For those of you who are having problems with "Compiling Scripts" either with this mod or any other, You can try to follow the suggestions on this post:
Hi. I would like more control over the way Cat changes my vision. I know that below are the settings that I need to adjust, but I have no idea what variables do what and what higher or lower numbers translate to. Could you help me (and possibly many others) out?
SetTintColorsCatViewFx(Vector(0.1f,0.12f,0.13f,0.6f),Vector(0.075f,0.1f,0.11f,0.6f),0.2f); SetBrightnessCatViewFx(350.0f); SetViewRangeCatViewFx(200.0f); SetPositionCatViewFx( Vector(0,0,0,0) , true );// Set auto poistioning SetHightlightCatViewFx( Vector(0.3f,0.1f,0.1f,0.1f),0.05f,1.5f); SetFogDensityCatViewFx( 0.5 );
same, i love what this dude has done with cat during daylight and during night, now i actually use cat more often, BUT goddamn man, its useless in caves, i can`t see s#*! xD. How can i brighten it a bit ? its waaaay to dark for caves. i would like to know what should i "tweak" to decrease/increase its brightness
Since nobody ever answered here i'll just post my discoveries and "theories" on the subject..
Most are self explanatory... but lets start from the top :
tint colors cat view is the color change... its a 4 value vector... which is most likely RGB+alpha (or something)... RGB = red green blue... 4th number im not sure on its existance yet... then another vector on the same line also in RGB+A and finally 0.2 which is a global multiplier of the colors applied before... having 1.0 at the very end would make the color tint absolute... every single color would become the RGB value you chose...
next is brightness which is the overall gamma/brightness increase "on top" of the tint applied above..
the range is the distance affected in the game by the potion... set it super low, and you will see the actual range of vision change... "seeing very bright close, then when the range exits, its normal colors"... having it between 60 and 120 is much better than 200 especially during daytime...
no idea about the "position" line... its at 0 which probably means geralt... you could theorically spawn the circle of vision outside of your character...
highlight seems to be how creatures are highlighted... RGB-A -- so right now 0.3 on R = redish...the 0.05 and 1.5 at the end... no idea... multipliers of some sort... ammount of glow perhaps...
finally fog density... is it "cloudy" in your cat vision or not...
here are my current settings if anyone is curious but im still changing it every day : EnableCatViewFx( 1.0f );//thats the time it takes to go from normal to cat vision SetTintColorsCatViewFx(Vector(0.50f,0.50f,0.60f,0.1f),Vector(0.4f,0.4f,0.5f,0.1f),0.04f); SetBrightnessCatViewFx(330.0f); SetViewRangeCatViewFx(100.0f); SetPositionCatViewFx( Vector(0,0,0,0) , true ); SetHightlightCatViewFx( Vector(0.5f,0.2f,0.2f,1.f),0.05f,1.5f); SetFogDensityCatViewFx( 0.1 ); isScreenFxActive = true;
sorry to write back so soon... but writing all that made me want to tweak it some more... remove the blue i had in my previous version in favor of a non white or washed out version... i am pretty much liking this new one i made
Meaning you have to change the setting to always open Kdiff (this big windows). Then ask to select all the code from C. And finally go the specific line show by forcedtoREG and the only code line should be B.
Thanks forcedtoREG for the tip. Until the author or someone else make a Next Gen Compatible.
i think this should easily be compatible.. if i understand this correctly this should only change some tint colors from cat effect. im just not sure where that is so i cant do it myself
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How to solve script compilation issues when launching the game
Also try to "Verify game files" on your client (Steam, Gog).
Make sure that you are Indeed on version 1.08.1 (or newer) of the game.
I know that below are the settings that I need to adjust, but I have no idea what variables do what and what higher or lower numbers translate to.
Could you help me (and possibly many others) out?
SetTintColorsCatViewFx(Vector(0.1f,0.12f,0.13f,0.6f),Vector(0.075f,0.1f,0.11f,0.6f),0.2f);
SetBrightnessCatViewFx(350.0f);
SetViewRangeCatViewFx(200.0f);
SetPositionCatViewFx( Vector(0,0,0,0) , true );// Set auto poistioning
SetHightlightCatViewFx( Vector(0.3f,0.1f,0.1f,0.1f),0.05f,1.5f);
SetFogDensityCatViewFx( 0.5 );
Thanks!
Most are self explanatory... but lets start from the top :
tint colors cat view is the color change... its a 4 value vector... which is most likely RGB+alpha (or something)...
RGB = red green blue... 4th number im not sure on its existance yet...
then another vector on the same line also in RGB+A and finally 0.2 which is a global multiplier of the colors applied before... having 1.0 at the very end would make the color tint absolute... every single color would become the RGB value you chose...
next is brightness which is the overall gamma/brightness increase "on top" of the tint applied above..
the range is the distance affected in the game by the potion... set it super low, and you will see the actual range of vision change... "seeing very bright close, then when the range exits, its normal colors"... having it between 60 and 120 is much better than 200 especially during daytime...
no idea about the "position" line... its at 0 which probably means geralt... you could theorically spawn the circle of vision outside of your character...
highlight seems to be how creatures are highlighted... RGB-A -- so right now 0.3 on R = redish...the 0.05 and 1.5 at the end... no idea... multipliers of some sort... ammount of glow perhaps...
finally fog density... is it "cloudy" in your cat vision or not...
here are my current settings if anyone is curious but im still changing it every day :
EnableCatViewFx( 1.0f );//thats the time it takes to go from normal to cat vision
SetTintColorsCatViewFx(Vector(0.50f,0.50f,0.60f,0.1f),Vector(0.4f,0.4f,0.5f,0.1f),0.04f);
SetBrightnessCatViewFx(330.0f);
SetViewRangeCatViewFx(100.0f);
SetPositionCatViewFx( Vector(0,0,0,0) , true );
SetHightlightCatViewFx( Vector(0.5f,0.2f,0.2f,1.f),0.05f,1.5f);
SetFogDensityCatViewFx( 0.1 );
isScreenFxActive = true;
EnableCatViewFx( 1.0f );
SetTintColorsCatViewFx(Vector(0.01f,0.01f,0.011f,0.1f),Vector(0.01f,0.01f,0.01f,0.1f),0.1f);
SetBrightnessCatViewFx(1500.0f);
SetViewRangeCatViewFx(100.0f);
SetPositionCatViewFx( Vector(0,0,0,0) , true );
SetHightlightCatViewFx( Vector(0.3f,0.0f,0.0f,0.5f),0.05f,1.0f);
SetFogDensityCatViewFx( 0.1 );
isScreenFxActive = true;
And finally go the specific line show by forcedtoREG and the only code line should be B.
Thanks forcedtoREG for the tip.
Until the author or someone else make a Next Gen Compatible.
Isn't currently compatible for those curious
I found this the day after finishing the game, what a numpty. -_-