Fallout Street Lights glitch in Paradise Falls

Post » Fri Feb 18, 2011 9:04 pm

http://www.fallout3nexus.com/downloads/file.php?id=8069 is causing me a few problems, I've seen the lighting glitch in Paradise Falls mostly, though the trashcan fire in Big Town also has it.

http://img340.imageshack.us/img340/4418/pfallsglitch.jpg

http://img585.imageshack.us/img585/8619/pfallsglitch2.jpg

http://img140.imageshack.us/img140/8054/pfallsglitch3.jpg

The glitch changes depending on the viewing angle, I can walk around the lamp post and the glitch shifts to the opposite side, sometimes it can be corrected by waiting 24 hours and letting the lights reset, though that only appears to fix the lights in the immediate vicinity, walk twenty feet to the next set of streetlights and they're glitching, I remember the Official Fallout 3 Patch making some fixes to the lights in Paradise Falls so I disabled it with no success, I eventually disabled everything but Fallout3.esm and StreetLights.esm but again, no joy.

Heres my load order.

Spoiler

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] StreetLights.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] DCInteriors_ComboEdition.esm
[X] Xepha's Dynamic Weather.esm
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] BSMovieSkip.esp
[X] DarNifiedUIF3.esp
[X] sc_slaves_stick_around.esp
[X] GalaxyNewsRadio100[M].esp
[X] CONELRAD 640-1240.esp
[X] Existence2.0.esp
[X] MoreMapMarkers.esp
[X] Confessor Cromwell has a Break_EV.esp
[X] DCInteriors_DLC_Collectables.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] Burnification.esp
[X] Nova Interaction Revised.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp
[X] No[EMPTY]ContainerMessages.esp
[X] Faster PipBoy Light.esp
[X] Magic Pip-Light (30 Brightness).esp
[X] ReducedUndiscoveredCompass(kalniel).esp
[X] BigTownRobotFix.esp
[X] Xepha's Dynamic Weather - Main.esp
[X] Xepha's Dynamic Weather - Anchorage.esp
[X] Xepha's Dynamic Weather - The Pitt.esp
[X] Xepha's Dynamic Weather - Broken Steel.esp
[X] Xepha's Dynamic Weather - Point Lookout.esp
[X] Xepha's Dynamic Weather - Night Eye Edition.esp
[X] Xepha's Dynamic Weather - Anchorage (NEE).esp
[X] Xepha's Dynamic Weather - Sandstorm.esp
[X] Merged.esp


I seem to be posting on here every few days with my problems :sadvaultboy:
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Sat Feb 19, 2011 12:09 pm

That's a universal flaw, a bug in the engine. It's something that happens in New Vegas as well. I'd say don't worry about it; it's just a graphical annoyance, it won't affect how the environment interacts with you.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Sat Feb 19, 2011 6:38 am

If it's an unfixable problem I can't understand why the author would choose to leave Paradise Falls in such a state when the rest of the wasteland looks so good with lights, the mod is supposed to add to immersion, large sections of unshaded geometry just take you straight out of the game, better to just leave that area unmodded :(
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Sat Feb 19, 2011 9:10 am

I know this is completely unrelated to your problem, but how were you able to have your primary needs display as a bar instead of a percentage?
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Sat Feb 19, 2011 6:42 am

I know this is completely unrelated to your problem, but how were you able to have your primary needs display as a bar instead of a percentage?


No probs, on the http://www.fallout3nexus.com/downloads/file.php?id=2761 downloads page there's a file called DarnUI Support for FWE 6-02, if you've already got the file then you need to start your game, load a save and then press ESC to bring up the main menu, click the DUI button at the bottom of the list, all the options are there :)
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Sat Feb 19, 2011 11:14 am

After checking out a few more locations I can see that this problem is actually all over the place, it's a shame because the mod adds so much atmosphere, I suppose the good far outweighs the bad and I'll adjust to it eventually, crashes are a bigger problem.
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rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm


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