MoonlightNVSE

Thread
MoonlightNVSE
Latest
Feb 27, 2026
Uploaded
Feb 22, 2026
Version
2.0
Total Files Size
204 KB
Unique DLs
0
Total DLs
0
Total Files
1

MoonlightNVSE

204 KB

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What?

In vanilla nights, after the sunset, sun stays at the west, slowly shifting towards the east. Problem? It's constantly emitting light, making it, and shadows, appear from nowhere.


 

MoonlightNVSE resolves this problem!

(shocker)


 

Features:

  1. Moon as the light caster both in FNV and GECK
  2. Light is based on the current phase. Brightest on the full moon, pitch black on none.


 

Fixes:

  1. Fixes sunlight position in GECK
  2. Fixes sky in interiors marked as exteriors is not respecting the North Marker, making sun rise at south etc.


 

Some slider comparison shots at different hours with DN Weathers by Qolore7

  1. 20:00
  2. Midnight
  3. 4:00

Demo of moon phases affecting light strength:


 

Requirements:

  1. xNVSE - I think this one is obvious
  2. lStewieAl's Tweaks and Engine Fixes - includes the sun position fix for FNV which is crucial for this to work


 

For weather mod authors:

Light strength multipliers for moon phases. You can customize them through SetGameSetting, or through the INI. GameSettings do not save to the INI.

  1. fMoonMult4 - Full moon - 1.0
  2. fMoonMult3 - Waning gibbous and Waxing gibbous - 0.9
  3. fMoonMult2 - Third quarter and First quarter - 0.5
  4. fMoonMult1 - Waning crescent and Waxing crescent - 0.33
  5. fMoonMult0 - New moon - 0

Multiplier is applied to the luminosity value of the sunlight color.

You can completely disable this feature through the INI, or usingSetGameSetting "iMoonPhaseBrightness" 0


 

Source:

GitHub


 

Credits:

  1. whole xNVSE server
  2. lStewieAl - for decompiled source code, wouldn't be possible without him
  3. yvile , c6 and Demorome - for helping me with the code
  4. Qolore7 - for nice comparison images
  5. nice try karut , but you are not getting credited (for real though, this mod wouldn't exist without your laziness, lol)

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