I was just doing some testing with this recently as well - and I feel strongly that the 1:1:1 RGB value used by Darker Interiors - is just too dark. Even with various NVG mods, there' just not enough light to amplify. So you're stuck either stumbling around in the dark, or turning on a pipboy light source and losing sneak. Plus you end up with weird things like models that glow brighter then their surroundings.
My recommendations are (assuming that the player has set their monitor gamma correctly, tuned their monitor to represent greys properly, and has set the in-game brightness correctly):
4:4:4 is probably the absolute darkest that you'll ever want to set a cell's ambient light level to. That is nearly pitch black, but gives enough that NVGs are of some use. You definitely need some sort of alternative light source for anything in the 4:4:4 to 8:8:8 range. Past about 6:6:6 and brighter, you'll be barely able to make out detail in the shadows, enough that you'll know something is there. Caves, metro tunnels, any place underground that is not actively inhabited by sentient beings (i.e. humans or non-feral ghouls). Anything under 8:8:8 will still end up showing as pretty much pitch black in video unless you match the color spaces up correctly.
8:8:8 up to 12:12:12 is good for situations where you want dark, but not pitch black. The lower end of the scale definitely makes a light source desireable, but at 12:12:12 you could stumble around without it being completely frustrating. I tend to stick with say 10-12 levels for places that a low-level player might go. With 8-10 used for abandoned above ground locations like houses or factories. If the location is absolutely abandoned, go lower in the range. If there's inhabitants, or it's a small room, or it was recently lived in, or there are lots of light sources around, go for the upper end of the range.
12:12:12 to 24:24:24 is the range that I'd suggest for places like the GNR Lobby, or the Alexandria library, or any place that is inhabited, above ground, with windows or with lots of light sources. At this level, NVGs are definitely optional, but a pipboy light can come in handy for examining something closely. At the upper end of the scale, there's definitely no need for the pipboy light at all.
(I've heavily modified the Darker Interiors mod for my own use with the above settings. I'm happy with it so far, more so then I was previously when it was making heavy use of 1:1:1 in a lot of cells.)
Author of "RIL" here, and this is basically what I've come up with as well and what most of my settings are at for the mod.
You really don't want to set the ambient light at 0 for ANY reason. Fellout was like that for the longest time and it pissed me off, I think he has since figured it out thought and increased it. It causes various issues and honestly just plain looks bad. If you have ever been deep inside a REAL cave and turned out the light, then yes you literally can't see anything and would be the equivalent of 0 ambient light. BUT (this is a big but) if you have any light source you can
barely make stuff out for quite a good distance so that would be about (well anything above 0 actually) 4-8 as said. You also
need ambient light above 0 for NVG to work, again you get just the right level of visibility and murkiness with essentially pitch black areas around 4 - 8 ambient.
I noticed (that post was from months ago, but still) that anacostia crossing screen and that was waaay to bright, he likely didn't have the mod loading next to or very last. The way the mod has to work (if it's going to work there is no other way, and the likelihood of compatibility issues is practically nil) it has to be essentially last, as any mod that adds
anything to any cell will break that cell, unless it already had the correct lighting template, which only like half to two-thirds of them do.
Fake Edit: ^^^ Yep he did. Also thats a really clever idea with the fog settings, I'll probably play around with it in the near future. Kind of modded out at the moment after I just finished my house mod thought
.
Edit:
If i remember correctly Darker Interior Lighting also alters some faction relations. So things at the Citadel may get freaky it you take or move anything. Same with For Independence. I don't know if it alters any other places or not.
If you're talking about my mod, then all I did was add faction ownership to the cell like it should be, for compatibility with UOP. It's the same thing as Craterside Supply (or any other house), everything is owned by Moira, so why should you be able to take it at will. If that makes or breaks a mod for you then :facepalm: