Whether it be a fence around an empty lot of a dilapidated city, the bars of a cell or thick vines hanging down in a forest, there or many uses for a wall with obscured vision. And, technically, we have that feature already in windows under lighting. However, as a GM who strives to keep the tone of my games at the forefront of mine and my players minds, I realize that the window icon and menu opens itself up for unnecessary confusion and questions. It breaks the emersion, pulling away from moments where the story should be most prevalent and, instead, turns serious moments into questions like this: "Wait...can I lockpick this entire section of fence?" or "Are there curtains on a window this large?" While I understand that there are ways around this, such as mods, using transparent walls, individually slotting the walls yourself(which sucks, slows the game down and is not something to feel proud about doing(trust me)), or just dealing with the windows and explaining to your players that it's just how the system works, I argue that we could do better. What I purpose should be, I hope, an easy update. Have a walls setting that is like the windows setting. It will slightly obscure vision, allowing for sneaky characters and enemies to utilize their environment better or, perhaps, drive home the feeling of a cell the PCs are trapped in. I understand that this is a small change and that there are mods for this. But, speaking as someone who is in an area with slower internet, mods slow the game down more than features already added to the game. I also believe that I am not the only GM out there that would really like to have slotted walls as a standard feature due to their versatility. So, I purpose to the community and to the dev team to added walls that are slotted like those in the windows as a standard feature for all with dynamic lighting.