2023/08/01 update: Version 2.71 is out, only bringing minor corrections to the artificial player light at night, bringing the result closer to legacy Darker Nights. It is not a required update, but will be incorporated in all future versions.
2023/08/01 update: Both version have been updated to support v4.04a game version.
Friendly meditation patch has also been updated.
Version 2.7 is out:
Brings support for The Witcher 3: Complete Edition v4.04a
What the mod does:
Delete all previous versions before updating.
Use only one version at a time.
Do not forget to download Friendly Meditation Patch if you need it.
Do not forget to install Shared Imports, it is required.
Vastly improves Toussaint, no more extremely bright halo in the sky.
Corrects strange reflections at night using the new SSR and Ray-Tracing.
The mod has been tested with the DX11 game (SSAO and HBAO+), DX12 (SSAO, HBAO+ and Ray Tracing).
Reduces the moon brightness at night in some places.
Corrects the incorrect water color at night in some places.
Reduce the fire (torches and everything that burns) overexposition at night.
A version compatible with 1.31/1.32 game is also planned.
Hi . Does the latest version still require the patch for Friendly Meditation? I tried using the newest version with the meditation Patch, i got these script errors: Error [mod0000_mergedfiles]game\player\states\meditation\meditationwaiting.ws(85): Could not find function 'FinalHack_GetSimulateBuffTime' Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code. Or maybe Friendly Meditation (2.3) is the cause because of no update? I reverted to the previous Darker Nights for now, everything is working like before. Thank You
It might be the issue, while I am trying to find the new problem, you can just replace the file meditationwaiting.ws with the one included in the normal darker nights version, which should work because I've not touched this file. I'll also probably release very soon an update to correct the issues still presents in Toussaint.
I think this is changed in the newest "meditationWaiting.ws" - in Your mod thePlayer.OnMeditateStopDN( FinalHack_GetSimulateBuffTime() ); //Shaedhen - Darker Nights
In the previous one this was commented, because maybe this now calls the function that doesn't exist in Darker Nights's script?
LE: I can play the game with the newest version now with the commented line. Nights are looking even better, more "natural" and no black water, and no shiny moon also. Great work!! (I play in HDR so normal nights are just bright , that's why this mod is soo big for me, so Thank You).
I believe I'm not alone when I say that it has become a staple in my modded game and is hard to play without it, heheh.
Only comment is that with the latest versions, the brightness of certain light sources is overwhelming at night. I saw in the changelog that you were able to fix many, but it would seem a few still remain.
I've attached pictures of the mod in the same scene using the last three versions, as well as vanilla for comparison. Hope this helps!
Would anyone know why the mod is making it look gray instead of dark? For operation, I only left the mods Darker Nights Enhanced, DarkerNightsMenuFix and modSharedImports-v0.6 - NEXT-GEN and this still happens.
Hello, is it possible to merge Darker nights with W3EE? In W3EE mod Friendly Meditation is included, dont know exactly which version. But I tried using the Friendly Meditation patch from darker nights but there are merge conflicts with W3EE and the FM patch, and i dont know how to solve it. But im desperate to make it work lol.
Im able to merge W3EE and Darker nights without the FM patch, but that causes the distant objects like houses and mountains to appear overly bright for a minute or so after meditating until its night and dark.
How can you manage mod even works somehow?)) I have merge conflict with W3EE too. I've tried to merge it manually, select darker nights variant. But mod menu does not even shows in game mods menu. Moreover, i have Swords Wearing mod, and after installation darker nights it desappears from mod menu too)
Thank you for your feedback, I will have to try the mods together when I have the time to. However, I have also noticed in some circumstances that the fires are too bright in darker nights without any other mods, and I have found a solution. I am still working on the enhanced version and I have been correcting many little things over the months and I'll include them in the next update (I still don't know when I'll do this, probably in February/march).
hello darker nights mod is also affecting day time and making daytime darker... help? i tried switching my lighting mods, edit i fixed it, for some reason the darkness start parameter was set to 0
I'm using the enhanced version and the required community patch, it works and looks good except for the fires and torches being overly bright which it's supposed to fix. I tried it with True Fires and it looks better but I can't for the life of me get the torch to look right when using True Fires, so I would prefer not to use it. Might try the original version and see how it compares but just wondering if I'm missing something
Hi! Thanks for your feedback. In some scenarios indeed I have noticed overly bright torches despite the fix I did. I am working on my free time to improve the mod, but unfortunately I do not have much.
Hello there, I’m using this mod the version I download from the Menu Fix mod. Everything merges properly and the game runs just fine. However, I experienced a “bug” where the darker night also darken indoor lighting. I’m not sure if this is intended or not. Can you please provide some guidance? Thank you so very much for your time!
Edit: I’m using Better Vanilla Lighting Change, Filterless Toussaint, and Friendly Meditation. I edited user.settings to remove the artificial light that follows the player, in gameplay only not in cutscene.
I hope its okay I ask for help. I can't figure out why but the mod works for me in dx11 but doesn't in dx12? Have i done something wrong? I installed manually and merged scripts.
Thanks for your reply. My menu is fine. I start the game through the witcher 3 mod manager. The problem is that it works perfect in dx11, nights are nice and dark. In dx12 however there is no difference to the nights, it is as bright as ever.
If you're on Steam you may try to load the game with a right-click on the Steam icon in the systray and wait for the window to open, then select DX12. Be sure before darker night is installed manually.
I do not use a mod manager for this game so it's a test to see if while not using it, it changes something about your problem.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(14): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(17): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(18): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(25): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(26): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(27): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(28): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(29): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(30): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(31): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(32): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]local\world_env_modif.ws(33): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]game\player\r4player.ws(14192): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]game\player\r4player.ws(14194): Property 'envParams' exists but was not imported from C++ code. Error [moddarkernightsngeenhanced]game\player\r4player.ws(14195): Property 'envParams' exists but was not imported from C++ code. Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code
I'm sorry if this was already asked before, but I don't find a recent anwer to this.
Is the Friendly Meditation Patch still needed also for the Darker Nights Enhanced version 2.71? Even without using it, I didn't had any conflict when trying to merge the scripts, the game launches normally and in game everything seems to be working as expected.
What is the patch exactly meant to correct? So I can try and test it in game and see if I get a strange behavior.
Hi! Do not worry! Yes it is still needed, it's normal that the game launches normally, but it's recommended to use the patch in order to avoid strange behaviors when using Friendly Meditation. The patch aims at providing a correct behavior for Darker Nights at any given game time. For example, when you end meditation, the patch forces the mods to check what time is it in order to apply the correct blending for Darker Nights. It does similar things in other Friendly Meditation functions that requires it. Without the patch, you could sometimes see incorrect darkness relative to the time of day.
hello! still having some trouble after the latest update. I can't get the game to run with darker nights or darker nights enhanced. they give the same errors. any ideas how to fix this?
Error [moddarkernights]game\player\states\unconscious.ws(153): Cannot call private function 'CheckDayNightCycle' in class 'CR4Player' here. Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
General Help for Enhanced Version (114 comments)
Version 2.71 is out, only bringing minor corrections to the artificial player light at night, bringing the result closer to legacy Darker Nights.
It is not a required update, but will be incorporated in all future versions.
2023/08/01 update:
Both version have been updated to support v4.04a game version.
Friendly meditation patch has also been updated.
Version 2.7 is out:
What the mod does:
Error [mod0000_mergedfiles]game\player\states\meditation\meditationwaiting.ws(85): Could not find function 'FinalHack_GetSimulateBuffTime'
Or maybe Friendly Meditation (2.3) is the cause because of no update? I reverted to the previous Darker Nights for now, everything is working like before. Thank YouWarning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
thePlayer.OnMeditateStopDN( FinalHack_GetSimulateBuffTime() ); //Shaedhen - Darker Nights
In the previous one this was commented, because maybe this now calls the function that doesn't exist in Darker Nights's script?
Previous meditationWaiting.ws from Darker Nights Enhanced:
// thePlayer.OnMeditateStopDN( FinalHack_GetSimulateBuffTime() ); //Shaedhen - Darker Nights
LE: I can play the game with the newest version now with the commented line. Nights are looking even better, more "natural" and no black water, and no shiny moon also. Great work!! (I play in HDR so normal nights are just bright , that's why this mod is soo big for me, so Thank You).
Absolutely essential mod.
I believe I'm not alone when I say that it has become a staple in my modded game and is hard to play without it, heheh.
Only comment is that with the latest versions, the brightness of certain light sources is overwhelming at night. I saw in the changelog that you were able to fix many, but it would seem a few still remain.
I've attached pictures of the mod in the same scene using the last three versions, as well as vanilla for comparison. Hope this helps!
https://imgur.com/a/2EGW86P
Im able to merge W3EE and Darker nights without the FM patch, but that causes the distant objects like houses and mountains to appear overly bright for a minute or so after meditating until its night and dark.
Fires during the night have a very strong and annoying halo and seem to produce more light than expected
This happens when running DX11 with bloom activated.
According to my tests, this problem is there only when using these two mods together, so there is probably something that could maybe be patched.
However, I have also noticed in some circumstances that the fires are too bright in darker nights without any other mods, and I have found a solution. I am still working on the enhanced version and I have been correcting many little things over the months and I'll include them in the next update (I still don't know when I'll do this, probably in February/march).
i fixed it, for some reason the darkness start parameter was set to 0
In some scenarios indeed I have noticed overly bright torches despite the fix I did.
I am working on my free time to improve the mod, but unfortunately I do not have much.
Edit: I’m using Better Vanilla Lighting Change, Filterless Toussaint, and Friendly Meditation. I edited user.settings to remove the artificial light that follows the player, in gameplay only not in cutscene.
Have i done something wrong? I installed manually and merged scripts.
Otherwise, you may check file structure to see if everything is at the right place : https://www.nexusmods.com/witcher3/mods/7035/?tab=posts&jump_to_comment=126842889
How do you start the game ? For example, in my case I'm using Steam that make popping up a window where there are dx11 and 12 loading options.
I start the game through the witcher 3 mod manager.
The problem is that it works perfect in dx11, nights are nice and dark.
In dx12 however there is no difference to the nights, it is as bright as ever.
I do not use a mod manager for this game so it's a test to see if while not using it, it changes something about your problem.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(14): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(17): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(18): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(25): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(26): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(27): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(28): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(29): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(30): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(31): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(32): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]local\world_env_modif.ws(33): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]game\player\r4player.ws(14192): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]game\player\r4player.ws(14194): Property 'envParams' exists but was not imported from C++ code.
Error [moddarkernightsngeenhanced]game\player\r4player.ws(14195): Property 'envParams' exists but was not imported from C++ code.
Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code
Is the Friendly Meditation Patch still needed also for the Darker Nights Enhanced version 2.71?
Even without using it, I didn't had any conflict when trying to merge the scripts, the game launches normally and in game everything seems to be working as expected.
What is the patch exactly meant to correct? So I can try and test it in game and see if I get a strange behavior.
Thanks :)
Do not worry! Yes it is still needed, it's normal that the game launches normally, but it's recommended to use the patch in order to avoid strange behaviors when using Friendly Meditation.
The patch aims at providing a correct behavior for Darker Nights at any given game time. For example, when you end meditation, the patch forces the mods to check what time is it in order to apply the correct blending for Darker Nights. It does similar things in other Friendly Meditation functions that requires it.
Without the patch, you could sometimes see incorrect darkness relative to the time of day.
Error [moddarkernights]game\player\states\unconscious.ws(153): Cannot call private function 'CheckDayNightCycle' in class 'CR4Player' here.
Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
thanks to jojolapin102 for the speedy update!!
Indeed the safest way to update is to delete and reinstall the mod ;)