Somehow this mod fixes for me semi-transparent shadows bug on objects in cutscenes and dialogues, if you dont know what i mean ProShadows at The Witcher 3 Nexus - Mods and community this mod was for old gen which fix this problem but i never find a solution for next gen. I use" tweaks mod" to adjust cascade shadows and it helps in gameplay but in dialogues this bug was still appears and after i download this mod the problem is completely gone in cutscenes. Is it possible cause of this mod? i little bit confused cause it is charachers shadows mod)
Hello. So I extracted and installed it in the mods folder, and gave the mod higher priority, but it didn't work, there was no difference in the shadows of the characters. Did I do something wrong?
It's not noticeable on every character. Best way to check I guess is to see the ones I show in the screenshots. Just to make sure that it is properly installed. And once it's confirmed, you don't have to worry about anything, it's installed and working, and working with any other mod
By the way, it's just a scripted mod. Putting priority on script does nothing. We even don't recommend to put priority number to all mods. All you need is Script Merger and merge all scripts.
You may have talked to the npc. Unfortunately, for now the mod gets disabled on NPCs involved in a scene when you enter the said scene. I still haven't figured out a way to re-enable it dynamically at the scene end. For now it gets re-activated only when the said entities are unloaded then reloaded into the game. Basically when you are far away from them and when you come back.
Does this work for Hoods mod ? Because the cloak itself doesnt exactly have a good shadow Geralts face is light up. It works for other hoods which have proper shadows through your mod. Could you check it out to make a i dont know a patch for the hoods shadow to work properly with your mod ?
It won't work with this hood because it is a cloth simulation, and the game is bad at drawing shadows from cloth simulation meshes. (Which is totally understandable)
Calculating shadows is a costly process. Calculating shadows on a simulated mesh even more. So I guess there's a distance threshold at which you can approximate the shadows of simulated stuff with a good look/cost balance. And Geralt's face is below that threshold, so no proper shadows. I don't know if it's that for sure, but it sounds like a sensible explanation.
Absolutely not, this is how the game renders shadows. Also, these screenshots are taken on a HDR screen and look way darker than what the gameplay actually is. You can just try the mod and you'll see
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Nexus a bit buggy with changelogs today
Maybe it will show up now
Either way, I managed to make the hi-res shadows permanent, even after exiting a scene
All you need is Script Merger and merge all scripts.
Unfortunately, for now the mod gets disabled on NPCs involved in a scene when you enter the said scene. I still haven't figured out a way to re-enable it dynamically at the scene end. For now it gets re-activated only when the said entities are unloaded then reloaded into the game. Basically when you are far away from them and when you come back.
https://prnt.sc/jaeXCwj60of5
Also, these screenshots are taken on a HDR screen and look way darker than what the gameplay actually is. You can just try the mod and you'll see
Thank You, Ard Carraigh! 👍