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Why Lightbulb is the most powerfull lamp in the workshop?
No other light brights better than lightbulb. Why is that? Doesn't Bethesda know fluorescent are brighter than incadescent type? And why is it so darn difficult to ilumminate Mechanist Lair?
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Mostrando 1-15 de 17 comentarios
Cryptic 12 FEB a las 19:26 
what an odd thing to be upset about.

who cares?

just use those then
Zekiran 12 FEB a las 19:39 
No it's really obvious to me too.

Part of it may be the DIRECTION that the light cone or effect is going, because there are some workshop lights that go the wrong way, illuminating the wall or the ceiling where they should be facing outward or down.

I'd love to be able to properly spotlight and illuminate things in a more controlled manner. But when it comes down to it, the vanilla workshop lights are all utter crap EXCEPT the bare hanging bulb.
Incunabulum 12 FEB a las 21:30 
Publicado originalmente por Lil C-ew C-ew is ☂д☂:
No other light brights better than lightbulb. Why is that? Doesn't Bethesda know fluorescent are brighter than incadescent type? And why is it so darn difficult to ilumminate Mechanist Lair?

Brightness has no correlation to bulb type. Florescent are not brighter than incandescent.

And Bethesda can't balance a game to save their lives. Not even lightbulb brightness.
DouglasGrave 12 FEB a las 21:40 
If they wanted to do it really well, there should be a way to step through a few stages of brightness for each light.

The brightness of bare bulbs (both individual and the string of bulbs) is why I've often used them for lighting. At least when I wasn't using street lamps to double as a light source and power pole.

My entire personal fortress for my main character is lit up with bulb strings:
https://steamcommunity.com/sharedfiles/filedetails/?id=2134892193
Última edición por DouglasGrave; 12 FEB a las 21:41
Zekiran 12 FEB a las 21:45 
If I really want to make a place broad-daylight bright (and sometimes that comes back and bites me with the no-shadow bug), I'll use the street light from Homemaker. So bright. Sooooo bright. I put them in lighthouse tops because they illuminate so well under themselves.
That is because you are building outside. In Mechanist lair seems like the basic lightbulb are strong enough to iluminate that location. However I've started using diferent approaches and desguise the darn lightbulb because they do not fit the theme I was looking for.
The lighting is really crap and nonsensical and it’s one of the main reasons I don’t bother with lighting or with electrical power beyond the basics. It’s a shame and a waste.
The real answer is because level designers don’t need to use lighting objects. They just add light sources directly in the editor. So they never faced this issue. So it never got fixed - if it even ever got noticed by BGS.
Stardustfire 13 FEB a las 10:25 
a much bigger offender are headlights, the bright one is unuseable, as long you dont want to get blind when you look at a wall with that thing. the tactical lamp gives much better visibilty without that drawback.
@Stardustfire:
Headlights do you mean by traffic lights?
Lamps on PA helmets or mining helmets
Ohh....those...hmm...I love them no matter how much it can cause dizziness and temporary blindness. But I think the headlight used in raider outposts are the one he may be talking about because power armor headlights or mining helmets don't seem to be that strong in comparison. But I might be wrong because I'm not using all lightining effects like 'lens of flare' for example.
Última edición por Lil C]-[ew C]-[ew is ☂д☂; 13 FEB a las 16:26
Kalixrii 13 FEB a las 16:20 
Did you know that fluorescent lights give off negative ions? VERY VERY bad for you health.:steamfacepalm:
This is my attempt. I'm trying to turn Mechanist Lair into a Brotherhood of Steel factory.
https://steamcommunity.com/sharedfiles/filedetails/?id=3426919261
Fanciful, but I don't bother with that place. Much the same that I don't futz with Vault 88 soon after the quests are said and done with. A hole in the ground ain't the place to be in.
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Publicado el: 12 FEB a las 18:51
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