- Home-
- Fallout New Vegas-
- Mods for Fallout New Vegas-
- ELECTRO-CITY - Lighting the Wasteland

ELECTRO-CITY - Lighting the Wasteland
About This Mod
Hoover Dam engineers are outsourcing electrical and lighting work to help lighten the project.
URWL is compatible with Fellout, Empirical Weather, Lumenarium, and Nevada Skies (compatibility patch available).
We are also happy to accept the endorsements.
Please publish this.
We removed the controversial ELECTRO-CITY headquarters and many other trifles (engineer here, power node here). If you want to check them in, enter ECITYONOFF TO 1 on the console. This is preparation for what I hope to achieve one day, when everyone will not care about this game ;)
The light code has been corrected.
So, what is ELECTRIC CITY?
To compensate for (or even take advantage of) the dark nights of games like URWL, NEVADA SKIES, FELLOUT, and so on, we have added tons of new lights and lighting to the game in non-marketing terms.
ELECTRO-CITY is a bundle with two major mods, several additional mods and compatibility patches for other popular mods, packaged in the 7ZIP archive:
(Main file: the only file needed to increase lighting)
In V9B, this is an ESM file.
This mod is the master file in the package because it contains updated data for completed releases.
ELECTRO-CITY - The next bonus file is not required to increase the number of lights in COMPLETED WORK.
Starting with V9B and beyond, this is an ESM file.
HIGHWAYS and BYWAYS adds more than 100 lights and lighting fixtures along well-traveled roads in the Mojave region.
Since we established the ELECTRO-CITY, there have been requests for street lighting along the main roads. This add-on is also intended for this purpose.
After all, on the highways in the game (and in the desert in real life), there is no street lighting at all.
With the help of ELECTRO-CITY and SOLAR LAMPPOSTS engineers, it is possible to place lights where there is no electricity at all.
The lights themselves have a large range, but less power than wired electric lights.
Place them immediately after FINISHED WORKING ORGANIZATIONS in the DOWNLOAD LINE.
Fashion makes the night even darker; now it's so dark that you're likely to get into shit. It also provides information on how to brighten the outside to compensate for darkness.
I personally like it because it makes you use night vision, cat eyes, etc. more, but it definitely doesn't work for everyone - it works with Vanilla, URWL, Fellout, NEVADA SKIES, LUMENARIUM and many other weather modes, but it works best only for VANILLA.
When using this feature, it is recommended that you set the "lighting distance" as high as possible so that you can see this change from a distance. This feature is now available in FALLOUT NV MOD MANAGER.
EMITTANCE is now IMAGINATOR and ELECTRO-CITY is IMAGINATOR. More features await you.
My goal is not "realism," but "credibility."
My personal view is that, 300 years after the nuclear war, a society accustomed to electric light would naturally want to go back in time.
Even today, in the "real world", there are freon lamps that give more light at lower power of traditional incandescent lamps. Production/stage lighting (HMI, LCD, etc.) can produce as much light as conventional lighting with exponentially less power consumption.
So it is not a mistake to assume that in 300 years a group of engineers will be able to develop a "best light bulb."
Where there is no sensible way to provide wired electricity, there are generators and solar panels. In addition, ELECTRO-CITY engineers do not climb into undesirable or dangerous places.
The placement of light, in my opinion, is "reasonable".
In many cases I have clarified the type of lighting the game developer originally used and increased their number in certain places. In other cases, I have indicated what I consider "reasonable possibilities."
Couriers do their jobs, and the men and women who work for Electrocity do theirs.
My goal is to create a "corporation" that could reasonably exist in the world of Fallout New Vegas. A corporation that exists in the game world, but not a corporation of "gods" and "unexpected" technologies. That would be "history-friendly."
To refute arguments against light in distant places, I have "invented" a new but plausible technology for converting solar energy into light. Or I just increased the number of barrels and torches. The same lights are not visible everywhere, nor are they visible where they are undesirable.
So where are these lights? Now they're everywhere. Instead of posting a list, I just want you to play the game and enjoy the add-ons.
After all, if you disagree with my "vision," either don’t use it or speak up. I will be pleased to hear fruitful counter-arguments.
I hope you like it and I look forward to your comments (and hopefully support).
'My good eye.
This mod is best used with WEATHER MODS, which darken the night compared to VANILLA; it is compatible with VANILLA, but Vanilla is by default so bright at night that you will need sunglasses. Of course, that's my opinion.
Compatible with ELECTRO-CITY:
FALLOUT NEW VEGA Extended Shader.
I have nothing but positive words about this fashion. Now Tapio has made the settings and palette. Take a look.
The5 Battle Assistant
Great thing, especially if you use darker nights than in vanilla.
Compatibility.
Ultra-realistic world lighting (URWL)
Nevada Sky
Fellout New Vegas
and most, if not all, weather patterns.
ELECTRO-CITY - COMPLETED WORKORDERS is compatible with almost all of them and currently has no compatibility issues.
Thank you to SHILOH:DS for allowing you to use COLOURED WORLDMAP.
For more information about LOAD ORDER, see README in the package.
==========================
INSTALL : Install just like other mods.
ESM will reside in DATA.
The ESP you choose will be in DATA.
The TEXTURE folder is also located in DATA.
MESHES/SCOL - in DATA.
INSTALLATION : Delete the ESM, ESP, and TEXTURES folders. Done.
==========================
Work is ongoing.
Comments and suggestions are welcome.
ELECTRO-CITY DARKER NIGHTS currently only configures Imagespacemodifiers marked 'NIGHT'. These ISMs are currently used by almost all weather modders (except NEVADA SKIES, hence the patch) and vanilla.
In fact, ISMs are extremely simplified and in this case additional information about how the game engine handles certain parts of the weather cycle. For this reason, ELECTRO-CITY ISM typically do not interfere with a specific ground-based model scheme.
ELECTRO-CITY DARKER NIGHTS has two changes:
The first is the brightness and contrast of the "night" contour. Simply put, everything is obscured.
The second is to increase the "radiative capacity" of the selected lights.
Therefore, if you install ELECTRO-CITY DARKER NIGHTS, theoretically all the external lights will be bright. I say "theoretically" because you can't see all the lights in the game.
The reason I split the NIGHT DARKENER and INCREASE LIGHT AMOUNT fashions is because not everyone wants to make the night darker like me. Obviously, weather fashions are updated regularly, so it is easier to keep an eye on them when they are separated.
In other words, if you need bright enough new lights throughout Mojave, you can use ELECTRO-CITY COMPLETED WORKORDERS.ESP.
NEVADA SKY presents another "problem" because the powerful YOSSARIAN created its own weather cycle using its own named variables. Therefore, for my mode to affect its mode, the "my" ISM name must enter its mode. So far, the good thing is that it has decided not to use ISM for NIGHT, so I have added a "zero" ISM (which has no effect other than providing the name of the variable) that can be affected by ELECTRO-CITY. Yeah, that's it.
Unfortunately, FALLOUT sometimes annoys me when the light falls on the ground. We tried to minimize this effect and will continue to do so, but this is a problem of specifics of the game engine (see below). Judging from what we found, it's the same in FO3.
With VANILLA's coverage, the game's designers have made NIGHT brighter, making it harder to spot. I ran a little out of fashion so my eyes would light up. Surprisingly, this is present in VANILLA and gets worse when the night gets darker.
This state occurs on the ground plane and rarely on the corresponding "model".
For example, the "runway model" of McCARREN is fine, but potholes that "expose" the ground sometimes expose this problem. This problem is also less common when PIPBOY lights are not used.
Unfortunately, this is "embedded" in the game, and there is little you can do about it, just be careful when placing the lights (and during the game).
We found that changing the LIGHTING settings in the .ini file can fix/minimize this problem. It can also be improved by setting FOMM to LAND QUALITY at maximum (or higher). Also, use a high-performance graphics card.
The picture below shows this problem in an area not affected by ELECTRO-CITY; the top frame does not have MODS, and the bottom frame does not have NSKIES. I also had this problem with all the peep-boats I was able to find on the Nexus, and all the mods that obscure the night.
Notice the "hard line" on the FLOOR TEXTURE right in front of my boyfriend."
If someone has information about this or knows how to "fix" it, I will be glad to hear from you.
Personally, I would rather play with this bug than with VANILLA NIGHTS.
If you find a particular location near EC lanterns where this happens most often, please let us know.
Fashions such as ELECTRO-CITY cover a large portion of MOJAVE Wasteland and may conflict with other Vanilla mods or old bugs. In most cases, these errors and problems manifest themselves more strongly when adding mods to the game, when upgrading from an older version or on an insufficiently powerful machine (sometimes with poor overclocking).
The scale of the game, the large number of variables, and the fact that modding is allowed are likely to have something to do with it.
I don't want to sound like a defender, but to state with confidence that ELECTRO-CITY causes certain bugs is possible only if ELECTRO-CITY is the only mod you use. Otherwise, it is almost certainly vanilla, a download order error, or a problem with other mods. This is how my defensive position ended;)
If you see any problems, please leave a comment.
NOVAC disappears: Sorry, this is a bug in VANILLA. Adding a large number of mods will definitely make things worse, and usually restarting the game will fix the problem. Cleaning up the save also helps.
Lost Companions in FREESIDE, etc: Since I have this bug since day one (especially since ELECTRO-CITY is not a substitute for companions), I am convinced that it is not exclusive to ELECTRO-CITY. However, the easiest way to get your companion back is to quickly move somewhere closer to where you are now standing. Eventually, the companion will come back, but yes, it's unpleasant.
There are many documents on the Internet about this problem VANILLA.
To reset your companion, enter a simple console command:
prid [0].
Go to the player.
REF_ID is the "number" of the companion.
REF_ID can be found on the FALLOUT WIKIA page. Enter the name of the missing companion and REF ID will appear below the table to the right.
CLEAN SAVE: Simply put, this can solve a lot of problems, especially in the middle of the game.
Log in to Inner Space, save, close the game, disable ELECTRO-CITY MOD, restart the game, download a previous save, save again, close, disable ELECTRO-CITY MOD, play.
I don't know why it works, but it works in most cases.
Note that ELECTRO-CITY is usually not the only cause of the error - in 95% of cases, disabling ELECTRO-CITY seems to solve the problem, but the root cause still remains. However, everything that can get you back into the game is already good.
If you have a conflict with a particular fashion, I will gladly try to "tweak" ELECTRO-CITY to make it work properly. Just write me a comment and I'll see what I can do.
===============================
Try my other fashions and you will not interfere with me:
LUMENARIUM - Sunglasses that work and why you need to wear them
Markurios (URWL) and I put this together for you:
ELECTRO CITY: Imaginator.
And what I did with GOPHER:
CINEMATECH - Grain and Film Style
I did it from scratch with GOPHER. Everything is up to date.
Contact me at PM if you have any wishes. Woo.
Similar Mods/Addons
MidWest Power Armor Professional Edition _with visor for PNallArmor, clothingFallout New Vegas
Mid West Power Armor from Fallout Tactics, remade by one professional and two experienced fashion de...001
Archimedes II Euclid 5000 damage/Mod1Mods for Fallout New VegasFallout New Vegas
Archimedes II deals 5,000 laser damage instead of 150 inconclusive damage, but the radius is deliber...101
Kofyn Kalibur - Axe for GirlsallWeaponsFallout New Vegas
If you've seen my last few posts, I must have mentioned a man. In short, he is a very close friend o...100
House of Horrors Spanish Translation/ModWeaponsFallout New Vegas
"Houses of Horror" is a new story set in New Vegas at the east entrance to the Ruins of South Vegas....000
TYPE 4 - Body and Armor/Mod1Armor, clothingFallout New Vegas
It replaces the female body without sutures on the neck and greatly improving the arms and upper bod...2100
Dragged by a random courier/Mod1Armor, clothingFallout New Vegas
Add a few variations of the new suit designed for male or female couriers who are a bit relaxed and...100
Robot collision sounds removed./Mod1Sounds, musicFallout New Vegas
A simple mode that replaces the sounds most commonly heard when the robot encounters the environment...000
Small price to pay for salvation/Mod1WeaponsFallout New Vegas
Stabilizing the Universe should not bring pleasure, but the hat you provided...200
Wandering Remains Power ArmorallArmor, clothingFallout New Vegas
Hello everyone! I'm here to show you some new power armor modifications, this time Niffbash's first...100
Weapons of the new millenniumallWeaponsFallout New Vegas
Millenius weapons can now be used with WAR animations, and Hitman and Asra animations are available...300
Clean Atomic Wrangler Billboard/Mod1Graphics, texturesFallout New Vegas
A cleaned-up pre-war version of the Atom Wrangler billboard..100
Various Securitron updates4.0Mods for Fallout New VegasFallout New Vegas
Some changes and updates in Securitron.Modernization with Mr. House's platinum chip created an army...000
NVRA - FR F21Mods for Fallout New VegasFallout New Vegas
French military sniper rifle- Product description.Add the French military sniper rifle FR-F2 to the...100
Russian Recon Pack - SVU and MP443 modallWeaponsFallout New Vegas
Modifiers add customizable IED Dragunov and MP433 Grach with custom sounds, workbench and integrati...400
Billiard tables and furniture - repair1.0Mods for Fallout New VegasFallout New Vegas
Reconstruction of billiard tables and objects in high resolution + change of network.Billiard tables...100
Courier racing1Mods for Fallout New VegasFallout New Vegas
Ever since I started this game, I've been annoyed that the courier doesn't have a scar, given what h...000
Best Damage Multipliers0GameplayFallout New Vegas
About this fashion This mod has not yet been loaded The damage multi...200
Andis-Sexy Sleepwear1.0Mods for Fallout New VegasFallout New Vegas
Sexy Pajamas for MK3-Babe C-CupThis fashion adds sexy pajamas to the MK3-Babe C-Cup in Fallout New V...000
Bunker style player house Enclave mod v022Mods for Fallout New VegasFallout New Vegas
A new bunker has appeared in Mojave - Enclave Style!Enclave Style Bunker Player Home Mod (ESBPHM):(I...100