The Witcher 3

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  1. ORNTYR
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    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

    no lighting mods instaled
    1. Scoutbr0
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      Not due to the mod, it happens in vanilla too.
    2. ORNTYR
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      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
    3. Scoutbr0
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      Can you record a quick video? I don't experience any of what you have reported.
    4. ORNTYR
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      ok i will try
      .......
      im uploading it to youtube , i'll send you the link in a little while
    5. ORNTYR
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      scout

      here bud
      https://youtu.be/dBLQDJLM8U8
    6. Scoutbr0
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      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.
    7. ORNTYR
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      yeah i know ... i hope in the future you can do something about it, i will be waiting for that to happen.
      your mod is a must have seriously <3
    8. lexo1000
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      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
    9. Scoutbr0
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      I’d fix it if I knew what caused it.
  2. michael91509
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    Is there a script version C that can work with Atmospheric night? I tried give your mod priority over it but doesn't work.
    1. Scoutbr0
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      As long as its properly script merged it doesn’t matter.
    2. michael91509
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      It auto merged after I use the script merger, but the mod doesn't work in the game.
  3. tanteiokuoku
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    is there anything special we need to do to make this mod play nice with PLM 13
    1. Scoutbr0
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      Use script version and give priority to it.
    2. Paluchovsky
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      How do i give that priority?
    3. Scoutbr0
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      Either make it appear first alphabetically in the Mods folder, or using mods.settings file (google it).
    4. cismontane
      cismontane
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      Give priority to this mod or the lighting overhaul? I'm using the script version (5).
    5. Scoutbr0
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      This mod.
  4. FullMetalWitcher
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    Is the "No Player and Cutscene Light" version similar to the following mod?:
    https://www.nexusmods.com/witcher3/mods/3178

    except that it also remove the fake lights during the normal gameplay
    1. Scoutbr0
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      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.
    2. FullMetalWitcher
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      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)
    3. Scoutbr0
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      There will be. The cutscene-forced lights.
    4. FullMetalWitcher
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      ok, thank you for the clarification :)
  5. Ratatosk112
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    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:

    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!
    1. Scoutbr0
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      Do you still get this issue without STLM? Could be that STLM has its own player light.
    2. Ratatosk112
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      I disabled STLM in mods.settings (hope it's enough) and I still have this issue.

      http://imgur.com/a/XsNSM

      Thanks for your answer anyway!
    3. Ratatosk112
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      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...
    4. kkasf93
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      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.
    5. Ratatosk112
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      @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.
    6. Scoutbr0
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      Do you get the same problem with Atmos Nights's blob0.bundle?
    7. Ratatosk112
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      @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.
    8. Scoutbr0
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      Try this test version I made and see if you still have this issue. You're using Atmospheric Nights and not Darker Nights, right?
    9. Ratatosk112
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      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! ;-)

      http://imgur.com/a/IhrRb
    10. Sklyr
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      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!
    11. Ratatosk112
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      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!
    12. 206548625
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      I've been looking for this thing for a long time, and finally I found it here. Thank you
  6. BananaKING42
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    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
    1. 206548625
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      Hey, man, can you give me a modified C? The link above seems to have failed.Thank you.
  7. OchenZloy
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    please add support "Phoenix Lighting Mod 12"
    1. Scoutbr0
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      Use script version.
    2. OchenZloy
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      C. No Player and Cutscene Light (Script)???
      Thanks
    3. Scoutbr0
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      It still is compatible. Give priority to this mod.
  8. ashanvale
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    theres conflict with https://www.nexusmods.com/witcher3/mods/2985

    i merge them but im not sure they work properly.. im using scripted version of No Artificial Player Light
    1. Scoutbr0
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      Use Script Merger
    2. ashanvale
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      i did but it gives errors and had to merge it manually so your Script inserted middle of other mode's script i dont know i did it correctly? :Z
    3. Scoutbr0
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      Just copy paste the segments between "//No Artificial Player Light" into "// ---=== New Lightning Effect ===--- //"
    4. ashanvale
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      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

  9. Gibo23
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    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?
    1. Scoutbr0
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      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.
  10. Vistula77
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    Can you make version that has caves & interiors unchanged ? Most interiors are too dark like caves especially at night.