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The interior has been improved - darker ambient lighting and fog lights

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Mod version:2.0
Game version:all
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About This Mod

This mod changes all cell lighting patterns and data to make ambient light and fog brightness within all interiors 60% darker, without affecting any directional light sources, keeping lighting 100% truthful, except for dark corners and unlit areas. The subway is really dark and scary! This is what I did for myself and use, but decided to share. This really allows directional light sources (such as lamps) to shine (literally!).


This is NOT a post-processing filter, nor is it a contrast adjustment or other workaround that affects the overall brightness level of the screen as you may have experienced. Each interior cell in the game (282 total) was changed to reduce ambient lighting by 60%, but all placed fixtures such as candles, lights, light bulbs, etc. remained 100% intact. Some ordinary interiors will even seem the same, because they are really well lit by direct light sources. This is the goal, it is for those unlit places and dark corners.


If you are familiar with the Enhanced Lights and FX Enhancer options for Skyrim, then this is the same approach.


As a result, the light seems much more realistic, and if you remove some of the scattered light that Bethesda likes to fill the interiors, the direct lighting gets a chance to shine on its own (without pun), and everything gets a little more color and looks much more saturated. Opinions can be different, and I will survive :)


With regard to fog, this mode does not remove fog and "push" it away, as some fashion, it just reduces the amount of light that affects fog. That is, the fog is still there, just it is 60% darker to match the decrease in external lighting.


This may not suit everyone - and it's beautiful! - I play on a very bright HDTV and did it for myself and it adds so much that I regret not doing it before the first passing of the game.


WILL THERE BE COMPATIBILITY ISSUES WITH OTHER INTERNAL CELL MODES?


The PRP has a patch for this mod, built into FOMOD 👍.


Problems such as cell dumping errors persisted only in the outer world locations, i.e. in settlements, and are not a problem for interiors. However, a couple of months ago, a problem was discovered related to the way the Fallout 4 engine uses precombination grids and pre-species calculations. They are generated in the CK to improve performance, and this data is squeezed into the main cell record. This means that if two modes edit the same cell, the data may be overwritten and out of sync, sometimes causing objects or parts of walls to flicker or disappear. It was not a problem before, but now, when more and more mods for interior remodeling appear, you need to know about it. This is not always the case, but if a mod makes a significant change (e.g. Better Third Rail), it can happen.


ALL RIGHT, THAT'S COOL, BUT HOW DO I GET AROUND IT IF THAT HAPPENS?


This rarely happens, but the easiest way is simply to place the interior mod that experiences this problem below the Interiors Enhanced section. For example, Elianora's Prydwen Quaters. You'll lose my lighting changes for this cell if you don't open the mod in FO4Edit and drag my lighting data into this mod, but it's better than the vanishing wall! Keep in mind, if you see such, it may not be the fault of this fashion. Some mods that make something simple, such as putting a bottle of Nuka-Cola on the countertop, can cause the same problem, so make sure you carefully check which mods conflict, otherwise you'll go crazy juggling the loading order. Do not hesitate to write in comments, asking for concrete help with certain mods. Your immersion into the higher darkness is very important to me :D


HOW DOES THIS COMPARE with OTHER MODES, for example, FR4NSSON's LIGHT TWEAKS?

(i mention this mod only because it has been asked many times!)


This is a bit difficult to explain: Other modes currently do not edit actual light output data, but instead edit so-called "image spaces", which are post-processing filters applied to the entire image/screen and control certain aspects such as color, contrast, etc. This may affect the overall image. What Fr4nsson's Light Tweaks does for "ambient light" obscures the values of external sunlight (which you usually see from a window, for example), which can sometimes seep through the grid in underground areas where it may be pointless. It also reduces the overall brightness and chromaticity of direct light.


Interiors Enhanced, on the other hand, edits the actual output of the ambient light, and thus nothing else in the scene is affected. Personally, I wanted to edit the light source rather than filter it so that the normal light in the game (and ENBs/ReShades/etc) looked the same.


If desired, you can use them together! Although it will be very dark! After all, use what you like best! Light Tweaks does not affect any cells, so if you are not satisfied with what makes this mod, then it is a good option, although the effect will not be the same.


INSTALLATION

Simply place the ESP in the data folder manually or through the NMM and activate it. Other mods that place objects in cells or otherwise edit them will overwrite my lighting changes (nothing to do, it's all recorded), unless my mod is placed AFTER (below) it in the order it loads. However, please note that there is a well-documented problem with how new cells are structured in the engine, so when changes are made to the vanilla cell, such as Elianora's stunning Railroad HQ reconstruction, the combined grid records and "pre-vis" can conflict and cause strange things, such as the disappearance of floors/walls.


There is no easy way to "fix" each case, but all you have to do is put these specific mods AFTER Interiors Enhanced and they will load normally (but lose the ambient light changes in this particular cell at the moment). If you really want to get the best of both worlds, take the FO4Edit and you can just drag my lighting changes into the cell record to those mods that are loaded below to make everything work perfectly. I just can't patch for every mod that makes changes to certain cells.


DLC BOOT ORDER INFORMATION


If you're not using all-in-one, make sure add-ons are downloaded in the same order as the DLC in the main Fallout4.esm file. For example:


- InteriorsEnhanced.esp

- InteriorsEnhanced-Automatron.esp

- InteriorsEnhanced-FarHarbor.esp

- InteriorsEnhanced-VaultTec.esp

- InteriorsEnhanced-NukaWorld.esp


DESTROY

You can delete it at any time because it's just a color change.


COMPATIBILITY

Incompatible with other mods that do the same, of course. Fashions that change cells will conflict, although, as far as I know, there are no such modes yet.


You can use it with Fr4nsson's Light Tweaks, but the interiors will become absurdly dark as they will effectively overlap. (I mean, I darken the source, it darkens the whole picture even more, so it's omg-mega dark.)


This game was developed as a companion to Darker Nights, and is fully compatible with it (in fact, Darker Nights is highly recommended).

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Game Version *

all (Interiors Enhanced 2.0 - ALL IN ONE-8768-2-0.rar)