A group of Engineers from Hoover Dam subcontract electrical and lighting work, bringing MORE LIGHTS to the MOJAVE.
Compatible with URWL, Fellout, Empirical Weather, Lumenarium, and Nevada Skies (with compatibility patch).
I happily accept endorsements too!
Spread the word!
REMOVES the controversial ELECTRO-CITY HQ, along with several other minor elements (an Engineer here, a power junction there). If you want it back, type SET ECITYONOFF TO 1 in the console. This is in preparation for something I hope to get to before nobody cares about this game anymore ;)
FIXES (hopefully) lighting script that caused flashing for some players.
Now then... what is ELECTRO-CITY?In plain English, what I've done is add a
Tons of new lights and light fixtures in-game In order to (partly) offset — or, as I see it, take advantage of — the darker nights in URWL, NEVADA SKIES, FELLOUT, etc.
ELECTRO-CITY is a package of 2 MAIN MODS, several OPTIONAL MODS, and a few COMPATIBILITY PATCHES for other popular mods, all bundled into one lovely 7ZIP ARCHIVE.
(MAIN FILE : This is the only file you need in order to get more lights.)As of V9B, this is an ESM file.
This mod is the
primary file In the package as it contains updated data on our completed assignments.
You do NOT need to use ANY of the BONUS files below for ELECTRO-CITY - COMPLETED WORK ORDERS to add more lights to the game.
As of V9B, this is an ESM file.
HIGHWAYS and BYWAYS adds 100s of lights and light fixtures along well-traveled roads in the Mojave Region.
Ever since I started ELECTRO-CITY, people have been asking for streetlights on the main roads. This is what makes that happen.
I recognize this isn't for everyone, since highways in-game (and real-life desert roads) don't actually have streetlights...
... as such, it is offered as an OPTIONAL ADD-ON to ELECTRO-CITY - COMPLETED WORK ORDERS.
As far as staying "lore-friendly", by using the ELECTRO-CITY engineers and the SOLAR LAMPPOSTS, I'm able to plausibly add lights to areas with absolutely no electricity.
The lights have a wide radius but lower output than wired electric lights.
Place it directly after COMPLETEDWORKORDERS in your LOAD ORDER.
A mod that makes nights even darker — so dark you'll probably run into stuff. Also includes info on making outdoor lights MUCH brighter to compensate.
I personally enjoy it because it pushes me to rely more on night vision, cat-eye, and similar tools, though it's definitely not for everyone. It's compatible with Vanilla, URWL, Fellout, NEVADA SKIES, LUMENARIUM, and most other weather mods, but it works best with Vanilla.
When using this, I recommend maxing out your "light distance" so you can see these changes from afar. This feature is now available in FALLOUT NV MOD MANAGER.
EMITTANCE is now called IMAGINATOR and has been moved to.
ELECTRO-CITY: IMAGINATOR. Far more functionality awaits!
I'm aiming for "plausible," not necessarily "realistic"... after all, how "realistic" are laser guns, six-foot fire-breathing ants, and Super Mutants?
It's my personal feeling that some 300 years after a nuclear war it would only make sense that a society accustomed to electric lighting would strive to return to - and supersede - the past.
Even today, in real life, CFL bulbs use a fraction of the power of traditional incandescent bulbs while producing even more light. Stage and production lights—like HMIs and LEDs—can generate as much light as conventional lighting with exponentially less electricity.
因此,我认为,在三百年后,一支工程师团队能够成功设计出“更高效的灯泡”,这并不离谱。
And yet, I'm still keeping this whole thing "reasonable".
Where there is no reliable access to wired electricity, generators or solar panels are used. Also, ELECTRO-CITY engineers won't go where they aren't welcome or where it's too risky.
In my opinion, the lights are placed pretty well.
In many cases, I've identified the type of light originally used by the developers and increased their count in certain areas. In others, I've made judgment calls based on what I consider "reasonably likely."
While the Courier is going about their business, the men and women of ELECTRO-CITY are going about theirs.
My goal has been to create a "company" that could plausibly exist within the Fallout New Vegas world. A company whose presence is felt throughout the game-world, but one not built on "gods" or "unlikely" technology. I suppose that's what we all mean by "lore-friendly."
To address the lack of light in remote areas, I've "invented" new—yet plausible—tech that converts solar energy into light. Or, I've just added more burning barrels and torches... it depends on the location. You won't necessarily see the same lights everywhere, and they won't appear where they don't belong.
So where are these lights? Right now, they're pretty much everywhere. Instead of listing them out, I'd rather you just play the game and enjoy all the new additions.
Ultimately, if you disagree with this "vision" of mine, either don't use it or speak up! I'm certainly willing to hear productive counter-arguments 'cause I can't think of everything.
I hope you enjoy, and I look forward to your feedback (and hopefully your endorsements)!
MyGoodEye
This mod works best with weather mods that make nights darker compared to vanilla. It is compatible with vanilla, but by default, vanilla nights are so bright you'd almost need sunglasses. Just my opinion, of course.
ELECTRO-CITY is highly compatible with:
FALLOUT NEW VEGAS ENHANCED SHADERSI cannot say enough positive things about this mod. And now, Tapio has nailed the settings and the palette. Seriously, check it out.
THE 5TH COMBAT ASSISTANT This is awesome! Especially if you're using darker-than-vanilla nights.
Compatible with
ULTRA-REALISTIC WORLD LIGHTING (URWL)NEVADA SKIESFellout New Vegasand most, if not all, weather mods.
ELECTRO-CITY - COMPLETED WORKORDERS is likely compatible with almost everything and currently has no known compatibility issues.
And thanks to SHILOH:DS for allowing the use of his
COLORED WORLDMAP In the graphic above.
LOAD ORDER detailed in README within the package.
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INSTALL: As you would most any other mod.
The ESM goes into DATA.
Your chosen ESPs are stored in DATA.
The TEXTURE folder also goes into DATA.
The MESHES/SCOL go into DATA
UNINSTALL : Remove the ESM(s), ESP(s) and the TEXTURES. Voila.
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ELECTRO-CITY DARKER NIGHTS currently adjusts ONLY Imagespacemodifiers marked "NIGHT". These ISMs are, so far, used by nearly every weather modder (except NEVADA SKIES, hence the patch) AND Vanilla.
An ISM is — in short, horrifically oversimplified and in this case — supplemental information about how the game engine renders a specific part of a weather cycle. This is why ELECTRO-CITY ISMs generally do not interfere with the overall scope of a particular modder's work.
The alteration applied within ELECTRO-CITY DARKER NIGHTS is two-fold:
One adjusts the brightness/contrast of the "night" cycle. In simple terms, it makes everything darker.
And the other effect increases the "emittance" of a selected light or group of lights.
Thus, with ELECTRO-CITY DARKER NIGHTS installed, theoretically EVERY instance of exterior lighting will be brighter... I say theoretically because there's no way I can check every single light in the game... hey, I haven't even finished it yet...
I kept the NIGHT DARKENER and the INCREASED AMOUNTS OF LIGHTS separate because not everyone wants their nights as dark as I do. And, frankly, with the weather mods being updated regularly, it's easier for me to keep pace by keeping them separate.
In other words, if you ONLY want the moderately increased light brightness and the new lights throughout the Mojave, just use ELECTRO-CITY COMPLETED WORKORDERS.ESP... simple.
NEVADA SKIES presents an alternate "issue" in that the mighty YOSSARIAN created his own weather-cycles using his own named-variables. So, in order for my mod to affect his mod, I have to enter "my" ISM names into his. The nice thing thus far is that he chose not to use an ISM for NIGHT so I inserted a "null" ISM (it has no effect except to provide a variable name) which ELECTRO-CITY can then affect. Blah blah blah.
Sadly, there is an occasional bug when light hits the ground in FALLOUT. I've tried to minimize this effect as best I can - and will continue to do so - but this is a problem inherent in the game-engine (as illustrated below). I've done some research and apparently this is also true in FO3... damnit.
With vanilla lighting, the game designers made night so bright that this error is, well, hard to notice. I ran around a bit with no mods and kept a watchful eye. Lo and behold, it exists in vanilla and is made worse by darker nights.
It happens on the ground plane and almost never on anything that is a proper "model."
For example, the runway model in McCARREN looks fine, but the potholes that reveal the ground plane sometimes highlight this issue. It also happens less often when the Pip-Boy light isn't on.
Alas, it's "baked" into the game and there's not much to be done about it past being mindful of it when placing lights (and playing the game).
I've found that you can reduce or fix the issue by adjusting the LIGHTING settings in your INI file(s). Also, setting LAND QUALITY to maximum (or higher in FOMM) helps. Having a powerful video card doesn't hurt either.
The image below shows the issue in an untouched area of ELECTRO-CITY — which is both validating and frustrating (ha!) — with NO MODS AT ALL in the top frame and NSKIES in the bottom frame. I've also encountered the problem with extended pip-boy lights — every one I could find on the Nexus — and any mod that darkens nights in any way.
Please note the 'hard line' on the ground texture just ahead of "my guy."
Now if anyone has information to the contrary or some ideas on how to "fix" it... man, I'd love to be wrong about this.
Personally, I'd rather play with these bugs than VANILLA NIGHTS.
That said, if you find a specific spot where this happens consistently and it's near an EC light, please let me know, and I'll see what I can do about it.
A mod like ELECTRO-CITY spans most of the MOJAVE Wasteland, so it is possible that you may come into conflict with other mods and/or some plain-old-Vanilla bugs. Most times these bugs/issues are noticeable when adding mod(s) mid-game, updating from previous versions or an underpowered machine (sometimes overclocking does bad things too).
I expect it has something to do with the game's vast scope, the massive number of variables, and the fact that we're allowed to mod it.
I'm not trying to get defensive, but the only way to know for sure that ELECTRO-CITY is the direct CAUSE of a specific bug is if it's the only mod you're using. Otherwise, it's almost always a vanilla issue, a load order error, or a conflict with another mod. Defensive stance over ;)
If you're having trouble, feel free to leave a comment—though usually, these are easy enough to fix.
NOVAC DISAPPEARING: Sadly, this is a vanilla bug. It's made much worse by adding lots of mods and is usually fixed by simply restarting the game. I've also found that doing a clean save can help.
MISSING COMPANIONS IN FREESIDE, ETC: I've had this bug since day one, so I'm pretty sure it's not just an ELECTRO-CITY issue (especially since ELECTRO-CITY doesn't affect Companions at all). That said, the easiest way to get them back is to FAST TRAVEL to a spot near where you're standing. Eventually, the companions will reappear, but yeah, it's annoying.
There is much documentation on the 'net about this VANILLA issue... and that's where I got these nuggets of information for you.
To bring your companion back to your location, you can use a simple console command:
prid <ref_id>
Move to Player
REF_ID is the 'number' of the COMPANION.
The REF_ID can be found here.
ON THE FALLOUT WIKIA PAGE . Simply type in the missing companion's name, and the REF ID will appear at the bottom of the chart on the right.
CLEAN SAVE: Simply put, this can often fix many issues, especially if you're mid-game.
Enter an INTERIOR SPACE -> SAVE -> CLOSE THE GAME -> DISABLE ELECTRO-CITY MOD(S) -> REOPEN GAME -> LOAD LAST SAVE -> SAVE AGAIN -> CLOSE -> RENABLE ELECTRO-CITY MOD(S) -> PLAY.
I don’t know why it works, but most of the time, it does.
Please note that ELECTRO-CITY is often not the SOLE cause of the error you're encountering. 95% of the time, it's a combination of issues or mods that triggers the problem. Disabling ELECTRO-CITY might seem to fix it, but the root cause likely remains. Still, whatever works — as long as you can get back to playing!
If you run into a specific conflict with a mod, I’d be happy to try and patch ELECTRO-CITY to make it compatible. Just leave a comment and I’ll see what I can do.
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I wouldn't mind at all if you checked out my other mods:
LUMENARIUM - Sunglasses that Work and Reasons to Wear 'EmMarcurios (URWL) and I put this together for y'all:
ELECTRO-CITY: IMAGINATORAnd here's a little something I put together with GOPHER:
CINEMATECH - Film Grain and Styles
Rebuilt from scratch with GOPHER! Everything is improved!
Any REQUESTS? Hit me via PM! Woo.