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There are a bunch of other mods that do the same and hopefully modders will also fix the floating lights and missing snap points over time.
As for the halls, well all the new lights with the DLC suck worse than the vanilla lights. Like you said you cna place one of the vault dlc light sin every freaking square and still not see squat.
Ya when I was working on my 4th and 5th story of the vault I noticed the lights on top of the cave were scrappable. Something you can not tell from the ground, lol.
http://steamcommunity.com/sharedfiles/filedetails/?id=734810806
http://steamcommunity.com/sharedfiles/filedetails/?id=734810822
The Vault 88 lights are all screwed up, we could use double the number of lights that Vault 81 uses and still not get anything nearly as nice. From what I've gathered from reading about power armor headlamps, the position of the light sources aren't something that can be changed in the CK, so we'd need a mesh edit on top of tweaked light values to fix them.
here's some in game screenshots showing the mods effects and there links
Vault-Tec Power Conduits Increased Radius by silant[www.nexusmods.com]
Better Vault Lights by hotrods20[www.nexusmods.com]
http://steamcommunity.com/sharedfiles/filedetails/?id=734816139
http://steamcommunity.com/sharedfiles/filedetails/?id=734816357
http://steamcommunity.com/sharedfiles/filedetails/?id=734816589
http://steamcommunity.com/sharedfiles/filedetails/?id=734816808
That is just wrong on so many levels. If you build a campfire that campfire should have the exact same characteristics on a campfire NPCs have elsewhere. Not only out of fairness to the player but out of simplicity for the game engine. I really do not get wtf Bethesda was thinking, if at all.