Facial lighting - improved script (updated)

by revAgnusDei·v1.0.2.RC2·Updated 2026-04-13

Smoother facial lighting.

Screenshots 2 screenshots

About this mod Machine translation

Smoother facial lighting.

Original address:

Prefix:

Papyrus Common Library:

Face Light - Fallout 4 Edition:

Updated on April 12th:

Version 1.0.2.RC2

Removed hasSpell() check in RefreshFollower() (its purpose is to smooth light transitions in conversations) as it causes soft locks when called via events (except MCMOptionOnChange()).

Another state machine is introduced in the dialogue section as an alternative to achieving the goal.

Reposted all changes for 1.0.2.RC1.

Version 1.0.2.RC1

Racial restrictions were removed. Check if the actor has a "HEAD" NiNode by using System:NetImmerse.ContainsNode(). This affects NPCs and followers. Further community-wide testing is needed to see if this works well on any custom races.

Status based dialogue light spells take effect. Since getFollowers() will include NPCs "running a package marked to treat actors as player followers", this is unreliable and you may encounter NPCs unable to turn on their lights while in settlements (possibly related to Workshop Framework or Workshop Plus). This also fixes an issue where Light was not updating when recruiting/firing companions.

Improved internal functionality to better match the above changes.

The ESP and ESL version master files have been uploaded. Choose one according to the version you installed.

Chinese address:

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What's this?

Script replacement for Face Light. Based on the Facelight third-person correction - Follower Edition, allowing facial lighting to be applied to players, Followers and NPCs simultaneously during conversations.

Why?

I thought there was no public official doing this, and coincidentally I checked the source script.

What areas have been "improved"?

Added OnMenuOpenClose("WorkshopMenu") event to implement firepower refresh functionality. This resolves an issue where players would lose their face lights after exiting the workshop, and bypasses a compatible workshop framework issue caused by listening to the OnWorkshopMode() event.

By calling the native GetDialogueTarget() function and importing a very simple state machine, this eliminates the very unreliable way of looping nearby actors in the vanilla script via "Game.FindRandomActorFromRef()". This whole conversation part will be much faster.

The internal functionality of the original has been redesigned to make it cleaner, lighter and more efficient. There are also various edge conditions to deal with.

Install

Lighting of the installation department.

Install this and overwrite any conflicting files.

compatibility

Game version: 1.10.163 at the time of testing (i.e. original or pre-NG). I have no version-sensitive code in my script, so I assume it might work on newer versions, but there's no guarantee.

Mid-archive update: If you updated from a previously installed FaceLight archive, you should be fine. If it doesn't trigger, try starting Quest manually with a console command, or turn off the "execute once" flag through xEdit.

Frequently Asked Questions, Known Issues and Potential Improvement Suggestions

As the Facelight third person fix points out, in a cell loading lift, the OnCellLoad() event won't fire because it hasn't been "cell loaded" yet.

Multi-actor dialogue: If I understand correctly, the application of light is only triggered once at the end of the dialogue, which means that if another actor is involved in dialogue in the middle scene, he/she will most likely not turn on his/her own face light.

Custom Races: Since I'm not planning on starting from scratch, and I don't use race mods much, this part will stay as it is. For followers and NPCs, you can only see light in HumanRace and GhoulRace.

Acknowledgments

Falloutkid12, ported from "Skyrim" to FO4

The original version of jarno5 and Realnyn, implemented follower support, I also implemented

(There is also Face Light REDUX or the module of the same name, posted in the SkyrimSE subreddit, which is actually not helpful, just for reference)

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Face Light - Improved Scripts-103352-1-0-2-RC2-1775996720.rar
File size
3.1 KiB
SHA-256
4292666f57a2a1fd8bfe3642d1afd31012f04ceaf70e1e639f0c38a28c39c718
Stored at
2026-10-08 06:08