This is compatible with Next-Gen. LIT is not yet compatible with Next-Gen, but there is a new mod with a similar function that is compatible: Turn On The Lights
completely mirrors original functionality, nothing changed apart from 4.0.3 file basis, tbh it feels a bit weird to me as that functionality stays even after going out of witcher senses for a lil while, but i never had issues with it =)
The mod is Witchers Lair for Corvo Bianco https://www.nexusmods.com/witcher3/mods/4095
I forget which packs I used for the screenshots, but I think it was the ones that maximize weapon and armor stands. I've since changed to ones with less weapon stands and more paintings, which looks less cluttered.
Hey, in the description you mentioned that you were thinking about adjusting the color of the lights, I'd really love it if you could make one that is less yellow since corvo bianco looks extremely yellow right now. If you have the time for it I'd really appreciate it!
I'm the wrong person to ask sorry. I'm not using next gen for now as I'm busy doing a playthrough with over 200 mods, most not compatible with next gen. The only thing I've done with NG is check that the mods I created are compatible and I'm not likely to do much more with it unless an update breaks one of those. On 1.32, Witchers Lair can be tricky to get in the right priority level to work smoothly. And ideally there could be a few patches to make it fully compatible with some other mods, like BiA. But I have no idea what's going on with compatibiity with NG mods, or if anything has changed in the vanilla files that might break it.
It's originally from New Hairstyles and Beards For Geralt (DLC2 Improved). You can also get it in black in Hair and Beard Equal Color Non-HW which is what I use because I liked the hair colours better, but I didn't like the black headband so I made a version that uses the original brown. If you like the brown band and you're not super particular about the hair colour then it's much easier to just use New Hairstyles and Beards. And, spoiler alert, it's IMPOSSIBLE to truly match hair and beard colours because they react to light differently. So no matter how close you get them in one lighting condition they will look different in another.
Do you mean the lighting or the decor? For the lighting I have Phoenix Ultimate 7.0 and BlitzFX. For all the extra paintings, tapestries, armor stands, and weapon racks I have Witchers Lair for Corvo Bianco. There are a lot of options for Witchers Lair. I currently have about the most stands you can get. I think it probably looks a bit too cluttered though so might change to one with less. It's a great mod.
Yep, happy to explain. I'd actually rather explain it than spend more time trying to change the mod to other people's needs because I don't really have time for that. Give a man a fish, teach a man to fish and all that. Here's the process:
Download WolvenKit - I think it asks for your Witcher 3 folder and I think you should actually move the games files out of the C: program files area before you start modding (before you open WolvenKit), but I forget the reasons since it's been a while since I did that. I think it's because you need admin permission for certain things and that's hard to get with some of the modding tools but I forget which ones. Google how to move Steam game files out of there and still keep your Steam library intact. It's fairly easy, but might be a bit time consuming if it's being moved to a new drive. Open Wolvenkit and create a new project. Go to "File" then "asset browser" (if you're editing another mod then go to "add file from other mod" instead. Click on Bundle so you can look inside the game's packed bundle files. You can search for "corvo", but if you want to get a handle on what files are available it's worth clicking through the folders. These files are on these paths: Bundle\dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\mq7024_interior_deco\ground_floor_deco\rich_deco\lights.w2l Bundle\dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\mq7024_interior_deco\guest_room\rich_deco\lights.w2l
There are other files in that area that do things with lighting so feel free to explore.
Once you have the file up in the asset browser double click on it or click "mark selected" and then click "add marked files to mod".
You'll probably get a window that says "extract ambiguous" and you have to choose which bundle file to extract the file from. The two options I get are blob.bundle and world_bob_startup.bundle. I honestly don't know what the difference is. Maybe there is no difference in this case (they seem the same to me for these files, but there are so many bits to check I'm not sure). If you have a mod installed that includes the same file then you will have to decide whether to extract from the mod's bundle file or the game's bundle file. (The mod's file will have whatever changes the mod author made).
Once you've picked your source, exit out of the asset browser and find the file you extracted in the "mod explorer" window folder tree. Double click on it.
You'll then see a few lines of code in the new "Chunk List" window that opened up to the right. This is organised like a tree as well, so click on the + icons to open up different areas.
For the ground floor file, the chandeliers are CGamePlayEntity #1 and #2. The other entities are the rest of the candles on the ground floor.
Once you've clicked on an entity, another tree will appear in the Properties window below. Click on the + icons to open up that tree.
The parts I edited are in Buffer_v2.
Look for numbers that are labelled something like "lightcomponent" rather than something like "fake_shadow".
Once you open one of those up fully you'll see some lines called "radius", "attenuation", "brightness", "softness" and other things. Not all candles have all of these.
To edit the numbers for these settings just click on the number that's in the line that includes the label "brightness" or whatever and type in a new number.
See the screenshot in the next comment for an example of how Wolvenkit will look when your editing one of the chandeliers.
Lowering attenuation seems to add to brightness (well, probably not brightness in a technical sense - I don't know much about lighting, but you'll be able to see things better so whatever it does, it's useful here - we need some lighting experts to tell us what this stuff is all about). Increasing radius helps as well. In fact, increasing brightness doesn't have as much of an effect as these other settings. I guess radius is literally increasing the size of the light source? So making it bigger just spreads more light everywhere? I dunno.
Be careful with softness. If it's too low it will cast harsh shadows that make no sense. Too high and it casts a murky shadow over a larger area. I think I actually softness at vanilla, but depending on what you're doing it might be worth adjusting them slightly.
I can't remember exactly how my settings compare to vanilla right now, but I think it's something like 5x vanilla radius 2x brightness and I think I halved the attenuation for most candles, but went even lower for the chandeliers (or I'm misremembering). You might want to get both the vanilla lights files and the ones from this mod to compare. To do that you should just get one of them into mod explorer first, then rename that file so you can add the other one without overwriting the first one. A general tip - It's sometimes easier to deal with renaming files names and moving them around etc with Windows File Explorer instead of Mod Explorer. It can be easier for some things and Mod Explorer updates itself automatically (though, be careful to check that the Chunk List window still represents the file you want or you might fail to update the right file - best to close the window and double click on the file you want to be sure).
Another editable part comes under "transform". Depending on which transform you choose, you can change the position and angle of the candles (I think the transforms at the lowest levels of the trees do this - I couldn't figure out what the others do). I left all transforms at vanilla - but maybe you can make some use of them.
Once you've got some settings as you like them and you're ready to test, click on the Wolf Medallion icon on the left and "Pack Project". In this case you don't need to change any of the default check boxes (the defaults are Pack Bundles and Generate metadata.store - unfortunately I can't tell you what the second one is for, but I think you need it in this case).
Check the output window down the bottom to see when it is installed and then launch the game. (If you've made a mod that edits scripts then you should run script merger first, but you don't need to in this case).
Then you're in the wild and time consuming realm of trial and error. Take many screenshots and try to keep track of them carefully, take notes of settings (better notes than I did!), compare to vanilla etc etc.
If you are making a different type of mod then you might need to use Wolvenkit differently. e.g. if you're editing texture files then you have to get the edited files (tga) into the right part of the mod explorer's folder tree (as xbm) before you can even pack the mod. You do this by going to View - Import Utility - Use Mod files - Auto-fill texture groups - Import. I'm including that little tidbit because wow it took me ages to figure that out the first time....
Another tip - you'll be surprised what is editable inside Wolvenkit. Even if the file doesn't have a proper icon it doesn't necessarily mean Wolvenkit can't edit it - double click and find out. But some things might need to be edited outside - e.g. it's easier to edit scripts in notepad++. And editing texture files can be done in Photoshop or Gimp. There is also a strings editor, a strings encoder and a GUI for the encoder and it looks like these are for changing text in the game, but I haven't been able to get very far with them so far. (And there are probably other tools I haven't come across yet).
Honestly, I thought for a bit about what to write but words cannot convey how happy I am that you actually took the time to explain everything step by step, I honestly wish you the best! Thanks!
Hmm, I tired to edit the same files that you did and followed all of your steps but I get an error. It says something like this:
The value cannot be zero Name of parameter: key ArgumentNullException: Value cannot be zero
I would rather not paste the whole log here, especially since for some reason the errors display in my systems language, which is Polish
I am still a beginner, and google didn't give me any clear answers
The game folder is on my second drive and I opened wolvenkit with admin permissions, I also changed the permissions of the game folder to be accessible for everyone
I don't know sorry, I haven't had that error. Did you change one of the settings to 0? Maybe it just means that's not an option so you would need to change it something very small instead. Or maybe you accidentally deleted a setting? I really don't know sorry.
Hey, someone in another comment mentioned More Shadows for Toussaint and that has an optional file that let's you customize lighting throughout the game. And then there is this mod that lets you customize lighting as well - I don't know what the difference is. I can't run the customization suites because they aren't compatible with Community Patch - Shared Imports. But if you can run them then maybe they will do what you want and will save you a lot of hassle.
Ok, so I found out how to use the customization suite with Shared Imports - you need to disable the Shared Imports CLightComponent.ws file - e.g. by deleting it or renaming it to something like CLightComponent.ws.disabled.
This mod lets you change most lights throughout the game with the same sort of options I adjusted - brightness, radius, attenuation. But it does them all at once, so you can't just change individual places like Corvo Bianco. It also doesn't change the chandeliers. So maybe the best use of it is to set general candles to whatever you want generally then just use the chandeliers version of my mod for the showroom effect.
Unfortunely, I use w3ee which has it's own version of shared imports pre installed, and this is the error I get when I install the light customization suite:
Error [modw3ee]local\w3ee - imports.ws(563): Structure 'SLightFlickering' was already exported. Error [modw3ee]local\w3ee - imports.ws(570): Class 'CLightComponent' was already exported. Error [modw3ee]local\w3ee - imports.ws(588): Class 'CPointLightComponent' was already exported.
Anything I could do or am I fucked?
I am really thankful for the help, I honestly have no idea why wolvenkit doesn't work for me, and I am ever more surprised about the fact that it does not have any proper documentation, any guides AT ALL, and overall seems to be abandoned except for the few which learned it a few years ago and still use it
It 'is' getting updated once in a while but for some reason there are like 10 different versions on github, it is very confusing...
I don't use w3ee so I don't really know. But that looks like the same list of errors I got with the original Shared Imports. The solution to that problem was to disable CLightComponent.ws in the Shared Imports folders - so maybe you need to disable the w3ee imports version of that file. I don't know what that would do to w3ee functionality though.
Yeah, I don't understand what's going on with Wolvenkit. There is a very recent version of it that I tried but it seems to be exclusively for modding Cyberpunk. I find it all quite confusing. I guess many modders have moved on from Witcher 3 onto Cyberpunk - which is fair enough - but it makes it hard to make sense of the work they did setting up Witcher 3 modding years ago. From what I can gather CDPR did a poor job accommodating for mods so modders have had to make the best of a bad situation. Hopefully Witcher 4 will be easier to mod.
Oh and, yep, happy to help! I'll probably get too busy with study soon to help much more - but I'm glad this has been useful.
w3ee seems to have shared imports pre installed in many scripts, so even removing the imports.ws file still gives me the same errors
The only way to fix that properly would be to learn C#, then learn witcher script, and modify the scripts
Which is just too much work, even skyrim is far easier to mod, I mean yeah, it does have a pretty weird difficulty curve but there are hundreds of guides and everything is documented well
witcher 3 on the other hand, I cannot find ANY guides to modding whatsoever, only the ones released in 2015 which are useless now since the game got updated since then, and so did the modding tools
Nothing is documented. If I am to be honest, it seems like the entire witcher 3 modding 'community' is like 3 servers and 10 guys all circle jerking each other...
wolvenkit seems to have like, 10 different forks and none of them have any documentation on what they do/change exactly, none of them ever mention how to do what and it all looks like you need to be in the 'know' to make any use of them
It is very frustrating, and honestly I might just drop the game entirely and mod skyrim/the fallout games to perfection
I probably won't make good use of anything you said, but I am still very thankful for the fact that you took the time to explain everything to me as best as you could. Good luck!
It's compatible with the More Shadows for Toussaint, but that mod doesn't add shadows to the chandeliers. Without the chandeliers on you get shadows from the candelabras and other candles (but not the wall candles for some reason), but when you turn on the chandeliers those shadows are obliterated.
I can't run the optional mod - Light Customization Suite - because it isn't compatible with Community Patch - Shared Imports, which I don't really want to turn off. But if the customization suite lets you adjust the chandeliers then you probably don't need my mod. Perhaps you could test them and let me know.
For what it's worth I'm basically roleplaying the chandeliers as magic chandeliers built for the purpose of showing off the gear - so I don't really mind that it doesn't cast shadows because, you know, magic.
Ok, so I got the More Shadows for Toussaint version of the customization suite working and that's compatible with my mod as well. The chandeliers mostly make the candelabra shadows disappear, but I think if you play around with the settings you could have them appear stronger. But no shadows from the chandeliers themselves (except the weird unrealistic one that goes across the ceiling and walls). Sorry, I don't know how to give the chandeliers proper shadows.
And I got the original Light Customization Suite working as well, but you can't use it with the More Shadows for Toussaint customization. If you use it by itself then you can get a similar effect to my mod by adjusting the general candle settings (the chandeliers aren't changed, but you can get the candelabras quite big and bright) - but then almost everywhere will look like that, so it depends on whether you want it just for Corvo Bianco or everywhere.
?The chandeliers mostly make the candelabra shadows disappear
Now I understand it.
Light Customization Suite I do not use and will not, because my current lighting suits me (except for Corvo Bianco). Guess I'll have to see if I can make the chandeliers in your mod less bright but not as dim as the original.
41 comments
A must have to go with witcher lair
download
completely mirrors original functionality, nothing changed apart from 4.0.3 file basis, tbh it feels a bit weird to me as that functionality stays even after going out of witcher senses for a lil while, but i never had issues with it =)
Witchers Lair for Corvo Bianco https://www.nexusmods.com/witcher3/mods/4095
I forget which packs I used for the screenshots, but I think it was the ones that maximize weapon and armor stands. I've since changed to ones with less weapon stands and more paintings, which looks less cluttered.
You can also get it in black in Hair and Beard Equal Color Non-HW which is what I use because I liked the hair colours better, but I didn't like the black headband so I made a version that uses the original brown. If you like the brown band and you're not super particular about the hair colour then it's much easier to just use New Hairstyles and Beards. And, spoiler alert, it's IMPOSSIBLE to truly match hair and beard colours because they react to light differently. So no matter how close you get them in one lighting condition they will look different in another.
I hate how useless light sources are in the game, and would like to edit their brightness and radius
Download WolvenKit - I think it asks for your Witcher 3 folder and I think you should actually move the games files out of the C: program files area before you start modding (before you open WolvenKit), but I forget the reasons since it's been a while since I did that. I think it's because you need admin permission for certain things and that's hard to get with some of the modding tools but I forget which ones. Google how to move Steam game files out of there and still keep your Steam library intact. It's fairly easy, but might be a bit time consuming if it's being moved to a new drive.
Open Wolvenkit and create a new project.
Go to "File" then "asset browser" (if you're editing another mod then go to "add file from other mod" instead.
Click on Bundle so you can look inside the game's packed bundle files.
You can search for "corvo", but if you want to get a handle on what files are available it's worth clicking through the folders. These files are on these paths:
Bundle\dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\mq7024_interior_deco\ground_floor_deco\rich_deco\lights.w2l
Bundle\dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\mq7024_interior_deco\guest_room\rich_deco\lights.w2l
There are other files in that area that do things with lighting so feel free to explore.
Once you have the file up in the asset browser double click on it or click "mark selected" and then click "add marked files to mod".
You'll probably get a window that says "extract ambiguous" and you have to choose which bundle file to extract the file from. The two options I get are blob.bundle and world_bob_startup.bundle. I honestly don't know what the difference is. Maybe there is no difference in this case (they seem the same to me for these files, but there are so many bits to check I'm not sure). If you have a mod installed that includes the same file then you will have to decide whether to extract from the mod's bundle file or the game's bundle file. (The mod's file will have whatever changes the mod author made).
Once you've picked your source, exit out of the asset browser and find the file you extracted in the "mod explorer" window folder tree. Double click on it.
You'll then see a few lines of code in the new "Chunk List" window that opened up to the right. This is organised like a tree as well, so click on the + icons to open up different areas.
For the ground floor file, the chandeliers are CGamePlayEntity #1 and #2. The other entities are the rest of the candles on the ground floor.
Once you've clicked on an entity, another tree will appear in the Properties window below. Click on the + icons to open up that tree.
The parts I edited are in Buffer_v2.
Look for numbers that are labelled something like "lightcomponent" rather than something like "fake_shadow".
Once you open one of those up fully you'll see some lines called "radius", "attenuation", "brightness", "softness" and other things. Not all candles have all of these.
To edit the numbers for these settings just click on the number that's in the line that includes the label "brightness" or whatever and type in a new number.
See the screenshot in the next comment for an example of how Wolvenkit will look when your editing one of the chandeliers.
Lowering attenuation seems to add to brightness (well, probably not brightness in a technical sense - I don't know much about lighting, but you'll be able to see things better so whatever it does, it's useful here - we need some lighting experts to tell us what this stuff is all about). Increasing radius helps as well. In fact, increasing brightness doesn't have as much of an effect as these other settings. I guess radius is literally increasing the size of the light source? So making it bigger just spreads more light everywhere? I dunno.
Be careful with softness. If it's too low it will cast harsh shadows that make no sense. Too high and it casts a murky shadow over a larger area. I think I actually softness at vanilla, but depending on what you're doing it might be worth adjusting them slightly.
I can't remember exactly how my settings compare to vanilla right now, but I think it's something like 5x vanilla radius 2x brightness and I think I halved the attenuation for most candles, but went even lower for the chandeliers (or I'm misremembering). You might want to get both the vanilla lights files and the ones from this mod to compare. To do that you should just get one of them into mod explorer first, then rename that file so you can add the other one without overwriting the first one. A general tip - It's sometimes easier to deal with renaming files names and moving them around etc with Windows File Explorer instead of Mod Explorer. It can be easier for some things and Mod Explorer updates itself automatically (though, be careful to check that the Chunk List window still represents the file you want or you might fail to update the right file - best to close the window and double click on the file you want to be sure).
Another editable part comes under "transform". Depending on which transform you choose, you can change the position and angle of the candles (I think the transforms at the lowest levels of the trees do this - I couldn't figure out what the others do). I left all transforms at vanilla - but maybe you can make some use of them.
Once you've got some settings as you like them and you're ready to test, click on the Wolf Medallion icon on the left and "Pack Project". In this case you don't need to change any of the default check boxes (the defaults are Pack Bundles and Generate metadata.store - unfortunately I can't tell you what the second one is for, but I think you need it in this case).
Check the output window down the bottom to see when it is installed and then launch the game. (If you've made a mod that edits scripts then you should run script merger first, but you don't need to in this case).
Then you're in the wild and time consuming realm of trial and error. Take many screenshots and try to keep track of them carefully, take notes of settings (better notes than I did!), compare to vanilla etc etc.
If you are making a different type of mod then you might need to use Wolvenkit differently. e.g. if you're editing texture files then you have to get the edited files (tga) into the right part of the mod explorer's folder tree (as xbm) before you can even pack the mod. You do this by going to View - Import Utility - Use Mod files - Auto-fill texture groups - Import. I'm including that little tidbit because wow it took me ages to figure that out the first time....
Another tip - you'll be surprised what is editable inside Wolvenkit. Even if the file doesn't have a proper icon it doesn't necessarily mean Wolvenkit can't edit it - double click and find out. But some things might need to be edited outside - e.g. it's easier to edit scripts in notepad++. And editing texture files can be done in Photoshop or Gimp. There is also a strings editor, a strings encoder and a GUI for the encoder and it looks like these are for changing text in the game, but I haven't been able to get very far with them so far. (And there are probably other tools I haven't come across yet).
Have fun!
The value cannot be zero
Name of parameter: key
ArgumentNullException: Value cannot be zero
I would rather not paste the whole log here, especially since for some reason the errors display in my systems language, which is Polish
I am still a beginner, and google didn't give me any clear answers
The game folder is on my second drive and I opened wolvenkit with admin permissions, I also changed the permissions of the game folder to be accessible for everyone
Any ideas on what could cause that?
Thanks in advance
This mod lets you change most lights throughout the game with the same sort of options I adjusted - brightness, radius, attenuation. But it does them all at once, so you can't just change individual places like Corvo Bianco. It also doesn't change the chandeliers. So maybe the best use of it is to set general candles to whatever you want generally then just use the chandeliers version of my mod for the showroom effect.
Error [modw3ee]local\w3ee - imports.ws(563): Structure 'SLightFlickering' was already exported.
Error [modw3ee]local\w3ee - imports.ws(570): Class 'CLightComponent' was already exported.
Error [modw3ee]local\w3ee - imports.ws(588): Class 'CPointLightComponent' was already exported.
Anything I could do or am I fucked?
I am really thankful for the help, I honestly have no idea why wolvenkit doesn't work for me, and I am ever more surprised about the fact that it does not have any proper documentation, any guides AT ALL, and overall seems to be abandoned except for the few which learned it a few years ago and still use it
It 'is' getting updated once in a while but for some reason there are like 10 different versions on github, it is very confusing...
Yeah, I don't understand what's going on with Wolvenkit. There is a very recent version of it that I tried but it seems to be exclusively for modding Cyberpunk. I find it all quite confusing. I guess many modders have moved on from Witcher 3 onto Cyberpunk - which is fair enough - but it makes it hard to make sense of the work they did setting up Witcher 3 modding years ago. From what I can gather CDPR did a poor job accommodating for mods so modders have had to make the best of a bad situation. Hopefully Witcher 4 will be easier to mod.
Oh and, yep, happy to help! I'll probably get too busy with study soon to help much more - but I'm glad this has been useful.
The only way to fix that properly would be to learn C#, then learn witcher script, and modify the scripts
Which is just too much work, even skyrim is far easier to mod, I mean yeah, it does have a pretty weird difficulty curve but there are hundreds of guides and everything is documented well
witcher 3 on the other hand, I cannot find ANY guides to modding whatsoever, only the ones released in 2015 which are useless now since the game got updated since then, and so did the modding tools
Nothing is documented. If I am to be honest, it seems like the entire witcher 3 modding 'community' is like 3 servers and 10 guys all circle jerking each other...
wolvenkit seems to have like, 10 different forks and none of them have any documentation on what they do/change exactly, none of them ever mention how to do what and it all looks like you need to be in the 'know' to make any use of them
It is very frustrating, and honestly I might just drop the game entirely and mod skyrim/the fallout games to perfection
I probably won't make good use of anything you said, but I am still very thankful for the fact that you took the time to explain everything to me as best as you could. Good luck!
I can't run the optional mod - Light Customization Suite - because it isn't compatible with Community Patch - Shared Imports, which I don't really want to turn off. But if the customization suite lets you adjust the chandeliers then you probably don't need my mod. Perhaps you could test them and let me know.
For what it's worth I'm basically roleplaying the chandeliers as magic chandeliers built for the purpose of showing off the gear - so I don't really mind that it doesn't cast shadows because, you know, magic.
And I got the original Light Customization Suite working as well, but you can't use it with the More Shadows for Toussaint customization. If you use it by itself then you can get a similar effect to my mod by adjusting the general candle settings (the chandeliers aren't changed, but you can get the candelabras quite big and bright) - but then almost everywhere will look like that, so it depends on whether you want it just for Corvo Bianco or everywhere.
Light Customization Suite I do not use and will not, because my current lighting suits me (except for Corvo Bianco). Guess I'll have to see if I can make the chandeliers in your mod less bright but not as dim as the original.