There is now a non Ray Tracing version of this mod that can be downloaded from the optional section for those who want to try it without RT. Darker Nights shoudn't be needed anymore and the gamma may be set to normal levels.
Edit: I would also recommend not installing the optional caves and interiors if you are not using RT.
If you are using RT, please use the main file instead in order to achieve the intended results.
Some envs edited by Realistic Weather are also edited by RPL Lighting. If you want to keep my edits and still use their weather changes, just give RPL Lighting higher priority.
I use TW3MM, by the way. Sorry for the trouble, it's a bit confusing for me who just started TW3 modding. I thought the Priority system would be similar to MO2 (Mod Organizer 2).
I see that you say "Darker Nights shoudn't be needed anymore", do you mean that it is not advised to use it together with RPL (maybe because it will be redundant?), or the two mods can be used together? What is your suggested setup?
Hello))I want to start with gratitude) Your mod is amazing and gives me the same feeling from the game, without which I can’t imagine The Witcher 3) I have a request for you and I hope you won’t take it negatively... But could you make a version , with fake lighting turned on? Or tell me how to do it myself? The fact is that for all the amazingness of your fashion, RT really disfigures your hair and beard. I somehow managed to fix the bugs with the lighting of the hair and beard, but without the fake lighting... both the beard and hair look very bad in places and, alas, too often. Once again, thank you very much for the amazing mod) And I really hope for your help)
Works perfectly on 1.31, I used both "RPLlightingmod_nonRT" and "RPLlightingmod_caves". If not using RPLlightingmod_caves then when I enter the cave everything becomes so black, it's like a black screen can't see anything, even using cat potion doesn't change either, that's why I had to use RPLlightingmod_caves to fix this. This mod will be more perfect when used with Blitz.
I ran into a major glitch with your mod... It is very strange because I was running the game for a couple of hours while using your mod with no issues. And once I got to the Barron's castle, while I was investigating the disappearance of the Barron's wife and daughter, something broke. All the sudden there was a white ghosting around Garalt and all surfaces, including walls and floors and even on NPCs, had a white glow on them. I don't really know how to describe the glitch better than that. I then noticed that if I disabled RT reflections, the glitch was gone. But as soon as I reenabled RT reflections, the glitch came back. I thought my game files might have become corrupted, but then I tried removing your mod, and the glitch was gone. I cant for the life of me figure out WTH went wrong. It doesn't make any sense considering the game looked great using your mod up to that point. But once it started happening, even if I loaded an old save in a different area, the glitch was still there. I tried uninstalling and reinstalling the mod, but it didn't help. It is truly unfortunate because I really liked the lighting much better using your mod. But it is unplayable with that glitch. I was hoping you might know what the problem is?
Hi there, I wanted to contact you about using your mod's files and a bit about how you achieved some things. Give me a message on discord and I'd love to talk. Discord: graham312
The nights are really nice in this mod, but i find the daylight lighting to be a bit too desaturated for my liking. Is there a way to tweak this, or maybe there is a reshade that can make the colors pop a bit more? I want it to look a bit closer to vanilla color wise, but still keep the amazing nights and other lighting changes. Anyone found a way to do this?
with this combination, In some weather it gives a really ugly blue reflection. So it's a no go unfortunately. Wonder if anyone has found any way to alleviate the interior light artifacts? Do share.
I've found a rather decent fix to the artifacts. Use the mod UberRTXGI (i used the Uber file), and the strange reflections will go away. The consequence is that nights are quite a bit brighter, and so are interiors but not by a large degree.
Another bug in some witcher armor sets might make them have blue glow and reflections, to fix that add this in UberRTXGI's ini file:[Rendering/RT] Reflections Radiance Mip Level=10
(remove the space between the words, i typed it like that because apparently if i type it correctly the website displays it as a Javascript code)
Hi, one comment here mentioned adding an AdditiveLighting option in the RPL ini to change how bright or dark interiors are. Making AdditiveLighting a huge value like 12.xxxxxx achieves the same effect as UberRTXGI in removing the artifacts. This makes interiors way too bright tho so I'll probably just skip the caves mod
Dear friend, I’m unable to locate this mod. It appears the author may have removed it. Would you be so kind as to share the file with me? Your help would be greatly appreciated
The best solution to the light "leaks" in interiors I have found, is simply to remove this mod. To achieve the intended "look", the author had to make certain changes that inevitably lead to this terribly distracting problem. I've since gone with a different lighting mod that completely eliminates the problem and on top of that, it makes interiors, the parts with no light sources, considerable darker.
ol man thank you ! i have also find it can be downloaded. it seems that the orginal author temporarily closed his download for fix some thing ,THANK YOU AGAIN!!!
Problem is, interiors have this, greasy or overly shiny look to them (I tested in interior of a Redanian house, wooden floors, etc).
There is another option to get rid of both issues, but it isn't worth it: [Rendering/RT] ForbidSSSR=true
You'll retain the light changes, but the lack of SSSR (I guess some RT implemented screen space reflection?) is jarring for pretty much any water surface (looks flat), and it removes some reflective details from buildings, etc.
It's kind of a pick your poison at this point, unless author can determine how to correct.
I tried using the non-RT version of this mod but the interior lighting is way too bright during the day and I feel like it has no shadow somehow, is that normal?
This is an absolute stunning lighting modification rafaperlau! It looks great even on Dx11 using "RPLlightingmod_nonRT" variant. Thanks for sharing this with all of us!
I created a short video showcasing how RPL lighting would look on character's skin. Here's a link if anyone is interested ---> https://www.youtube.com/watch?v=4a5kD5e_7Z4&t=50s
193 comments
Edit: I would also recommend not installing the optional caves and interiors if you are not using RT.
If you are using RT, please use the main file instead in order to achieve the intended results.
like in this order:
1. Realistic Weather (Priority: 1)
2. RPL Lighting (Priority: 2)
I use TW3MM, by the way. Sorry for the trouble, it's a bit confusing for me who just started TW3 modding. I thought the Priority system would be similar to MO2 (Mod Organizer 2).
I see that you say "Darker Nights shoudn't be needed anymore", do you mean that it is not advised to use it together with RPL (maybe because it will be redundant?), or the two mods can be used together? What is your suggested setup?
Thanks :)
Once again, thank you very much for the amazing mod)
And I really hope for your help)
This mod will be more perfect when used with Blitz.
I've found a rather decent fix to the artifacts. Use the mod UberRTXGI (i used the Uber file), and the strange reflections will go away. The consequence is that nights are quite a bit brighter, and so are interiors but not by a large degree.
Another bug in some witcher armor sets might make them have blue glow and reflections, to fix that add this in UberRTXGI's ini file:[Rendering/RT]
Reflections Radiance Mip Level=10
(remove the space between the words, i typed it like that because apparently if i type it correctly the website displays it as a Javascript code)
So it turns out you only need the below to drastically lessen the artifacts seen in interiors:
[Rendering/RT/RoughnessRemap]
RemapPower=50.000000
Problem is, interiors have this, greasy or overly shiny look to them (I tested in interior of a Redanian house, wooden floors, etc).
There is another option to get rid of both issues, but it isn't worth it:
[Rendering/RT]
ForbidSSSR=true
You'll retain the light changes, but the lack of SSSR (I guess some RT implemented screen space reflection?) is jarring for pretty much any
water surface (looks flat), and it removes some reflective details from buildings, etc.
It's kind of a pick your poison at this point, unless author can determine how to correct.
I created a short video showcasing how RPL lighting would look on character's skin.
Here's a link if anyone is interested ---> https://www.youtube.com/watch?v=4a5kD5e_7Z4&t=50s