Use the update below. I've included a version without the character lod changes. (only visual fx, and signs, etc)
First Q: I've described what it does in the OP. It alters the texture groups array xml. I changed the low quality compression flag used in-game on normals, etc for the high quality one, and increased the max allowed res for stuff. This doesn't mean it will force the usage for these, but it will alow the use of them if they're called.
second Q: No it won't conflict. That mod is altering textures. I'm not altering any textures.
What epic timing
lol
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Updated mod links below;
(previous changes on this page: here
Main changes:
Redid the whole lighting changes(120+ envs). Many improvements overall to the global lighting, and immediate lighting interaction of all areas. While keeping all of the original location colors, params, etc. Only the lighting has been modified. So you keep the uniqueness of each area. Which is important, imo. Also consistant character lighting in and out of dialogues.
Finished the HoS specific locations.
modWorldEnvLighting <- Contains all env changes, and modified csv files with subtle weather type additions, and modified CSL.
modWorldEnvLighting_EnvOnly <- Contains all env changes, but no csv changes.Note: if using ULM or such. I'd recommend using env def 118, over the cutscene lighting (1?). I have the CSL balanced for dialogues / cutscenes, and the 118 is for in-game.
Main changes;
Some improvements to various visual fx, and added the rest of the main characters to the lod version. (hq cutscene lod versions of Triss, Yen, & Ciri added for in-game).
modLodAndFX <- Contains all Lod related, and Visual FX stuff.
modVisualFX <- Contains only visual FX stuff.
I'd seriously recommend people try out the new WorldEnvLighting. In comparison (with default lighting at least). It's worlds apart. Looks much better imo.
Let me know how you get on, because feedback is cool. Enjoy.