Fallout Street Lights not working?

Post » Thu Aug 04, 2011 3:58 am

Edit: I realized the addon isn't needed any more so I got rid of that, but the original mod still isn't working. I tried disabling everything but the official ESMs and the StreetLights.esm, but that didn't help. I also took a look at the included test cell (coc 0lightingtest) and I can't see any of the lightbeams in the room. I also made sure the quests are running, which they are. I'm obviously doing all of this at night.

I just installed the Fallout Street Lights mod and the Wasteland addon, but I don't see anything different in-game. I'm currently outside of Rivet City, and the readme for the addon mentions the parking lot neaby and the entryway to the city. I don't see any of that. I double-checked that the files are installed properly, I've run BOSS, and I do have archive invalidation working. Can anyone tell me what's wrong?

Spoiler
Active Mod Files:00  Fallout3.esm01  Anchorage.esm02  ThePitt.esm03  StreetLights.esm04  BrokenSteel.esm05  PointLookout.esm06  Zeta.esm07  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]08  EVE.esm09  Mart's Mutant Mod.esm0A  Arwen_Core.esm0B  RH_IRONSIGHTS.esm0C  SimpleNeeds.esm0D  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]0E  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]0F  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]10  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]11  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]12  DarNifiedUIF3.esp13  StreetLights - Wasteland.esp14  CASM.esp15  RH_IronSights_Basic_VanillaPlugin.esp16  RH_IronSights_Basic_AnchoragePlugin.esp17  RH_IronSights_Basic_PittPlugin.esp18  RH_IronSights_Basic_BrokenSteelPlugin.esp19  RH_IronSights_Basic_PointLookoutPlugin.esp1A  RH_IronSights_Basic_ZetaPlugin.esp1B  GalaxyNewsRadio40[M].esp1C  DisplayedAmmoWeight.esp1D  Rivet City Realignment.esp1E  WeightAmmo.esp1F  Refurbishes [ALL].esp20  KarmaRevamp1010.esp21  EVE.esp22  EVE Operation Anchorage.esp23  Mart's Mutant Mod.esp24  Mart's Mutant Mod - DLC Anchorage.esp25  Mart's Mutant Mod - DLC The Pitt.esp26  Mart's Mutant Mod - DLC Broken Steel.esp27  Mart's Mutant Mod - DLC Point Lookout.esp28  Mart's Mutant Mod - DLC Zeta.esp29  Mart's Mutant Mod - Zones Respawn.esp2A  Mart's Mutant Mod - Tougher Traders.esp2B  Mart's Mutant Mod - Natural Selection.esp2C  Mart's Mutant Mod - Master Menu Module.esp2D  Sensible Dismemberment Lite.esp2E  Arwen_Realism_Core.esp2F  Arwen_GOTY_Realism_Core.esp30  Arwen_Hard-Core.esp31  Arwen_GOTY_Hard-Core.esp32  Arwen_EVE_Patch.esp33  Whose been sleeping in my Bed.esp34  SpeechLiteCrimeDLC.esp35  SimpleNeedsAnchorage.esp36  SimpleNeeds - Broken Steel.esp37  SimpleNeeds - The Pitt.esp38  SimpleNeeds - Point Lookout.esp39  Triage.esp3A  SimpleNeeds_DUI_Plugin.esp3B  SimpleNeeds - Mart's Monster Mod.esp3C  SimpleNeeds - No Water Healing.esp

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Lew.p
 
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Post » Wed Aug 03, 2011 9:58 pm

They come on at night, you tried then? Sorry if you have looked at night, but they are times to come on when it gets darker.
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Jamie Moysey
 
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Post » Wed Aug 03, 2011 9:16 pm

They come on at night, you tried then? Sorry if you have looked at night, but they are times to come on when it gets darker.

I tried at night, then I waited 12 hours twice, nothing works.
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Sweets Sweets
 
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Post » Wed Aug 03, 2011 11:07 pm

Didn't even work with official .esms and just StreetLights.esm? Double check the files again, perhaps even drag-and-drop the meshes and texture folders from the archive directly into your Data folder.

Just be sure that bInvalidateOlderFiles is set to 1 and ArchiveInvalidationInvalidated!.bsa is the first .bsa listed under SArchiveList in the Fallout.ini. Also try removing the ArchiveInvalidationInvalidated!.bsa from your Data folder and reactivating Archive Invalidation through FOMM or whatever tool you use again so you know a new .bsa is created.

I also noticed you don't seem to have at least a Merged Patch in your load order. I don't think Street Lights needs one but with the other mods you're running it might be a good idea to create one with FO3Edit.

EDIT: Oh and ditch the Unofficial Patches as well. They've been known to cause problems like consistent CTD's in certain areas and will probably only serve to cause you problems in the long run.
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Jessie Rae Brouillette
 
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Post » Thu Aug 04, 2011 10:58 am

Just verified that replacement meshes are being placed in-game. There's just no light from them. They don't turn on and there aren't any lightbeams.

Didn't even work with official .esms and just StreetLights.esm? Double check the files again, perhaps even drag-and-drop the meshes and texture folders from the archive directly into your Data folder.

Double and triple checked.

Just be sure that bInvalidateOlderFiles is set to 1 and ArchiveInvalidationInvalidated!.bsa is the first .bsa listed under SArchiveList in the Fallout.ini. Also try removing the ArchiveInvalidationInvalidated!.bsa from your Data folder and reactivating Archive Invalidation through FOMM or whatever tool you use again so you know a new .bsa is created.

Checked this too, it was set up properly and reactivating invalidation through FOMM didn't help.

I also noticed you don't seem to have at least a Merged Patch in your load order. I don't think Street Lights needs one but with the other mods you're running it might be a good idea to create one with FO3Edit.

Arwen warns against creating a merged or bashed patch with her mods. I'm pretty confident that everything works together without patching, but it couldn't hurt to try. MasterUpdate, too.

EDIT: Oh and ditch the Unofficial Patches as well. They've been known to cause problems like consistent CTD's in certain areas and will probably only serve to cause you problems in the long run.

You said this in the other thread too, but I've read otherwise. It's supposed to be compatible with all patches after 1.1, and there's a fix for the Rivet City crash if that's what you mean.
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Sarah Unwin
 
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Post » Wed Aug 03, 2011 7:22 pm

Well you can always just BOSS your load order around first, move Arwen's mods out your Data folder, create the Merged Patch and move her mods back to avoid merging them.

About the UFP, I've read (and experienced) the contrary but best not get into a discussion about if using the UFP is a good idea or not :)
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Stephanie Kemp
 
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Post » Thu Aug 04, 2011 12:54 am

Merged patch and master update didn't work, either.
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Roy Harris
 
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Post » Wed Aug 03, 2011 10:45 pm

Hmm, I guess it's time to try adjusting some settings then. Where do you have your LOD setting/object view distance settings at? If they're set very low and you're trying to look at a street light from a distance you won't see it lit and the light beam won't be visble.

Make a backup of you Fallout.ini and try these settings from the Street Light ReadMe:

fLightLODDefaultStartFade=10240.0
fLightLODRange=10240.0
fLightLODMinStartFade=10240.0
fLightLODMaxStartFade=10240.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=10240.0
fSpecularLODRange=10240.0
fSpecularLODMinStartFade=10240.0
fSpecularLODMaxStartFade=10240.0

This would make sure it's not a LOD problem. You might want to have HDR on as well if you're not using it.
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loste juliana
 
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