The proper way to restore the values is to to create an env mod which replaces the vanilla env of that region with updated values from the dumped envui alues. A pure script version for restoring values would be very fragile.
Envui is just meant to help in the creation of proper env mods.
Me too Edit follow it now work with me I forgot to follow that step 4. activate autostart in modBootstrap by adding the line "add(modCreate_EnvUiMod());" to the function "createMods" in the file bootstrap registry file "mods_registry.ws" so it looks more or less like this:
for some reason when i open envui i cant edit things when pressing E, like i press E and usually you can press left arrow or right arrow to go through numbers to delete and or change them but when i press the arrow keys nothing happens, then why i exit envui i have no control over the game anymore, cant move, cant press pause, cant to anything. please help.
Hello. I seem to have come across a bug of some sort. When I open the ENVUI page up and page down no longer work and that includes when I hold control to change the time. So I'm not sure what's going on as it used to work. Does anyone have any ideas for a fix? Thanks!
Edit: I think I found out how to fix it. I just double clicked on an option and that kicked it back in. I'm not sure if that's the actual solution but it seems to be what worked for me.
Please help me. How to add a custom mod (mod_addional_envs.ws) Tried many times, but the editor of the real-time environment does not see my files. What is my problem? and where should the file path lead?
You can only add references to already existing env files. So the env must already be in the game (whether it's custom or vanilla env doesn't matter to EnvUi). Adding works like your example screenshot, e.g.
function ENVUI_getExtraEnvs() : array<String> { var envs: array<String>; ... envx.PushBack("dlc\yourdlc\some\path\nameofenv.env");
return envs; }
So in the above example dlc\yourdlc\some\path\nameofenv.env is the path to an env that is in some already cooked and installed mod. You can find the path with modeditor or wolvenkit.
Sorry in advance for hijacking your comments, but this is the only place i found i think where people are who can help me...
I would like to get my hands on a mod (...or somehow build it myselfe) that changes the underwater fog, to lessen the effect. The option seems to be buried in the water options for env-files (SetUnderWaterFogintensity?)
Im not used to modding/programming and have never touched the whole "uncooking" thing and dont know how that works or what tools to use. Only read a few scraps of tutorials and a video for TW3 ModTool.
If anyone can help me out or point me in the right direction, that would be wonderful.
While this is not the place for such information here are some starting pointers to get a least some basics (although there is not much content there):
traderain informed me that there is an excel table that explains many of the environment paramters, very helpful https://docs.google.com/spreadsheets/d/16zqw9qRiJsUIfVgZ8FLt9F7Px0unbeNZ5K3bHFKgHwQ/edit#gid=1340220293
you can give traderain kudos on his profile page https://www.nexusmods.com/witcher3/users/16300084
Since this list wouldn't been possible without Traderain & rmemr i'll post this here!
Just a heads up for anyone following the github link, i've set the repo to private since it's massively outdated. But i keep the google spreadsheet online indefinitely. If time allows it i'll set up a proper repo & wiki over on github dedicated solely for the EnvironmentVariables & Timetable with some more in-depth information about some settings. I'll add the link here once i've set it up.
In addition to that since i missed Traderain's message on Discord, way back when. Everyone of you is allowed to use the list in whatever way you see fit! No need to ask for permission. :)
84 comments
To use it like using
(Reshade) or (blitzFX)
for example
Envui is just meant to help in the creation of proper env mods.
Edit
follow it
now work with me
I forgot to follow that step
4. activate autostart in modBootstrap by adding the line "add(modCreate_EnvUiMod());" to the function "createMods" in the file bootstrap registry file "mods_registry.ws" so it looks more or less like this:
Edit: I think I found out how to fix it. I just double clicked on an option and that kicked it back in. I'm not sure if that's the actual solution but it seems to be what worked for me.
could be wrong?
I use mods that edit env files.... KNG's DoF or Immersive Lighting or True Fires. Could this be a problem?
EDIT: Fixed. Just disable KNG's DoF.
Tried many times, but the editor of the real-time environment does not see my files. What is my problem?
and where should the file path lead?
https://sun9-62.userapi.com/c855236/v855236151/206500/MWzjHekNrwo.jpg
You can only add references to already existing env files. So the env must already be in the game (whether it's custom or vanilla env doesn't matter to EnvUi). Adding works like your example screenshot, e.g.
function ENVUI_getExtraEnvs() : array<String> {
var envs: array<String>;
...
envx.PushBack("dlc\yourdlc\some\path\nameofenv.env");
return envs;
}
So in the above example dlc\yourdlc\some\path\nameofenv.env is the path to an env that is in some already cooked and installed mod. You can find the path with modeditor or wolvenkit.
I would like to get my hands on a mod (...or somehow build it myselfe) that changes the underwater fog, to lessen the effect.
The option seems to be buried in the water options for env-files (SetUnderWaterFogintensity?)
Im not used to modding/programming and have never touched the whole "uncooking" thing and dont know how that works or what tools to use.
Only read a few scraps of tutorials and a video for TW3 ModTool.
If anyone can help me out or point me in the right direction, that would be wonderful.
https://wiki.nexusmods.com/index.php/The_Witcher_3:_An_Introduction_on_Modding
https://witcher.gamepedia.com/Witcher_3_Modding
https://docs.google.com/spreadsheets/d/16zqw9qRiJsUIfVgZ8FLt9F7Px0unbeNZ5K3bHFKgHwQ/edit#gid=1340220293
you can give traderain kudos on his profile page
https://www.nexusmods.com/witcher3/users/16300084
Just a heads up for anyone following the github link, i've set the repo to private since it's massively outdated. But i keep the google spreadsheet online indefinitely. If time allows it i'll set up a proper repo & wiki over on github dedicated solely for the EnvironmentVariables & Timetable with some more in-depth information about some settings. I'll add the link here once i've set it up.
In addition to that since i missed Traderain's message on Discord, way back when.
Everyone of you is allowed to use the list in whatever way you see fit!
No need to ask for permission. :)