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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Settlements & Workshops
Assigned To: Sclerocephalus
Platform: Windows PC
Severity: Medium
Votes: 0
Watching: N/A
Opened By Crimsomrider on Apr 10, 2017 11:46 am
Last Edited By Sclerocephalus on Oct 20, 2017 12:53 pm
Closed By Arthmoor on Oct 21, 2017 3:03 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.2.

Issue #22316: Oil Lamp Post - Not casting light when fast-travelling to a settlement

This might be the same issue that is hounding the Turret Spotlights.

**The issue is that the Oil Lamp Posts (found under DECORATIONS > MISC) stop casting light if the player fast-travels to a settlement.**

The only solution that makes them light up the environment properly after fast-travel is to either pick them up manually one by one or reload the game. There is no permanent way to fix this by hand as it happens often, same way it happens to spotlight turrets.

       

Comments

3 comment(s) [Closed]
Sclerocephalus said:
The spotlights and turrets issue is different (spotlights and turrets are actors!), and so is the fix for that issue (by a modification to WorkshopObjectScript; misc objects such as the lamp posts are not running that script).

       
Comment #1 Apr 10, 2017 12:12 pm  Edited by on Apr 10, 2017 12:12 pm
Sclerocephalus said:
This object does not run any scripts, not even a WorkshopObjectScript (not a surprise actually, since an oil lamp doesn't need any power). Which means that this is an engine issue.

Nonetheless, one could still try to fix this by adding a small script that sets the destroyed flag on load and then clears it again. This would probably force the engine to have a look at it and to react.

       
Comment #2 Apr 18, 2017 5:42 pm  Edited by on Apr 18, 2017 5:42 pm
Arthmoor said:
Per submitted fix:

Added a small script (UFO4P_WorkshopOilLampPostScript) to the oil lamp posts to destroy them and subsequently repair them on load. This forces the engine to 'have a look' at the reference, and when it does, it also enables the missing light. Works for me but I cannot promise that it will always work or for any number of affected objects. Anyway, this is all we can do to fix it.

       
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