I wanted to make something special for caves, but it would take away some of their darkness. Opposite to the sewers... it would bring something more interesting to look at.
wow, hope for more mods like this, there so many bright interiors ingame.. every house without RTX so unrealistic and bright, it will be a dream if someone make a mod to make almost all interiors like this
Im not a modder but think its almost impossible because you need to edit every house manually, this job will be so huge so dont think anyone try to do this, alsoi think it can be so many techical difficulties with exterior lightning and other things
The problem is not editing every house, is that an Environment definition applies to the whole world, so the whole world gets changed while you're in the house and not just it's interior. If there are any interiors with any egregious/broken/inconsistent lighting, feel free to point out so that I can take a look.
Nice mod to add to the collection. Is it possible to increase the transition distance from daylight to darkness when we enter or exit the sewers?its abit abrupt. ~20 meters would be real imo.
Using immersive lighting, true fires, blitz, and most of your shadow mods and fixes. And darker nights. Also BiA and it's lod since it messes with everything. The total transition happens for me by walking around 2 or 3 meters.
Edit: removed all the lighting mods, truefire and shadow fixes. Didn't move those with scripts tho. Tested in the sewers near the Triss's house. The full transition still happens in around 3 meters or 1 sec while jogging. but if this happens only to me here, then nvm ill fix it. no big deal overall
The moment I saw the title I knew this had to be Scoutbr0, then I saw your name and was glad to be proven right. This means I'll be downloading it, period.
So many mods being dropped these days that are... let's say subpar. I almost overlooked this one until I saw ScoutBr0's name. He gives it credibility, so you're right. Absolutely downloading this one.
I agree that TW3 modding scene is not exciting like it used to be, a big reason for that is that it's been heavily dosed with fantastic mods already. Also the hype from the Witcher series that brought newcomers and old players back has died off.
Well, when a game that's been around this long and has already allowed thousands of mods, it's very easy to run out of ideas especially since all the good stuff has already been done. Now it's just us old farts who are sticking around 10 years later still digging through the trash or coming up with mods of our own XD, cuz we're too stubborn to leave.
I'm glad that someone finally tried to solve this problem with Novigrad's too-bright channels. It has been annoying me for a long time, so thank you.
I can confirm that the mod works well even without RT on DX11. Of course the light behavior is not completely accurate, but once you start using torches you stop paying attention to it.
However, I noticed a problem in the environmental transitions. Just as most of these transitions have been improved by your mod, the problem with overly sharp transitions still remains in that exit from the sewers under Dijkstra's Bath, which is under the bridge to Temple Isle. Already in vanilla this transition was quite harsh, and now it is even more emphasized. Of course, I don't expect you to fix it, because on DX12 with RT this problem is minimal, but I just wanted to mention it.
31 comments
Thank you for this great work. I hope you'll do the same for the cave.
do i have to have RT on to install this mod or it work with both RT on and off
it works fine with 1.32 for those interested.
Edit: removed all the lighting mods, truefire and shadow fixes. Didn't move those with scripts tho. Tested in the sewers near the Triss's house. The full transition still happens in around 3 meters or 1 sec while jogging.
but if this happens only to me here, then nvm ill fix it. no big deal overall
I can confirm that the mod works well even without RT on DX11. Of course the light behavior is not completely accurate, but once you start using torches you stop paying attention to it.
However, I noticed a problem in the environmental transitions. Just as most of these transitions have been improved by your mod, the problem with overly sharp transitions still remains in that exit from the sewers under Dijkstra's Bath, which is under the bridge to Temple Isle. Already in vanilla this transition was quite harsh, and now it is even more emphasized. Of course, I don't expect you to fix it, because on DX12 with RT this problem is minimal, but I just wanted to mention it.