After installing again the mod, I can confirm, it is working as intended. It's 100% compatible with NG. I don't understand why Lewis says it doesn't work. I just launched it and it's working properly, on a heavily modded game and the latest NG update.
Working mod =/= compatible mod! A simple example I can give you now is More Money for Traders mod. Can I install the old gen version in NG! -Yes. Shall it works? -Yes. Interestingly then, why there is a next gen compatible version after the old gen one also works? By using non compatible mod you basically reverse some of the changes CDPR made in next gen to old gen. This could potentially brings some further problems to the game and interaction with other mods at a time which may or may not be visible at first glance for you but believe or not, there will come a day you will experience this with some mod. Also people should stop with this heavily modded game. Do you run 1000 mods+ to call it heavily for example? It has nothing to do with the case and this debate. It's enough just 1 mod (the right one) to provoke any bug occurring in your mod list no matter if it contains 10, 100, 1000 or 10000 mods.
It's a lighting mod. The only reason most lighting mods don't work anymore for the base game is that CDPR changed the vanilla lighting. Blood and wine is untouched. So that means this mod is compatible. Obviously, using mods that have scripts for the new gen can bring risks of breaking something, but a lighting mod, at most, can bring a crash. For the Witcher 3 terms, yes, actually. 250 is heavily modded, because the game doesn't support as many mods as Skyrim does, so yes, 200+ means this this game is heavily modded, and that matters, because the more mods you have, the more problems you'll have with a broken mod.
Just here to confirm that this works perfectly in 4.04a, and it's a lot better than Filterless Toussaint. If, as someone says, it's non compatible and reverts changes made in NG, the reversion is quite welcome.
It's very important to update ALL files based on Next Gen files, so there are no bugs, and in this case, we receive graphic improvement such Ray Tracing.
This mod is absolutely awesome, 99% perfect. The only 1% downside is the too reddish/orange fire (candles/torches/light sources). A version that keeps the fire color vanilla would be great.
How can i bring back stock vanilla lighting i remove all files of mod and do file integrity and i still didnt bring back vanilla look does anyone know solution (IM ON 4.04 VERSION)
I noticed a strange golden circle above the sun in the early hours of the morning and I really wanted to know how to remove this thing. https://ibb.co/3cMtX7R
I just want to give a shout out to mod creator FaramH. I have played W3 off and on for years, but never journeyed to Toussaint until today... upon arrival, I got sick to my stomach. The lighting, filters, shading, etc. are just disgusting! How could the developer have ever believed anyone would want to play in a puke yellow world space!?!? Obviously, a lighting mod was required if I was going to continue. I surveyed the various lighting mods for Toussaint and came upon this one. I loved the passion expressed in the mod description (as it captured my own frustrations). Three hours in and I am loving this mod! Thank you, thank you for saving the B&W expansion for me (and I suspect many others)!
294 comments
By using non compatible mod you basically reverse some of the changes CDPR made in next gen to old gen. This could potentially brings some further problems to the game and interaction with other mods at a time which may or may not be visible at first glance for you but believe or not, there will come a day you will experience this with some mod. Also people should stop with this heavily modded game. Do you run 1000 mods+ to call it heavily for example? It has nothing to do with the case and this debate. It's enough just 1 mod (the right one) to provoke any bug occurring in your mod list no matter if it contains 10, 100, 1000 or 10000 mods.
If, as someone says, it's non compatible and reverts changes made in NG, the reversion is quite welcome.
- dlc/bob/data/fx/environment/weather/weather_bob.csv
- dlc/bob/data/environment/definitions/foggy/fog_tm.env
- dlc/bob/data/environment/definitions/quests/q704/704_forrest.env
- dlc/bob/data/environment/definitions/quests/q704/704_forrest_cs2.env
- dlc/bob/data/environment/definitions/quests/q704/fairytale/q704_fairyland.env
- dlc/bob/data/environment/definitions/quests/q704/fairytale/q704_fairyland_e_cs.env
- dlc/bob/data/environment/definitions/quests/q704/q704_snow2.env
- dlc/bob/data/environment/definitions/quests/q704/q704_snow2_cs.env
- dlc/bob/data/environment/definitions/sunny/sunny_bob_v4_fog_trans.env
It's very important to update ALL files based on Next Gen files, so there are no bugs, and in this case, we receive graphic improvement such Ray Tracing.Source: Next-Gen Patch Changelog 1.32 vs 4.04a_REDkit
Dx12 RT off v4.04, It's not just that tree, there are a lot of trees that look like that and on the cutscene it looks distracting as well
(IM ON 4.04 VERSION)
https://ibb.co/3cMtX7R