Witcher 3 lighting is multi-layered. There's basically "FAKE" lighting everywhere. However cutscenes have even more and some certain cutscenes have a lot more. It was meant to make them look better but it's overdone for my and most people's taste.
3 versions
**want to make clear that not every single cutscene is edited... just a lot of them**
**only tested on DX11 so no idea how DX12 with ray tracing will be affected**
Known conflicts with no patches intended and why...
Immersive Lighting no patch necessary just give "immersive lighting" higher priority. highly recommended mod it was initially designed with this type of mod.
VGX Burning Village Cutscene decided best not to patch, not wanting ruin the intended experience of the mod. give "VGX" higher priority.
Recommended lighting mods
3 versions
- Grim Cutscenes ---- complete removal of all extra lights. character lights, spot lights, environmental boost to candles, and lights with shadows.
- Cutscene Lighting Edits ---- left ON things lights that have shadow casting
- Soft Disable Lighting ---- only removal of character/spot lights
**want to make clear that not every single cutscene is edited... just a lot of them**
**
Known conflicts with no patches intended and why...
Immersive Lighting no patch necessary just give "immersive lighting" higher priority. highly recommended mod it was initially designed with this type of mod.
VGX Burning Village Cutscene decided best not to patch, not wanting ruin the intended experience of the mod. give "VGX" higher priority.
Recommended lighting mods
- Grim Cutscenes recommend using Grim Lighting Revived (Next-Gen) or any lighting that mod that make things dark.
- Cutscene Lighting Edits recommend using Immersive Lighting make sure to give Immersive Lighting higher priority.
- Soft Disable Lighting and Director's cut recommend using Better Vanilla lighting Changes or Took Lighting Next Gen.