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[MODS] A small collection of personal mods

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R

RasAlgethi24

Rookie
#141
Dec 1, 2015
Kad_Venku said:
@RasAlgethi24:
@PeLLeT_RSD is right. The mods get loaded in ascending alphabetical order.
You don't have to include all mods in the mods.settings file. Only the ones you want to load in an explicit order.
Quoting myself here:
Click to expand...
If the mods are loaded in ascending alphabetical order that would mean "modzzz" would be loaded last which means it has priority which doesn't make sense. Script merger's mod starts with 0000 to make sure it has priority over anything so that means zzz would have lowest priority. That would imply they are loaded in descending order (highest to lowest) so that 0000 is loaded last and thus has the last effect (and priority)
 
Olddddd

Olddddd

Forum regular
#142
Dec 1, 2015
Kad_Venku said:
Sounds great Asmodean. Going to test the update once I'm home.

For the load order: There are basically two ways of doing it:
Either you abuse the alphanumerical load order scheme as stated above, or you are using the mods.settings file:

For those who are interested, it works like this:
The mods.settings is an optional file responsible for simple mod settings (on/off, mod priorities). Should be placed in:
C:\Users\[user_name]\Documents\The Witcher 3\mods.settings

For each mod you need an entry which is structured like this:


Mods which do not appear in the mods.settings file are enabled by default and are loaded in alphanumerical ascending order.

Personally I am using a mods.settings file, as it gives me full control over what mods - even parts - are loaded.
For those of you who are form the TES/Fallout community - think of it as an ordinary (but optional) load order.
This file can easily be used for a mod managing tool - which I am currently working on for my launcher by the way - to ensure you are gettign the files you want.

Simple example: You are using a LOD mod for characters, modLODCharacters for example and a texture replacer for Triss, modAwesomeTriss for example. The retexturing mod also edits the LOD files, so there are no inconsistencies when moving further away from Triss in game. but right now the mods would be loaded like this:

  1. modAwesomeTriss
  2. modLODCharacters

But in this case the LOD mod would overwrite the files provided by the retexture mod. This would result in having the retextured Triss close up, but vanilla Triss from further away.

Now we use the mods.settings file:




Now we just told the game to use the Triss mod with highest priority, which means it's loaded LAST (not to be confused here, the lower the number, the higher the priority, the later the file gets loaded. The result? We have awesome character LOD for all characters, but still can use Triss' retexture and actually see it in game. Remembering this and using Script Merger can basically make any mod compatible - logic conflicts of course excluded.
Click to expand...
To be sure, it would give this:

[modLodAndFX]
Enabled=1
Priority=1

[modZZZLodAll]
Enabled=1
Priority=100
Click to expand...
First we load the modZZZLodAll then the modLodAndFX, correct?
We could also put 2 priority for modZZZLodAll, no?
 
K

Kad_Venku

Senior user
#143
Dec 1, 2015
Sorry, yes you're right. descending.
Going to fix that in the original post. Messed myself up here.

@Olddddd: Yes, you could use 2 as well. The 100 was just an arbitrary number.

@Asmodean778:
Thanks for the update. Just tested it, works like a charm and looks great!
 
Last edited: Dec 1, 2015
U

ummagoomba

Rookie
#144
Dec 3, 2015
Asmodean778 said:
Yes. It contains all env changes. Just no CSVs. You'll still have the enhanced HBAO+, DoF, lighting, etc, etc. I also have the CSL using the location-specific sky & water, because the CSL butchers them, and imo it's best to let the environment manager handle them. And the consistant lighting between dialogues and in-game.
Click to expand...
My system has to run a mix of low to mid settings (1080p) in order to skim 30FPS. I noticed when I was using your lighting mod that it seemed to be dipping closer to 20FPS. Could it be the HBAO+ that is doing that? I really like the mod and would like to try it out but is there some way for me to lower some of it's settigns, in order to keep the FPS more stable?

Your ENV is lovely btw.

Main settings are:

AA = On
AO = SSAO
DoF = Off

Resolution = Full Screen / 1080p
Framerate Limit = Unlimited
VSync = Off
Foliage (both) = Low
Shadow = Low
Textures = High
Water = High
Terrain Quality = Low
 
Last edited: Dec 3, 2015
A

Asmodean778

Rookie
#145
Dec 3, 2015
Lenkorn said:
My system has to run a mix of low to mid settings (1080p) in order to skim 30FPS. I noticed when I was using your lighting mod that it seemed to be dipping closer to 20FPS. Could it be the HBAO+ that is doing that? I really like the mod and would like to try it out but is there some way for me to lower some of it's settigns, in order to keep the FPS more stable?

Your ENV is lovely btw.

Main settings are:

AA = On
AO = SSAO
DoF = Off

Resolution = Full Screen / 1080p
Framerate Limit = Unlimited
VSync = Off
Foliage (both) = Low
Shadow = Low
Textures = High
Water = High
Terrain Quality = Low
Click to expand...
I'd find it very difficult to test, because I don't notice any performance difference between it off, and on. I can only recommend try using the env only version. It should work better for you.
 
U

ummagoomba

Rookie
#146
Dec 3, 2015
Asmodean778 said:
I'd find it very difficult to test, because I don't notice any performance difference between it off, and on. I can only recommend try using the env only version. It should work better for you.
Click to expand...
Thanks for responding. I'll give that a try, I was curious about the HBAO+ thing though. Only one way to find out I guess :)
 
R

RasAlgethi24

Rookie
#147
Dec 4, 2015
Asmodean, I noticed that with your fx tweaks I no longer get fire on the ground after I cast igni. Is this normal?
 
A

Asmodean778

Rookie
#148
Dec 4, 2015
Lenkorn said:
Thanks for responding. I'll give that a try, I was curious about the HBAO+ thing though. Only one way to find out I guess :)
Click to expand...
It could well be the HBAO+ (if you've got that enabled). I've got the bias lower than it is by default. So it has more coverage (also more fine detail coverage, etc). But, it would only typically have any notable impact on performance, if you were already brushing the lower treshold of it, in terms of fps. It would ofc depend totally on the hardware.

RasAlgethi24 said:
Asmodean, I noticed that with your fx tweaks I no longer get fire on the ground after I cast igni. Is this normal?
Click to expand...
Yeah, I tested that when I initially did work on Igni. Firstly - I can't get the ground embers to stay with the wind influence enabled on the embers. Secondly - I have a feeling that it's actually working as intended this way. Because without the wind influence, the Igni embers just flop onto the ground, hence creating small fires on the spots they land. But, with the wind influence, they fly up into the air (which is convection), and get blown in the wind (when it's windy out). So they don't stay on the ground. Explaining why there's no fire there.

The game's physics systems are crazy accurate at times, imo.

----------------

I also have some updates done for the global lighting mod. I'll probably up them tomorrow. Improved mainly the dialogues, and cutscenes. But also improved water, the shadows in some areas, and lighting. I've made some needed balancing adjustments to the dialogue / cutscene lighting (the actual cutscene / dialogue lighting - not the seperate one I've done for in-game). It now stays the same brightness / darkness in and out of dialogues, etc.

I found with removing those hidious camera spot lights which made characters glow like fluorescent bulbs, it also made for some precarious lighting in certain locations, like caves, and night time indoors, etc. Because the dialogue lighting made it get darker than it was in-game.

The latest version corrects all of these issues, and it still keeps all of the quality from the dialogues/cutscenes etc. I didn't remove the cutscene params from dialogues or anything like that. I've just made it so it stays at consistent brightness/darkness levels with in-game.

It also makes for a much smoother transition between in and out of dialogues.
 
Last edited: Dec 4, 2015
  • RED Point
Reactions: rmemr and sakisadr
R

RasAlgethi24

Rookie
#149
Dec 4, 2015
^Ok, understand about the Igni thing. Looking forward to your update.
 
U

ummagoomba

Rookie
#150
Dec 4, 2015
Asmodean778 said:
It could well be the HBAO+ (if you've got that enabled). I've got the bias lower than it is by default. So it has more coverage (also more fine detail coverage, etc). But, it would only typically have any notable impact on performance, if you were already brushing the lower treshold of it, in terms of fps. It would ofc depend totally on the hardware.
Click to expand...
Funnilly enough,. I tried running the game last night with the same versions of your mods and it ran perfectly fine. Must have been PEBKAC :p
 
A

Asmodean778

Rookie
#151
Dec 5, 2015
Here's the world lighting update as promised. Links below for those who are interested.

modWorldEnvLighting_1.5 <- modded environment definitions & CSVs.
modWorldEnvLighting_EnvOnly_1.5 <- modded environment definitions only.

The basic description of what's been updated was mentioned in post #148.
 
Last edited: Dec 5, 2015
  • RED Point
Reactions: TheWotcher, KanaTheKana, rmemr and 1 other person
V

vesemas228

Rookie
#152
Dec 12, 2015
Really quickly, tried version 1.5, it makes my water look like toothpaste!



Somewhat certain its not me.. as putting back what i call your version 1.3 doesn't make it blue at all.

I noticed the shadows are possibly a bit stronger in 1.5? If this is not just me seeing things again, i prefer the 1.3 version.. although i definitely noticed things just that little bit better overall in 1.5 though.. just the water and shadows for me.

I won't be around until next year to test it, so thanks for making the environments and happy holidays!
 
R

RasAlgethi24

Rookie
#153
Dec 14, 2015
Asmodean, I would assume no but thought I ask just to be sure. Will your worldenvlighting work with STLM 2.0?
 
Olddddd

Olddddd

Forum regular
#154
Dec 15, 2015
What brings the modWorldEnvLighting with STLM2? There is no conflict because both change the lighting?

I ask because I see the topic of STLM2 that there are many people who use both at the same time, while I thought the two were doing the same job.[SUB][SUP]
[/SUP][/SUB]
 
K

Krevitz

Rookie
#155
Dec 15, 2015
They are "compatible" in the sense that STLM which is first alphabeticly will systematically take precedent over worldEnv (for at least al the env files).
 
Olddddd

Olddddd

Forum regular
#156
Dec 15, 2015
So only the changes made to the weather while working, right?
 
K

Krevitz

Rookie
#157
Dec 15, 2015
Olddddd said:
So only the changes made to the weather while working, right?
Click to expand...
I don't know if the weathers are included in the files both mods are editing, but if stlm and world env are using the same file each time (as stlm is above alphabeticaly) it will be the stlm one that is used.
If all the files Worldenv are also edited by stlm, basically you don't need worldenv as it will be completly ignored by the game
 
Olddddd

Olddddd

Forum regular
#158
Dec 15, 2015
I had my answer in the STLM topic:
essenthy said:
yes they are not compatible, and you might break your game/saves files
Click to expand...
 
D

Dubya75

Senior user
#159
Dec 16, 2015
Asmodean778 said:
Here's the world lighting update as promised. Links below for those who are interested.

modWorldEnvLighting_1.5 <- modded environment definitions & CSVs.
modWorldEnvLighting_EnvOnly_1.5 <- modded environment definitions only.

The basic description of what's been updated was mentioned in post #148.
Click to expand...
Thanks a lot for sharing this! I was never aware of it until someone posted about your lighting mod on reddit. It is a shame that your excellent work is so hidden because (although I've only tested it a few hours) it really seems to finally fix the lighting in the game. Brilliant! :D
 
S

sakisadr

Senior user
#160
Dec 16, 2015
Hi Asmo,
I just wanted to say how much I am enjoying your mods, really great work.
If you should have any updates on them please don't forget to upload them here.
I want to express again my appreciation on you and of course on all the modders of the game. :hatsoff:
 
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