About this mod
Scriptrunner that scans all cells upon entry and disables any fake lights placed within them. A modders testing resource to improve performance and eliminate ugly overlighting.
- Requirements
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A "lighting overhaul" that disables "fake lights" placed in the world. This simple script runner works by scanning any cell the player enters (interior or exterior) and disabling any lights placed within it, leaving only the cell's natural ambient light and any lights attached to models or effects such as those from mods like Lumen or my own Glowing Ghosts.
This was done in order to eliminate ugly overlighting that can occur when too many lights are present within a scene as well as improve performance for users by reducing the amount of lights active at the same time.
Made primarily as a modder's resource for testing the brightness and radius of attached lights to see how they illuminate vanilla environments without the interference of fake placed lights.
The disable function is savebaked, meaning that any light references that have been disabled by the script will stay disabled in your saved game unless the reference is enabled again later. So use this to test visuals rather than expecting to try it out on a save that you'll want to remove it from later.
Depending on the other visual mods you use, this can make environments look much, much darker.
Screenshots were taken while using New Vegas Reloaded, Atmospheric Lighting Tweaks, Desert Natural Weathers and Lumen (specifically the optional Lumen - NV - LL file).
- xNVSE script extender
- JIP LN NVSE script extender
- xNVSE
- JazzIsParis and LuthienAnarion for JIP LN NVSE