This problem is in game. I know about the geck issue and solution. This is the first time I have ever encountered this problem, even though I have made several mods. 3 of my cells---2 sewer complexes and a utility complex---have no problems. I am beginning to think it is a problem somehow inherited from the cells I duplicated. 3 of the cells are from the "kings" building duplication, and 3 cells are from another building I duplicated. All of the lights are not initially disabled. In 2 of the cells, when you first enter them, the lights are fine, but when you leave the cell and then later return, the lights are nolonger working. Thre other cells have a mix of problems like I stated before.
This is not the first time I have had problems from duplicating certain cells in NV. I earlier had a sewer that had an invisible rubberbanding problem that could not be solved. I had to duplicate a different sewer area to cure that issue. All I can say at this point is that modding in NV is extremely frustrating with all the issue I have had/seen/heard of.
:flamethrower: :brokencomputer:
I'm at the office right now and can't look to tell you exactly what & where it is, but I would bet money it's the setting that matches the lighting outside with the lighting inside or vice versa. It's something like “Behave as interior or exterior” I believe. If I could look it up I could tell you exactly where it is, but no GECK at the office. (I have a great boss, but I don't think he'd like me modding on company time, lol!)
Basically, that setting turns off the lights during the day and turns them back on at night.
Also, I agree. Frustrating ain't the half of it, lol. I'm finishing my Bison Steve mod, and I doubt seriously I'll be doing anything else with this GECK, lol. Just ain't worth it.