ELECTRO-CITY - Relighting the Wasteland
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About This Mod
A group of Engineers from Hoover Dam subcontract electrical and lighting work bringing MORE LIGHTS to the MOJAVE. Compatible with URWL, Fellout, Empirical Weather, Lumenarium and Nevada Skies (with compatibility patch).
I happily accept ENDORSEMENTS as well!
Spread the word!
REMOVES the controversial ELECTRO-CITY HQ as well as a number of other minor things (an Engineer here, a power juncture there). If you want it back, go to the console and type SET ECITYONOFF TO 1. This is in preparation for something I'm hoping to get to sometime before nobody cares about this game anymore ;)
FIXES (hopefully) the light script which seemed to cause flashing for some folks.
Now then... what is ELECTRO-CITY?
In non-marketing-speak, what I've done is add a ton of new lights and light fixtures in-game in order to (in part) compensate for (or, as I see it, capitalize on) the darker nights of URWL, NEVADA SKIES, FELLOUT, etc.
ELECTRO-CITY is a package of 2 MAIN MODS, some OPTIONAL MODS and some COMPATIBILITY PATCHES for other popular mods all bundled up into one lovely 7ZIP ARCHIVE:
(MAIN FILE : This is the only file you need in order to get more lights.) As of V9B, this is an ESM file.
This mod is the primary file in the package as it contains the updated data on our completed assignments.
You do NOT need to use ANY of the BONUS files below in order for ELECTRO-CITY - COMPLETEDWORKORDERS to add more lights to the game.
As of V9B, this is an ESM file.
HIGHWAYS and BYWAYS adds 100s of lights and light fixtures along well-traveled roads in the Mojave Region.
Since starting ELECTRO-CITY, I have gotten requests for streetlights along the major roads. That's what this does.
I accept that this won't be for everyone because, in fact, highways in-game (and in real-life out in the desert) do NOT have streetlights...
... as such, it is offered as an OPTIONAL ADD-ON to ELECTRO-CITY - COMPLETEDWORKORDERS.
As far as staying "lore-friendly", by using the ELECTRO-CITY engineers and the SOLAR LAMPPOSTS, I'm able to plausibly add lights to areas with absolutely no electricity.
The lights themselves are high radius, but lower output than the wired-electric lights.
Place it directly after COMPLETEDWORKORDERS in your LOAD-ORDER.
A mod for darkening nights further - so dark now that you'll probably bump into sht. This also contains information for making exterior lights MUCH BRIGHTER in order to compensate for the darkness.
I like it personally because it forces me to make more use of night-vision, cat-eye and the like, but it's certainly not for everyone. It will work with Vanilla, URWL, Fellout, NEVADA SKIES, LUMENARIUM and most other weather mods, but is simply best suited to VANILLA.
When using this, I recommend bumping up your "light distance" as high as you can so you can see these changes from a distance. This function is available now in FALLOUT NV MOD MANAGER.
EMITTANCE is now called IMAGINATOR and has been moved to http://newvegasnexus.com/downloads/file.php?id=39619" rel="nofollow noopener" target="_blank">ELECTRO-CITY : IMAGINATOR. Far more functionality awaits!
I'm aiming for "plausible", not necessarily "realistic"... after all, how "realistic" are laser-guns, 6 foot fire-breathing ants and Super Mutants?
It's my personal feeling that some 300 years after a nuclear war it would only make sense that a society accustomed to electric lighting would strive to return to - and supersede - the past.
Even today, in "real-life", we have CFC light bulbs that require a fraction of the power of traditional incandescent bulbs to generate even more light. Production/stage lights (HMIs, LCDs and the like) can generate as much light as traditional lighting with an exponentially smaller electric draw.
As such, I don't think it's out of line to consider that a team of engineers, 300 years in the future, would succeed in designing a "better bulb".
And yet, I'm still keeping this whole thing "reasonable". Where there is no plausible way to get wired-electricity, there are generators or solar panels. Additionally, ELECTRO-CITY Engineers won't go where they're not welcome or at risk.
Placement of the lights is, in my opinion, "reasonable".
In many cases I've determined what type of light was initially used by the game-developers and increased their number in specific areas. In other cases, I've made a judgment call about what I think of as "reasonably likely".
While the Courier is going about his or her business, the men and women of ELECTRO-CITY are going about theirs.
My goal has been to create a "company" that could plausibly exist within the Fallout New Vegas world. A company whose presence is felt throughout the game-world but a company not made up of "gods" or "unlikely" tech. I guess that's what we all mean by "lore-friendly".
In order to counter arguments against light in far-away places, I've "invented" new - but plausible - tech that converts Solar Energy into light. Or, I've simply added more burn-barrels and torches... it all depends on the location. You won't necessarily see the same lights in every place and you won't see them where they don't belong.
So where are these lights? Right now, they're just about everywhere. Rather than post a list, I hope you'll simply play the game and enjoy the additions.
Ultimately, if you disagree with this "vision" of mine, either don't use it or speak up! I'm certainly willing to hear productive counter-arguments 'cause I can't think of everything.
I hope you enjoy and I look forward to your comments (and hopefully your endorsements)!
- MyGoodEye
This mod is best suited to use with WEATHER MODS that darken the nights by comparison to VANILLA. It is compatible with VANILLA but by default Vanilla is so bright at night you almost need sunglasses. That's just my opinion of course.
ELECTRO-CITY works really well with:
http://newvegasnexus.com/downloads/file.php?id=34868" rel="nofollow noopener" target="_blank">FALLOUT NEW VEGAS ENHANCED SHADERS I cannot say enough positive sht about this mod. And now, Tapio has nailed the settings and the palette. Really, check it out
http://newvegasnexus.com/downloads/file.php?id=37502" rel="nofollow noopener" target="_blank">THE5 COMBAT ASSISTANT This is awesome! Especially if you're using darker-than-vanilla nights.
Compatible with http://newvegasnexus.com/downloads/file.php?id=39713" rel="nofollow noopener" target="_blank">ULTRA-REALISTIC WORLD LIGHTING (URWL) http://newvegasnexus.com/downloads/file.php?id=35998" rel="nofollow noopener" target="_blank">NEVADA SKIES http://newvegasnexus.com/downloads/file.php?id=34888" rel="nofollow noopener" target="_blank">Fellout New Vegas and most, if not all, weather mods.
ELECTRO-CITY - COMPLETED WORKORDERS will most likely work with nearly everything and has no known compatibility issues at this time.
And thanks to SHILOH:DS for allowing the
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Mod Details
- Game
- Fallout: New Vegas
- Author
- MyGoodEye
- Version
- v12A
- Downloads
- 1,277,962
- Endorsements
- 44,096
- Category
- Gameplay Effects and Changes
- Last Updated
- 9/4/2011
How to Install FNV Mods
Use Vortex or MO2. NVSE + 4GB Patcher required.
Visit the Nexus Mods page for specific installation instructions for this mod.
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FAQ
Is ELECTRO-CITY - Relighting the Wasteland safe to download?
Linked from Nexus Mods which scans all files for viruses. Always download from the official source.
Does this mod work with the latest game update?
Last updated 9/4/2011. Check the official download page for version compatibility.
Where can I learn more about FNV modding?
Check our complete FNV modding tools guide for step-by-step setup instructions.



