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ScoutBr0

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Scoutbr0

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31 comments

  1. ElementaryLewis
    ElementaryLewis
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    Darkness underground makes it immersive, with the need of torch or Cat potion.
    Thank you for this great work. I hope you'll do the same for the cave.
    1. Scoutbr0
      Scoutbr0
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      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.
  2. tathanhdat08
    tathanhdat08
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    nice mod i used many of your mod without any problem and enjoy it a lot 
    do i have to have RT on to install this mod or it work with both RT on and off 
    1. Scoutbr0
      Scoutbr0
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      It works with either
  3. Edg3runnr
    Edg3runnr
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    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
    1. edouarddessauce
      edouarddessauce
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      That would be great! But is it possible?
    2. iATREES
      iATREES
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      Set additive lighting strength to 0 on Cozy RTX Fires . This helps a lot
    3. Edg3runnr
      Edg3runnr
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      im playing without rtx
    4. Edg3runnr
      Edg3runnr
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      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
    5. Scoutbr0
      Scoutbr0
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      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.
    6. edouarddessauce
      edouarddessauce
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      thank you for your high-quality work, as usual
  4. abilitydraft
    abilitydraft
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    Is this compatible with weather mods and True Fires?
    1. Scoutbr0
      Scoutbr0
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      Yes, this mod does not interact with either.
    2. abilitydraft
      abilitydraft
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      Good news for me then.
  5. t0mteee
    t0mteee
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    Do you know if this is compatible with classic?
    1. Scoutbr0
      Scoutbr0
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      Should be.
    2. Master1Malpa
      Master1Malpa
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      This mod works pretty well with Next Gen DX11, so the classic 1.32 version should also work well.
    3. t0mteee
      t0mteee
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      @Scoutbr0 Thanks a bunch!
    4. JulianGroove
      JulianGroove
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      Thanks.
  6. TenebrisMods
    TenebrisMods
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    You're a genius. Making the non-RT version look as good as the RT one is basically outplaying the hardware :)
  7. deleted131082844
    deleted131082844
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    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.

    it works fine with 1.32 for those interested.
    1. Scoutbr0
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      Are you using any lighting mods? I've tested with vanilla and it looks fine/acceptable, but it will never be perfect.
    2. deleted131082844
      deleted131082844
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      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
  8. Zowbaid
    Zowbaid
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    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.
    1. paulr0013
      paulr0013
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      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.
    2. oldflipgamer
      oldflipgamer
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      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.
    3. Zowbaid
      Zowbaid
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      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.
  9. Master1Malpa
    Master1Malpa
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    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. 
  10. hhhhggg
    hhhhggg
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    Fabulous.