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Old Post "Light of God" feature:

I think they're trying to track down the problem with having your pip boy light on (and other vision effects) in WS mode, which might make this moot depending on what vision modes you use and how bright you got your pip boy light with the mod:

https://www.nexusmods.com/fallout4/mods/10840

The only issue I'd have with your idea is it would be kind of obnoxious in daytime.
 
A nice idea, I like it.

I think they're trying to track down the problem with having your pip boy light on (and other vision effects) in WS mode
I suspect it might not be possible to trigger pip boy light on, unless it uses a method of kicking out of WS mode activating it then re-entering it like how auto save works. I feel it might be more likely that they might dynamically spawn a light that follows you around. Or an invisible NPC if that is what would be needed. Imagine a super Glowing One following you everywhere!

The only issue I'd have with your idea is it would be kind of obnoxious in daytime.
Most likely there would be conditionals built into the code that would take into account Time of Day & Weather to determine if the light level without the effect is sufficient. It was quite annoying when forgetting to use the timescale features(Now with Workshop Plus that is solved by the option for auto timescale freeze upon entering WS mode) and night falls. This would be how a Night Light setting would function, alternatively there might be a Light Off & Light On setting where we specify which hour it'll come on. Maybe even a forced clear weather or forced game hour like make it instantly noon with sunny weather would be possible, though I am honestly unsure if those are generally safe things to do all the time. In game, using commands like SetGameHour or Set Timescale or SetGameTimeMult can cause problems with scripts I think since the timings assume default timescale & normal game speed. But I think through other ways it can potentially be safe since:
  • I'm sure Kinggath found a way to ensure that the Timescale setting could be used via script in a way that will not cause potential problems for quests/other scripts.
  • Regarding slowed time, Jet can be used without causing problems and can last a fairly long time with all perks like I think over 1 minute of slowed time, possibly 20% or 30% game speed and it doesn't appear to cause lingering any problems with quests/scripts. It probably pauses time tracking or else may calculate where it should be based on the Jet's effect(which scales with Chemist/magazine IIRC) and corrects the time tracking after Jet's effect ends.
  • Regarding weather changes - Natural & Atmospheric Commonwealth has new weather and stuff, you can use NAC Holotape to instantly change the weather or select random one & I haven't seemed to have experienced any issues from it.
And while it may be obnoxious perhaps to have a very bright light while in the daytime it is still useful for instance in cases like you've got a City Plan you're working on and want to check through if there are any gaps or clipping. Having a "TLB" like Oblivion's console command that basically did exactly what Rylasasin's idea was, it made very bright ambient light & IIRC turned off shadows. They left it in as a performance thing but I am pretty sure it was used by the developers for the purpose of checking for mistakes in the game world like gaps/clipping(In an interior, gaps can potentially mean the player can fall through them). On Xbox One if they fell through a gap somewhere they can potentially be stuck if the objects are not selectable without Extra Object Selection from Place Everywhere which they don't have & they can't use the console for TCL/Disable so they would have to reload an earlier save, if it's Survival Mode they could lose hours of gameplay.

Essentially, a toggleable feature that turns on a very bright and wide light (like your pipboy light but 20x more power) when you are in workshop mode. This light is not affected by shadows (if that's possible).
I'd like this a lot if it were possible to be done via either a hotkey like maybe Shift Tab or something, or as a configuration option.
 
I think this would be very useful too. The game's "wait" option is pretty slow and annoying. Maybe it has to be for reasons, I don't really know. But not only would it be a benefit for building during the night but internal settlements can be pretty dark too. I would definitely prefer day/night and weather controls if it is possible to do without affecting game time or quests, and were reset to normal after exiting the workshop.
 
Simple solution. Make it day and clear weather.
bat cw
:beach
One thing I am kinda curious about this is, does changing time of day or timescale via command cause script problems? If yes it might be a good candidate for WS+ since script method can avoid the problems, it might also be placebo effect but WS+ stopping time passage doesn't appear to cause issues with scripts even after a fair amount of time.

It was a long time ago and could have been for other reasons but I had it happen where sim settlements and others involving scripts stopped functioning properly after I'd been using set gamehour, set timescale and SetGameTimeMult all the time. Plots had stopped building or upgrading, nothing would happen also uf I changed build plan. I was annoyed about night when building in my custom location so had timescale 0, SGTM at a high number to move faster, etc.
 
An alternative that might work: Instead of a light, the player gains a nighteye effect that activates when in dark areas, similar to the "night person" perk.
 
An alternative that might work: Instead of a light, the player gains a nighteye effect that activates when in dark areas, similar to the "night person" perk.
I agree with that, if there is a way to avoid the bugginess with the nighteye effect. I stopped taking night person because it can get stuck permanently on & looks really ugly in the daytime. Would be a good MCM toggle option
 
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