"Runtime" Env Editing is real!

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Hey, just thought of another idea for the interface.. is it possible to reload/refresh input.settings while the game is still running? That could do the trick also, and is similar to the experience of reshade.

Gl!!
 
amazing news!
So how will this work exactly? Will it modify the deafult env used by the game (for example novingrad_sunset.env around novingrad)? What if other envs are blended over by weather settings or ULM?
 
amazing news!
So how will this work exactly? Will it modify the deafult env used by the game (for example novingrad_sunset.env around novingrad)? What if other envs are blended over by weather settings or ULM?

1. currently it uses the selected env in ULM
2. I could check for current active .env and only edit the active .env
3. I was thinking of adding a empty .env "template" of sorts (I have some, created with the tool we dont speak of)
4. I don`t know, if it uses currently active .env how it will end up with a "mixed" .env. Lots of questions I have myself and that I need to test out. Before I can say anything definite.

I`m at work 10 hours a day, so I don`t have a lot of time to finish it as quickly as you guys might want it, but I will, once I have something substantial, release it asap.
 
If I have your ok to do so, then why not.

Absolutely. The whole enable/disable via length of button holds, envPriority +/- via keyboard, favorites saving mechanism on mine; you can add them all if you have time. Obviously can be expanded to do more of the new stuff you're adding too. That would be awesome.
 
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When you say access to native C++, is it through some complicated roundabout way or is their some simple (HAH) solution?
 
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