File information

Last updated

Original upload

Created by

VAXIS

Uploaded by

VAXIStaa

Virus scan

Safe to use

Tags for this mod

53 comments

  1. SuspiciousACE
    SuspiciousACE
    • member
    • 0 kudos
    It seems that the mod stopped working after the update.
    1. zzpx885
      zzpx885
      • member
      • 1 kudos
      +1
    2. zzpx885
      zzpx885
      • member
      • 1 kudos
      I fixed it myself

      just open mod.manifest and changed the version to <kcd_version>1.2.2</kcd_version>
    3. SuspiciousACE
      SuspiciousACE
      • member
      • 0 kudos
      I fixed it myself too, but instead of 1.2.2, I changed it to 1.*
    4. Caedwyn
      Caedwyn
      • member
      • 3 kudos
      oh thank you so much for saying it here so others like me can replicate it
  2. Doomchild9000
    Doomchild9000
    • supporter
    • 0 kudos
    Is there a way to make henry's torch cast a shadow of himself and his horse?

    its somehow canceld out outside of the firstperson field of view.
    you can see this in fotomod or with a third person view mod.
  3. shagwan
    shagwan
    • member
    • 1 kudos
    If anyone manages to get a merge with disable rim lighting working hit me up in private! Would be real appreciated.
    1. PunishedNimbo
      PunishedNimbo
      • member
      • 4 kudos
      +1
    2. Revanoth
      Revanoth
      • supporter
      • 3 kudos
      I'll +1 this as well, would be fantastic!
  4. LimaParamount
    LimaParamount
    • supporter
    • 0 kudos
    Can't find a user.cfg file, do you mean system.cfg?
    1. Obscene911
      Obscene911
      • member
      • 55 kudos
      No, create a user.cfg file and copy the contents into it. You can also use AutoCfg to execute the config file when you load your save. 
  5. redemptionpay
    redemptionpay
    • member
    • 0 kudos
    at night the sky is daylight. no stars. is it related to this mode?

    1. redemptionpay
      redemptionpay
      • member
      • 0 kudos
      e_SunAngleSnapSec causes this error. vanilla fixed it
  6. ThisIsKetts
    ThisIsKetts
    • supporter
    • 0 kudos
    By user.cfg do you mean system.cfg ? I dont have a user.cfg but a system.cfg so just trying to double check before i make changes to it
    1. CloveMustBe
      CloveMustBe
      • supporter
      • 0 kudos
      you can create one and execute it with this command when the game starts, "exec user.cfg". Alternatively, with this mod https://www.nexusmods.com/kingdomcomedeliverance2/mods/979, all .cfg files are automatically executed when you load your save
  7. Just to clarify: "Disable Rim Lighting" is only 1 line in user.cfg and has no xml. So why everybody want to merge this?
  8. Neurolepticer
    Neurolepticer
    • member
    • 98 kudos
    Your mod will not work without this command (below), placebo effect. It should be noted that if too many lights are visible in the field of view at the same time that cast shadows, the shadows start to flicker. That's why the developers did not activate the shadows for every light source. But only people who work with the Cryengine and have experience know such things. So it's not your fault.

    variable: r_ShadowCastingLightsMaxCount REQUIRE_APP_RESTART
    type: int
    current: 12 (0-12 and higher.)
    help: Maximum number of simultaneously visible shadow casting lights
    1. Ninehundred
      Ninehundred
      • member
      • 1 kudos
      Searched on Google and this command were used on KCD 1 so you might be true. Also noted on various posts and mods (when searching this command) that many people recommanded 24 or even 48 to reduce flickering like this one :

      https://www.nexusmods.com/kingdomcomedeliverance/mods/65?tab=posts

      Note: I dont know the behavior on KCD 2 when using it, like if it will flicker or not
    2. VAXIStaa
      VAXIStaa
      • premium
      • 37 kudos
      Thank you, did not know this despite seeing major changes in thr woods during daytime. I will have a look at this when i get a chance and this could also be added in the CFG, so additional steps needs to be taken. 
    3. Neurolepticer
      Neurolepticer
      • member
      • 98 kudos
      Here are some more useful commands for you. 😊👌

      variable: e_svoTI_PointLightsMultiplier 
      type: float
      current: 1
      help: Modulates point light injection (controls the intensity of bounce light)

      variable: e_svoTI_ForceGIForAllLights 
      type: int
      current: 0
      help: Force dynamic GI for all lights except ambient lights and sun
      This allows to quickly get dynamic GI working in unprepared scenes

      variable: e_svoTI_DynLights 
      type: int
      current: 1
      help: Allow single real-time indirect bounce from marked dynamic lights
    4. VAXIStaa
      VAXIStaa
      • premium
      • 37 kudos
      Thanks! Will definitely check this out and find a nice present to update the mod with! Ty again!
    5. TenebrisVenit
      TenebrisVenit
      • supporter
      • 6 kudos
      I originally did comparisons with r_ShadowCastingLightsMaxCount and values of 40+ (vanilla 30 for experimental) and saw absolutely no difference. Does that mean this mod is not needed if playing on experimental preset? 
    6. Neurolepticer
      Neurolepticer
      • member
      • 98 kudos
      To know what the different graphics configurations do (Ultra, Experimental and so on), you have to look in the ->"Engine.pak".-->Config   (All the presets are stored there and what exactly they do.)
    7. VAXIStaa
      VAXIStaa
      • premium
      • 37 kudos
      Added lines to CFG, Effects on GI where not present sadly, but effects of amount of lights being able to cast was notable.
      Tested this by spawning a bunch of lanterns from the console.

      Added instructions under install with credits.

      Many thanks!
      Praise our Lord Jesus Christ.

    8. Sundkula
      Sundkula
      • member
      • 0 kudos
      There is no effect on GI because the values you set for the last three lines are wrong. I don't know where you came up with those numbers? 
    9. xander1337
      xander1337
      • supporter
      • 0 kudos
      Just add e_SvoTI_ForceGIForAllLights = 1 and r_ShadowCastingLightsMaxCount = 42 (or higher) in user.cfg or manually in console each time you lauch the game to get.

      And then you could also input: 
      e_ViewDistRatioLights = 50 or higher. 
      e_SvoTI_numberofbounces = 2 (2 is default for GI Ultra) But if you use medium for the GI setting the game can crash if you set it from 1 to 2 in console. I usually use GI on ultra and reduce the e_SvoTI_numberofbounces to 1. An then set e_SvoTI_propogation = 1.5 / 1.75 to boost the effect.



  9. Breepzz
    Breepzz
    • member
    • 25 kudos
    After test with comparative screenshots, I didn't see any differences sadly...
    1. TenebrisVenit
      TenebrisVenit
      • supporter
      • 6 kudos
      Same
    2. RiggsXx
      RiggsXx
      • member
      • 1 kudos
      same
    3. HULKHOD3N
      HULKHOD3N
      • premium
      • 130 kudos
    4. ngovandang
      ngovandang
      • premium
      • 54 kudos
      he probably mistaking how the graphic setting work and made this mod lol.
      try switching between high, ultra and low shadow settings
  10. heoconmap2305
    heoconmap2305
    • member
    • 0 kudos
    Not compatible with Extended Brighter Torches since both mods touch the same file https://www.nexusmods.com/kingdomcomedeliverance2/mods/266

    Definitely need a merge. Great mod!
    1. VAXIStaa
      VAXIStaa
      • premium
      • 37 kudos
      Thanks! Will add this and create a merge later today
    2. PunishedNimbo
      PunishedNimbo
      • member
      • 4 kudos
      Can you please create the merge already with Disable Rim lighting mod...