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Vault-Tec Workshop Overhaul
About This Mod
UPDATE 3.1
Added 90 anchor points. Staircases now support snapping, and each room has snap points around the ceiling for new spot lights. The atrium also has more anchor points for conventional wall lamps.
The ceiling luminescent lamp has been replaced by the omni lamp. Version B retains the spot light, but with a wider arc.
General file cleanup and cleanup (renamed nodes, deleted nodes).
What does this mod do?
Fixes three major lighting problems in the Vault-Tec Workshop DLC: brightness, position of lighting nodes, and an error that made the lights appear to be off. It also adds connection points to the various walls of the Arch, so that players can now place the lights in the right position without exhausting attempts to line up each light, and also solves some minor quality-of-life issues (see features).
Why did you create this mod?
I just wanted to create a vault similar to Vault 81 - no more, no less. Light was the first problem that caught the eye, so I decided to fix it. All the values I used to light in this fashion were taken from the same existing lights that are already in the game. I also adjusted the grid so that the lights really project from the right places.
In short, I created this mod to give myself a light similar to what Vault already has.
Features:
Lights
Fixed an error that made the lights appear to be off.
The lights are now projecting light from the correct source (see screenshots).
The lamps now have the same meanings as in the existing Vaults, such as Vault 81 and the entrance to Vault 88 (see screenshots).
Wall lamps are now tied to the walls of the storage, including illuminated signs, which will now be tied above the doorways (so far 336 points, but the project is ongoing).
Adds a new spinning spotlight.
Power supply
The range of the power cord in the vault has been doubled.
Bridges now transmit energy, as do the rest of the Arch.
Why is this included in the changelog?
I'm not going to settle for just fixing the lanterns. I also want to add some items, objects, lights and rooms that are present in other Vaults, but are currently unavailable to us. I'm working on this right now, but I'd like to share my findings with the community.
Will this fashion have compatibility issues with existing lighting modes?
This mod (as of 13-08-16) changes 10 lamps and 123 walls from the workshop Vault-Tec. If these walls or lamps have been modified by other lighting modes, yes, there will be problems. However, this mod solves three problems that have been solved separately, so you only need this mod. This mod also adds many new meshes, although they are only activated through the mod plugin.
I contacted the fashion designers to maintain compatibility with other mods. If you have compatibility issues, I would like to hear about them in the comments section.
Will this mode cause performance issues?
Most of the lights were replaced with omnidirectional lights and non-shading floodlights. The non-shadow part is important, as the shadow searchlights are hardware intensive and were not used in this fashion. However, these spotlights are brighter, so if used too much they can cause problems, although I have not encountered them myself (on my six-year-old PC).
Additional versions of this mode (B and C) add shadow light and lens glare. They are more demanding on hardware than vanilla lighting. I have added them at the request of users and do not recommend using them on low-end computers.
How to install this mod?
You can use the Mod Manager, which is simple enough, or - if you look like me - extract the files manually; the Meshes folder and the Vault-Tec Workshop Overhaul plugin file are in the Data folder. Then just activate the mod in the game.
I have another question.
Set it in the comments. I'll come to see you a lot. If you have an error that you want to report, please describe it in as much detail as possible.
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