
  2. I would really love a flashlight to exist, a real one which you hold like one and such, it could be a small melee weapon aswell but mainly handled as an flashlight, this works on weapons normally so why not? :wink: playing a detective in my current playthrough and I find it annoying that when using flashlight mod that I simply stroll with a magic light coming from me, and it kinda bothered me that there are no such a simple thing to be found. Would apprieciate this so much! something like this: https://www.amazon.com/Flashlight-PowerGreen-Rechargeable-Torchlight-Outdoor/dp/B01M09CBEB
  3. Hi, so I'm here to ask about certain things I cant seem to find a good vid or explaination on youtube and might even not know where to search but I am trying to create a lightpoint onto an item , but I cant seem to find where to start, but I have tried to change position through Nifscope before when adjusting certain mods that where off, but there is where my skills end. Anyone who could explain how I make an item have a flashlight point to it that activates light like Pipboy flashlight. Thank you in advance /Noob modder.
  4. When I use my flashlight, everything around me gets super bright - including things that are behind me. It did not used to be this way, but I did not install any mods that would have changed the pip boy. Basically my pip-boy is emitting an extremely bright light all around my character which creates 0 shadows and completely lights up everything. What the heck is going on and how can I fix it? This is awful.
  5. It probably requires some high-level Umbrella programmer skills, but It would be amazing to have (just like the original game) not having weapons appearing on Leambo back. Also, being able to turn Leon flashlight on and off on command would be insane!!! <3<3<3
  6. I want to have creatures behave differently when the player has their light on, but I haven't found a good way to detect the PIP-Boy light state, and my searches in the past have been discouraging. Has this changed since I last looked?
  7. I'd like to be able to add detail to my flashlights instead of just settling for a simple circle.
  8. Hi, i was wondering, if it is possible to change the default Pip Boy flashlight (the one you get by holding the Pip Boy button for a while) into a night vision toggle function? I am using the Pip Pad Mod, so no Pip Boy on my character's arm. Also I am a controller user, so toggling night vision on/off by holding the B-button would save me a hotkey slot. any help is appreciated.
  9. Im currently on a powerarmor playthrough and think that the light on the X01 is very cool. And i like to use the red eyes glowing in combat to show "how badass" i am. But if im not in combat the red light is just annoying. So i wonder if there is a talented modder out there that could make the light go on in fights and turn off after them automatically. Would be cool if you can still use them manualy but thats not necessary, at least for me. Thx in advance
  10. There are mods that change pipboy light to flashlight but none of them affect sneaking like the pipboy light is. Dunno if its only im bothered by this but i think solution is really easy, Just get a really low range pipboy light aditionally to flashlight and enemies at night should see you using light. It would really add to immersion. Hope someone gona do mod like this.
  11. Hey So, I'm playing Fallout 4 with a couple of visually enhancing mods. It's wonderful. Except whenever I need to use the Pib-Boy light. It breaks immersion in third person, so It's pretty much only usable in first-person and even then it is not a great source of light. I particularly like to play in third person and came to wonder, how difficult would it be to make something similar to the spell "candlelight" in Skyrim? But instead of a magic ball of light, I'm imagining a small sci-fi drone (something like the "ghosts" in Destiny) following the player with a directional/useful flashlight. Is there already something out there like this? Am I insane for even suggesting this? Does someone have a better solution? =)
  12. I'd like to see a mod pack combining the following and similar mods: Pip-Boy Flashlight (Pipboy - Power Armor - Lamp Overhaul)Combat Helmet IlluminationLonger Headlamp Light DistancePipBoyShadows As a newb I can't stop feeling anxious about the compatibility with these mods. Also they are all making changes within the player cast light & shadows category so I think it would make sense to combine them into one mod.
  13. I don't like the pip-boy's Fleshlight. So it will be nice if someone with enough experience would make a flashlight to carrying around just like a weapon. The Flashlight should have 3 different brightness levels (light, bright, brightest). I hope someone would have the time to do this.
  14. I don't know if this is even possible without the G.E.C.K... but I would kill to see a mod like that. I've dressed my Sole Survivor up as a true wastelander/dweller, a power ranger, and now I'm going spec ops. A weapon workbench mod to attach a light to ballistic weapons would be church right now!
  15. Hello everyone, Like many of you, I'm enjoying mods such as Darker Nights, Realistic Lights, FogOut and reshades. We all like this darker and immersive atmosphere. :ninja: The problem is, that all this darkness require to often use the flashlight which is extremely bright and instantly brakes the atmosphere! This light makes a pitch black corner of a room look like it's under the sun... What would be great, it's that if this light brightness would be the same as if when you set all the 3 colors to 1/4 or 1/3 of their intensity. (in the Main - Display options where you change yourPipBoy screen colors) This set of colors makes the flashlight intensity just perfect! But in same times makes the PipBoy interface so dark it's almost unusable. :sad: Maybe someone could make a mod or modify one (like Legendary Lamps http://www.nexusmods.com/fallout4/mods/1707/?), so the flashlight become much less brighter without affecting PipBoy screen interface brightness? :pinch: Thanks
  16. The combat helmet has a non-functioning headlamp, but a working one would be a really nice detail to add. The mining helmet has this functionality so it shouldn't be impossible to do.
  17. I just want a mod with a flashlight and pistols like revolvers and stuff
  18. So, I'm trying to detect when player has flashlight on. So far I have tried these things: - Attach script to DefaultPipboyLight Light, Creation kit wiki says they should extend ObjectReference script. I can't get any event, not even oninit to fire from it. Testing on new game so that doesn't work or I'm doing something horribly wrong. - Tried to give player simple perk with 100x damage just to see if I can get any condition to fire when light is on.. According to default object windown in ck, light equip slot is LeftHand, but I tried everything related to equip slot and none reacts to flashlight at all. Also tried everything related to torch and bibed slot etc.. nothing works. - Also tried giving DefaultPipBoyLight keyword and check with conditions wornhaskeyword etc etc, on a new game but nothing works. - I got one condition that kinda works. GetLightLevel. When pipboy flashlight is off, in dark areas lightlevel is like 10-20 and with pipboy light on it's always 75. BUT, this does NOT work for power armor helmet light or mining helm because the light does not hit player :sleep: Also, it can't detect if you are sitting in light turrets light or have pip boy light hitting you. It would be GOOD enough if it worked with other flashlights than pipboy too. I thought this would be simple.. after all you get sound, hud icon and light when you turn that light on. Still I can't find a way to detect it. Any ideas where to look next, I'm running out of ideas? I tried to look F4SE functions too but didn't find anything helpful. This is the script I tried on defaultpipboylight and it even compiles: Scriptname defaultPipboyLightScripttest extends ObjectReference Event OnActivate(ObjectReference akActionRef) Debug.Notification("Light on1") endEvent Event OnEquipped(Actor akActor) Debug.Notification("Light on2") endEvent Event OnOpen(ObjectReference akActionRef) Debug.Notification("Light on3") endEvent Event OnClose(ObjectReference akActionRef) Debug.Notification("Light on4") EndEvent Event OnGrab() Debug.Notification("Light on5") EndEvent Event OnLockStateChanged() Debug.Notification("Light on6") endEvent Event OnRelease() Debug.Notification("Light on7") EndEvent Event OnUnequipped(Actor akActor) Debug.Notification("Light on8") EndEvent Event OnInit() Debug.Notification("Light") RegisterForDetectionLOSGain(Game.GetPlayer(), self) EndEvent Event OnGainLOS(ObjectReference akViewer, ObjectReference akTarget) Debug.Notification("liiiiiiiiiight") EndEvent
  19. Greetings all, recently i made myself some working flashlights for a personal mod i am working on, however i am having trouble getting the light FX to appear when the light is turned on, i have the light FX .Nif assigned to the light in the CK and i looked around in the Ck but didn't see anything that was amiss. I've checked the PA helmets and the light but didn't see anything to indicate a connect point for it or and attach point, I've checked the Omods and found nothing there. Would anyone have any insight as to what i might be overlooking? Any assistance would be appreciated. :smile:
  20. Can somebody make this item? Used as torch. I'd appreciate it greatly
  21. Title says it all. The Pip-boy does a great job at lighting up a room but power armor headlights (miners headlamp as well) and ATOM help you if you made the mistake of adding a color to it are a joke. What I want is a mod that gives as much illumination or better for power armors as your pip-boy (even if you made the mistake like me an added a color lens to it).
  22. So, a couple things about the PipBoyLight. What I'm trying to do is make a very simple version of Metro's lighter out of the standard PipBoy light. Small radius, dim, orangish, essentially this would be your barebones survival light until you can find something like a miner's helmet or other modded flashlight. Changing radius works fine, but as far as I can tell defaultPipBoyLight ignores all other changes. It will not flicker and you can't force a color. I know there are a few modders out there who have messed with this and I'm hoping someone has an idea of what's going on. The other, less important question, is whether it would be possible to tie the PipBoy light to a different on/off sound than regular flashlights, so I can use that 'snick' of a lighter for it. I feel like it should be doable with the appropriate keywords in the right places.
  23. Hi there, i have been playing FNV for quiet a while now and i love the Mods you guys make. just makes the game more realistic and interesting. But there is still one thing i miss in the game. (as the title says) A gun mounted Flashlight, one that you can actually see, being attached to the gun. i have no idea how to make such mods, so maybe there is somebody out there who is able to create such a flashlight. I know, i know, there is already a mod for a flashlight you can mount on your head or belt or hold it in your hand, but i think it would look much cooler if it could be attached to the weapon. i was already thinking about at least two different mountable flashlights. 1.: the simpler one: just take the flashlight from another mod, eg. Flashlight NVSE by vivanto, (http://newvegas.nexusmods.com/mods/39968), and some duct Tape to improvise a flashlight, attached to your gun, that goes where you are aiming. 2.: The tactical: Special forces and Army, but also Police forces, around the world use small flashlights, sometimes combined with a laser sight, that can be attached "professionally" to the weapon and doesn't look like a normal flashlight you just duct-Taped to your gun. one that is attached like a scope or the lasersight or Silencer for the 10mm Pistol. I think you know what i mean. i think it Would be great to have something like this in the Mojave, especially when you have mods installed that make the nights darker and stuff. As i said, i have no idea how to create a mod, so i don't know weather this is possible or not. so,.... opinions please :)
  24. I notice on the even the vanilla model, the combat armor helmets have a flashlight attached, but unlike mining helmets, can't be used as such. I figured, maybe someone with more modding experience could come along and enable such functionality, even add modding for the flashlights like power armor helmets has.
  25. Hey, I was wondering if anyone could fix the flashlight that's on the combat armor helmet. Unlike the mining helmet, this one doesn't shine when you turn on the pitboy light. I find this odd since it's a lot more advanced and would really like to see the flashlight on the helmet then the pitboy one. I request this because i haven't found it anywere else. Thanks and let me know what you think.
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