im using the script version . env lightning popping out of nowhere crossing the last part of the pontar bridge to novigrad , in toussaint as well in the stone quarry, and in a few more places that i cant rembember right now, i tested the mod alone but i have no conflicts detected with any other mods as well
i took the trouble of uninstalling the whole game & reinstalling it all over again , then launch it without putting a single mod & starting a new game ..............and no, there wasnt any issue, then i installed the mod , started a new game again and unfortunately indeed the issue appeared. please test it , love your mod so much
also present at the beginning of the oxenfurt bridge
and at last yes i notice changes in vanilla version but those are weather changes that suddenly pop out & doesnt happen even close to often
I see. And from my testing, installing any lighting mods, even if it doesn't directly affect the color tone/balancemap (like this) seems to cause this issue. Really odd.
I have the same problem with weather changing suddenly with "A. No Player Light (Script)" version. It's very disturbing but for me your mod is a real must-have so for god's sake please could you try to fix that ? thanks
No Player and Cutscene Light removes the lights that are env-specific. That mod removes the lights that are forced via cutscene. Combining both will remove all the lightsources in a cutscene.
so, if i install ONLY the "No Player and Cutscene Light" version...there will still be some "fake lights" during the cutscene?
I am asking, because i am looking at your screenshoots and the characters looks completely dark (that's why I thought the 2 mods did the same thing during the cutscene)
Hi there! First of all, I really love this mod and use variant C. No Player and Cutscene Light for some time in my mods compilation with STLM, Atmospheric Nights, No CutsceneLightning and others. It makes my dark nights even darker and light from torch and moon looks great, but I noticed some annoing problem. If on sunset or night I change angle of camera in vertical direction, brightness changes drastically. If I look from top to bottom evrething bright almost like in day time, but if I put camera to look forward and slightly to top, everything around plunges into the dark. Some images here:
Without your mod everything more bright, but no such problem. To work with Atmospheric Nights I delete blob0.bundle and metadata.store from Atmospheric Nights/content, like you recommended in posts below. Once more time: I love your mod, It's really awesome. And it will by great if you can suggest some decision in my situation. Thanks!
One more thing. It seems, this problem not regular. May be it persist only when sky is clear and moon lights bright or on dusk or down with clear weather. For example, on Return to Crookback Bog quest I went to the bog in the night and battle with fiend was in almoust absolutelly dark (used cat potion). But after that I tried to change camera angle and the brightness (I mean darkness ;-) ) was same at all conditions. May be it's not a bug, just a feature, something like blindness from sun/moon rays in dark. But still annouing from time to time...
The pics you've posted: actually everything - looking so washed out, more like grey and not black, even the dark areas you mentioned. I'm using stlm too but couldn't recreate the problem. And it's definitely not a feature. I've given the mod the lowest priority.
@kkasf93 I will try different combinations of enabled/disabled mods later this week to figure out in what combination of mods I have the problem and post new comment after that. But I think it's a problem between No Artificial Player Light and Atmospheric Nights. And, yes, it's not about STLM - I disabled it and have same issue like I posted above.
@Scoutbr0 I tried to return blob0.bundle and metadata.store to Atmospheric Nights/content. In this case your mod doesn't work, but I have no issue with brightness and camera angle. Screenshots:
http://imgur.com/a/kfHjs
But if I disable No Artificial Player Light and delete blob0.bundle and metadata.store from Atmospheric Nights I still have this issue:
http://imgur.com/a/CE3Un
Have no time now, but try not to delete blob0.bundle and give AtmNight lower priority then noArtLight in the evening. Or may be you can offer some other direction to think? Thanks for you work and answers anyway!
[UPD] I try variant with blob0.bundle and AtmNight lower priority then noArtLight. It's same. At first moment it seems to me, that it's like half-effect. Not so strong difference when rotating camera and not full correction of artifactial light in cutscene. But I think it's delusion. Light depends strongly on weather conditions and Atmospheric Nights not 100% stable, espesially after safe and load at night time. Some times after that night becomes much brighter but fixes after meditation or on next night. After all, it's not so bad to play as it is now. But I am interesting in possible solution.
Hi! Sorry for absence for long time - It was very hard week at work. Just tried your test version and it works great with Atmospheric Nights (yes, I play with this mod, not Darker Nights)! I test it in several places and weather conditions in Velen and issue begone! Great work! Thanks for brilliant job and patience with noobs like me! ;-)
Hi Scoutbro, greatly appreciate if you could repost a download link of the merged version of your mod and Atmospheric nights. The one previously linked in the thread is no longer available. Thanks!
Hi, Sklyr! Here link to fixed version, you asked for:
https://yadi.sk/d/IRqQo0wC3KsAEM
Note that it's C "No Player and Cutscene Light" version. For properly working you should delete blob0.bundle and metadata.store from Atmospheric Nights/content. Enjoy!
Ok so I did some more testing. When using your modified version C of NAPL (this one: https://my.mixtape.moe/wvpdjs.rar) and atmospheric nights or darker nights and also removing the blob0.bundle and metadata.store files from those mods all seems to be working as it should. Meaning complete darkness in caves, etc but also no weird darkness changes when looking up and down at night outside.
Only problem is that I would prefer to use version A of your mod as cutscenes really are too dark for my taste (as you wrote in your description). Can you make a merged file like you did with version C and atmo nights? Unfortunately my modding experience is rather limited. Otherwise I would do it myself
Update: So it seems like I was able to achieve what I wanted. I used the darkness_upon_us.env file from your modified version C (see above) and put it into the blob0.bundle of darker nights. After a quick test it seems like I have no artificial light (at least in the cave where I tested it) and no abrupt darkness changes when looking up and down outside the cave. I'm not entirely sure if this is a good fix and what exactly the darkness_upon_us.env file does but for now it seems to be working
well this is not related to your mod but; '' The fact that the brightness changes when moving up or down is due to tonemapping, which is responsible for an "eye adaptation effect" and is specific to the darker nights env.''
any help us over there? it will be very grateful if u manage to remove that thing https://www.nexusmods.com/witcher3/mods/3151?tab=posts
Hey, I am using Phoenix II. I want to install version A of your mod but I am not sure which one should I install; Non-scripted or scripted version? I guess if I am using Phoenix I should use the scripted version since it says its compatible with other lightning mods? After I've installed the scripted version I couldn't merge scripts correctly, it was due to r4Player.ws file, atleast script merger said so. Can you pls explain how to solve this issue?
If Script Merger can't merge this then I recommend merging this manually using Notepad++ with the compare plugin. Otherwise you can list the mods you use that also edit r4player.ws.
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The author has locked this comment topic for the time beingenv lightning popping out of nowhere crossing the last part of the pontar bridge to novigrad , in toussaint as well in the stone quarry, and in a few more places that i cant rembember right now, i tested the mod alone but i have no conflicts detected with any other mods as well
no lighting mods instaled
also present at the beginning of the oxenfurt bridge
and at last yes i notice changes in vanilla version but those are weather changes that suddenly pop out & doesnt happen even close to often
.......
im uploading it to youtube , i'll send you the link in a little while
here bud
https://youtu.be/dBLQDJLM8U8
your mod is a must have seriously <3
thanks
https://www.nexusmods.com/witcher3/mods/3178
except that it also remove the fake lights during the normal gameplay
I am asking, because i am looking at your screenshoots and the characters looks completely dark (that's why I thought the 2 mods did the same thing during the cutscene)
http://imgur.com/gallery/vBXYl
http://imgur.com/gallery/wzdTN
Without your mod everything more bright, but no such problem. To work with Atmospheric Nights I delete blob0.bundle and metadata.store from Atmospheric Nights/content, like you recommended in posts below. Once more time: I love your mod, It's really awesome. And it will by great if you can suggest some
decision in my situation. Thanks!
http://imgur.com/a/XsNSM
Thanks for your answer anyway!
http://imgur.com/a/kfHjs
But if I disable No Artificial Player Light and delete blob0.bundle and metadata.store from Atmospheric Nights I still have this issue:
http://imgur.com/a/CE3Un
Have no time now, but try not to delete blob0.bundle and give AtmNight lower priority then noArtLight in the evening. Or may be you can offer some other direction to think?
Thanks for you work and answers anyway!
[UPD] I try variant with blob0.bundle and AtmNight lower priority then noArtLight. It's same. At first moment it seems to me, that it's like half-effect. Not so strong difference when rotating camera and not full correction of artifactial light in cutscene. But I think it's delusion. Light depends strongly on weather conditions and Atmospheric Nights not 100% stable, espesially after safe and load at night time. Some times after that night becomes much brighter but fixes after meditation or on next night. After all, it's not so bad to play as it is now. But I am interesting in possible solution.
http://imgur.com/a/IhrRb
https://yadi.sk/d/IRqQo0wC3KsAEM
Note that it's C "No Player and Cutscene Light" version. For properly working you should delete blob0.bundle and metadata.store from Atmospheric Nights/content. Enjoy!
Only problem is that I would prefer to use version A of your mod as cutscenes really are too dark for my taste (as you wrote in your description). Can you make a merged file like you did with version C and atmo nights? Unfortunately my modding experience is rather limited. Otherwise I would do it myself
Update:
So it seems like I was able to achieve what I wanted. I used the darkness_upon_us.env file from your modified version C (see above) and put it into the blob0.bundle of darker nights. After a quick test it seems like I have no artificial light (at least in the cave where I tested it) and no abrupt darkness changes when looking up and down outside the cave. I'm not entirely sure if this is a good fix and what exactly the darkness_upon_us.env file does but for now it seems to be working
Thanks
i merge them but im not sure they work properly.. im using scripted version of No Artificial Player Light
'' The fact that the brightness changes when moving up or down is due to tonemapping, which is responsible for an "eye adaptation effect" and is specific to the darker nights env.''
any help us over there? it will be very grateful if u manage to remove that thing https://www.nexusmods.com/witcher3/mods/3151?tab=posts
Can you pls explain how to solve this issue?