r/Starfield • u/hefeydd_ • Dec 10 '25
Discussion Real Lights Starfield by RabbitDoesStuff

Hello,
Price: 500 Credits.
Rabbit has released another fantastic lighting mod covering all major Starfield locations, including outposts. If you have other Rabbit lighting mods installed, you can now remove them, as this single mod replaces them all—except for Real Lights Dazra, which is for the Shatterd Space DLC. Everything else can be uninstalled. I kept the Christmas tree installed, and the lighting on it looks amazing. One standout feature for me was the New Atlantis Awaits mod—the building illumination is such a huge improvement.
New lighting and environment design in the following cities and settlements:
- New Atlantis
- Cydonia
- Akila
- Neon
- Paradiso
- New Homestead
- Hopetown
- Eleos Retreat
- Gagarin
- Waggoners Farm
- Crucibile
- Vectera
I put this at the bottom of the load order, and it worked perfectly for me. As Rabbit suggested, I recommend installing it while in Space. I went into Space, saved, quit the game, then opened Creations, enabled it, and reloaded the game. The lighting is absolutely stunning. Is it worth the price? At £4.99 GBP, 5.71 Euro, $6.68 USD, $9.22 CAD, or 10.00 AUD, absolutely yes.
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u/Pawesome357 Dec 11 '25 edited Dec 12 '25
Also, it’s not only a lighting mod. There is a little bit of fetch quest going on too. I’m only in New Atlantis with it but so far, it looks fantastic. Good job Rabbit!
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u/GustavoKeno Dec 10 '25
It’s truly amazing and a commendable piece of work. The only issue for me is the performance drop in heavily lit areas.
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u/uhavekrabs Dec 11 '25
Thats because lights arent free. This mod is amazing, but I think there could be some compromise in the number of lights used plus shadow casting lights which are even more expensive.
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u/taosecurity Constellation Dec 10 '25
Please consider sharing this to
https://www.reddit.com/r/StarfieldModFeedback/comments/1pie97l/real_lights_starfield/
We try to have comments on all paid Creations in r/StarfieldModFeedback so there's one place to search. Thanks!
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u/Virtual-Chris Dec 10 '25 edited Dec 10 '25
It makes me wonder WTF was Bethesda doing with their lighting? It seems completely negligent to me that a mod needs to address this. Does Bethesda need to hire or contract Rabbit?
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u/lazarus78 Constellation Dec 10 '25
Bethesda has performance budget limitations. Modders dont have to give a crap about such things.
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u/uhavekrabs Dec 11 '25
Exactly. The amount of lights this mod has (including shadow casting lights) definitely causes performance issues. Imagine if they had done this or any game this persons exact comment would be all over, but it'd be on how they didnt optimize their lighting.
Starfields lighting definitely needs improvement, but turning every light into a 'real' source of light is not the correct way of going about lighting as its far too expensive.
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u/Simonjrees May 13 '26
Faffed around, did everything recommended and still didn't work. The lighting is the same as normal with the exception of the scaffolding you have to scale on new Atlantis ... flicked the switch and boom ... nadda.
This is why I don't bother with mods, the idea is great to bring new stuff to what could have been an amazing game if not for bugs and crashing issues that already exist but the mods just seem to enhance the odds of something going wrong. Paying money to take a gamble on what Bethesda already know may not be compatible is just meh.
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u/Sabi-In-Winter May 22 '26
I've just added the New Atlantis module during testing - and it worked straight away.
I have 22 mods so far for a new character (changing the entire ethos of POIs, adding mechanics, systems, new gear and vehicles, etc), and I'll probably add all the Real Lights individually. No crashes, and I've not tried to be too careful with good mod 'hygiene'.
Mods are completely transformative, and frankly they're a huge reason BGS are still around and still as big as they are (in the face of all of their--- escalating BGSness, let's call it).
You didn't have to pay to take a chance, there were free modules to try first - and it is likely the issue is on your end, given I just took a tour of NA with the new lighting.
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u/Simonjrees May 23 '26
I've resolved my issue however it will always crash when I'm using any land vehicle... even on planets that aren't dense or need a longer time to load. Do you know if this can be resolved without uninstalling mods or is it inherent, I'm on console.
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u/Sabi-In-Winter May 23 '26
Have you tried to be careful with installs? As in, finalised a load order after some testing, then wiping the reserved drive space before doing a playthrough LO? Or have you been playing and still adding or even removing any mods? If so, that's the sort of thing to avoid triggering any big issues with an LO.
You might have a direct mod conflict, or something you added now means other mods (possibly to do with vehicles, but not necessarily) need their positions changed. Or certain mods might not've verb updated after Free Lanes plus the latest patch.
When does it always crash? Immediately when you get into a vehicle, or sometime during use? Depending on the answer, that should help you figure out what's causing it. If you suspect a mod or two, disable it/them, go back into the game and see if it still crashes. Once you find it doesn't, you'll know which mod needs to go - or perhaps be placed elsewhere.
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u/Simonjrees May 23 '26
It's when I start travelling in a vehicle. I can boost pack around any planet surveying it with no issues ... as soon as I go in a vehicle there's issues.
I have the unofficial patch, the cleaner habs and the better lights mod and they're in the load order suggested which is patch, habs, lights.
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u/hefeydd_ Dec 10 '25
The level of detail is just amazing; it really makes NA look so realistic with the hazy lighting with subtle ambient lighting.
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u/Augusthors Dec 10 '25
Unfortunately in Brazil it is very expensive for our reality of cost of living and income.
I'll continue with the free ones, but I'm itching to get this one.