Base building lights not bright anymore?

Post » Fri Nov 27, 2015 6:29 am

Was building base, installed lights, they were nice and bright. Came back and now they're so dim they might as well just be off... Very annoying bug. Anyone have this problem/know how to fix?
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Stace
 
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Post » Fri Nov 27, 2015 10:42 am

The lights aren't great . I still don't know why we can't make giant streetlights....
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Maeva
 
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Post » Fri Nov 27, 2015 1:40 am


That too. But my lights are bugging out. They were super bright for a bit, now they aren't bright at all. So my base is just extremely dim lit at night, kinda grinds my gears lol. Just want them to be bright again!
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Myles
 
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Post » Fri Nov 27, 2015 1:42 am

Try moving them and placing them back and see if that resets them. Personally I wish some of the lights were dimmer. But I am still learning the power system so I am no expert.

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Kahli St Dennis
 
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Post » Thu Nov 26, 2015 10:26 pm

Well, I know in my case they are dimmer but I attirubte that to the 'enhanced night' mod I found on nexus.

There are a couiple of those now, the one I use was the first, I think.

I still use it because I value a darker night as the default game night time sky glow was stupid bright, and same goes for night time ground effects.

Now it is much closer to reality in what one would see in full moon lit conditions and dark enough to be worrysome for anyone wandering around after 9pm.

I just put up with the less efficient base lights.

And yes, the selection of base lighting is sad. The two spot worklights on a stand, those are fraking useless and pointless even in default non mod game.

I find the industrial lamps one can place on posts and what not, far better. Just use enough to light up a nearby area. The hanging bulbs are not too bad

either but one needs a proper ceiling to attatch those to.

I too am amazed there are no street lamps we can build. Seems a obvious inclusion.

Too lazy or did they keep half of what one would want in later DLC they already have planned?

I'm waiting for mod tool kit to arrive for this sort of thing to be fixed right.

Gonna be a long wait. LOL.

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Kaley X
 
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Post » Thu Nov 26, 2015 8:22 pm


Tried that, nothing. Even installed different lights. Some of them show they're on, but produce no radius light. It looks like I have a nexus night mod on with this lack of lighting bug XD and I'm on console..
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Mark Hepworth
 
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Post » Fri Nov 27, 2015 4:43 am

1- lights get 'un-set' if you move a bulb or other fixed light source after establishing your power grid. There may be faster or easier way, but method I use to make sure it resets is:
-Power generator(s) connected to that part of grid off.
-Remove the light source, use build mode Store function to remove from environment

-Remove the one or multiple wires that connect power from your grid to the conduit(s) supplying wireless power to the house affected with this bug (I dont know why but if I leave wire connecting grid power to house conduit, it wont always reset)

-Put lights back in from stored items workbench mode
-power generator back
-reconnect wire(s) from grid power to conduit grid

You should see light sources turn back on as you connect the wire.

Another version of this same issue is that when moving light sources in build mode, sometimes it doesnt get unset. It just makes lightbulb look dim, but a light field is stil emitted. E.g. Room is still lit, but bulb looks dark and light comes from some invisible source. You can verify this because in this case, light is still on, just doesnt look like bulb is emitting. If you turn generator off. Whole room will go dark.

To unset this version, same steps as above, or whatever steps you want to use to ensure all power and connections are re-done. That seems to be the actual cure - mimic the steps as if you are hooking up for first time, and will solve the bug.

2- street lamps
For sanctuary the solution is easy, and i had to restart game anyways so when sanctuary first discovered, dont scrap the existing 'useless' street lamps. They are all perfectly positioned to give entire neighborhood right night time feel of illumination - lit but not super bright, just like real street lamps in non-industrial neighborhoods.

Hang a lightbulb off the centerish part of overhang, it snaps in pretty easy and doesnt look too out of place. Not perfect, but passable.

When creating your settlement power grid, just use large power pylons or switched pylons to string your wire. It is fairly easy to design your grid so that the pylons happen to be placed close enough to the street lamps to wirelessly power the lightbulbs. If you want even more illumination, can attach a side mounted industrial wall light to side of each pylon as well.

I dont use the standing lights, other than super close range the illumination to neighborhood is very weak. The scanning spotlight is awesome but is bugged to stop visible light wheneevr you leave area and come back.

Would very much like actual street lamps and other varaints we can build but for now using existing scrap streetlight frames and sodes of power pylons is only quasi wworkaround.
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Rebecca Clare Smith
 
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Post » Fri Nov 27, 2015 8:44 am


Read my steps above.,if you just move light around or remove and put in new light, it still stays bugged. You need go restablish the same steps of powering grid to light, as if you were putting it in for the very first time to fix either version of bug - loght disabled or light looks off but still emits radius of light
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JD bernal
 
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Post » Thu Nov 26, 2015 10:11 pm

I got rid of everything power/wire/light related, then reinstalled in the order you said, and still the light bulb itself has the texture that it's on, but emit virtually no light :( is there something I didn't do right?
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Horse gal smithe
 
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Post » Fri Nov 27, 2015 4:04 am

Sent a pm suggestion. But it sounds like the issue is bigger than we thought if you can't resolve it by essentially tearing down and re-doing the connections again.

Would make it a bug with workaround, to a bug with broken mechanic. All I can think of for last gasp, final method is literally remove/store every single thing that is power related - all conduits, power pylons near enough to emit power field, and all light sources in that house. The reconnect all from scratch, just like when you built it new - only difference would be instead of using resources to create the item, you're bringing it out of storage.

Which could be the bug, maybe it saves the state of the object but that would seem weird. That's only idea I can think of though if reconnecting steps doesn't work. Fortunately for me (knock on wood), I've been able to work around my light issues so far.

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No Name
 
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