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Ultimate Lighting Mod - Preview -

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J

jigsaw44

Rookie
#181
Oct 7, 2015
Very very nice lighting.. Looks amazing! But I like the DOF effect in "CSLM with DOF" a little bit more.. It goes smoother from "no DOF" to "DOF", this one is a little bit harsh.. The trees 20-30 meters away dont have DOF at all.. And things in the background have strong DOF.. Maybe you could change this a little bit? Or is it possible to implement a DOF-slider maybe?

And the distance fog could be a little bit more for me.. I like it because without it things in the very far distance look a little bit weird.. With "CSLM with DOF" I had distance fog on 0.7.. Now I have it on 1.0 and its much weaker.. But I think its because of the preset.. Anyway.. The lighting is awesome! Very different to CSLM and YALM, colder colours.. I love it!

Another question not directly related with ULM: Do you plan to update "Extreme weather conditions"? Maybe an option to enable and disable it with a key? Or a different balancing? I love the extreme weather conditions.. But for me it is too much extreme weather so I miss the normal weather.. And I saw that some other people said the same thing..
 
I

I___Luffy___I

Rookie
#182
Oct 7, 2015
KNGRSM said:
Download can be found as optional file on ULM's nexusmods:

http://www.nexusmods.com/witcher3/mods/726/

1. unpack to \mods\
2. set ULM to #118
3. enjoy (or not)

Click to expand...
Thanks for replying and please dont get me wrong, i love your mod and i am using it its just that i was hoping that if there is a way to turn the DOF to low or off.
Or are you planning to release a optional file without or with low DOF.
Thank you.

Edit: Just found out DOF can be turned off in the postprossing menu. Sorry.
 
Last edited: Oct 7, 2015
C

cptnem

Rookie
#183
Oct 7, 2015
It's so awesome. Thank you for you work!
Just a question, I don't know if it's me, but the shadow on grass sparkle a little when I running, it is normal ?

Sorry for my english.
 
K

kanival

Senior user
#184
Oct 7, 2015
maybe i´m doing something wrong but it doesn´t work in cutscenes, right? and one question is possible to create a env like the famous 2013
 
E

erxv

Rookie
#185
Oct 7, 2015
I___Luffy___I said:
Thanks for replying and please dont get me wrong, i love your mod and i am using it its just that i was hoping that if there is a way to turn the DOF to low or off.
Or are you planning to release a optional file without or with low DOF.
Thank you.
Click to expand...
turn DOF off in postprocessing
 
I

I___Luffy___I

Rookie
#186
Oct 7, 2015
erxv said:
turn DOF off in postprocessing
Click to expand...
OMG, i feel like a noob now. Thank you. :lol:
 
LittleBigAlex

LittleBigAlex

Senior user
#187
Oct 7, 2015
Would it to be possible to make it such that the lighting doesn't change back to cutscene lighting during cut scenes, and instead uses whatever env is loaded?
 
M

marvelmaster

Forum veteran
#188
Oct 8, 2015
Well the DoF covers the occasionally bad lod :D...CDPR should have had this idea ^^
 
P

PeLLeT_RSD

Senior user
#189
Oct 8, 2015
ULM with STLM Fix
Priority 1000
Blend 1
Turbo ON
Fog 0.10
Desaturation 0
Reshade: Fantasy 4.0 for STLM



 
  • RED Point
Reactions: berserker66666 and KNGRSM
M

Mezziaz

Rookie
#190
Oct 8, 2015
marvelmaster said:
Well the DoF covers the occasionally bad lod :D...CDPR should have had this idea ^^
Click to expand...
You're still working on the LODMod though I hope.... right?

maybe patch 1.10 ends up fixing everything. xP
 
C

CarolKarine

Rookie
#191
Oct 8, 2015
Mezziaz said:
You're still working on the LODMod though I hope.... right?

maybe patch 1.10 ends up fixing everything. xP
Click to expand...
at this point I'm hoping that the modkit update or a patch makes things easier, if not outright fixing the problem. I can't solve the worst offenders (IE, the mesh popin from nothing, not the LoD levels) and that's what bothers me the most.
 
M

Mezziaz

Rookie
#192
Oct 8, 2015
CarolKarine said:
at this point I'm hoping that the modkit update or a patch makes things easier, if not outright fixing the problem. I can't solve the worst offenders (IE, the mesh popin from nothing, not the LoD levels) and that's what bothers me the most.
Click to expand...
From the patch notes it sounds that at least the sail pop-in on Radovid's ship has been fixed. :)
(That one has bothered me to no end whenever I travel to Oxenfurt)
 
Q

qwert_44643

Rookie
#193
Oct 8, 2015
Im trying to get this going and need some help.....whenever you go into a n area should theULM definition slider being moving on its own?
Im trying to see if i have it sit up right.The author told me the light switches automatically but was wondering if theres an actually way to see if its working correctly?
 
H

HansPeter007

Rookie
#194
Oct 9, 2015
qwert_44643 said:
Im trying to get this going and need some help.....whenever you go into a n area should theULM definition slider being moving on its own?
Im trying to see if i have it sit up right.The author told me the light switches automatically but was wondering if theres an actually way to see if its working correctly?
Click to expand...
Just go to your Keybindings and set a key for the ULM reload.
(mine is f3) if you have costom lghting active and press that key now with env priority is at max you should see the change immidiately.
I hope that helps. :)

Btw if you get any string messages when you hit monsters here is the solution for that.

http://www.nexusmods.com/witcher3/mods/726/?tab=4&&navtag=http://www.nexusmods.com/witcher3/ajax/comments/?mod_id=726&page=2&sort=DESC&pid=0&thread_id=3250384&pUp=1
 
Last edited: Oct 9, 2015
K

KNGRSM

Rookie
#195
Oct 9, 2015
HansPeter007 said:
Just go to your Keybindings and set a key for the ULM reload.
(mine is f3) if you have costom lghting active and press that key now with env priority is at max you should see the change immidiately.
I hope that helps. :)

Btw if you get any string messages when you hit monsters here is the solution for that.

http://www.nexusmods.com/witcher3/mods/726/?tab=4&&navtag=http://www.nexusmods.com/witcher3/ajax/comments/?mod_id=726&page=2&sort=DESC&pid=0&thread_id=3250384&pUp=1
Click to expand...

I think what @HansPeter007 wanted to link at was:

open localization.ini in:


\The Witcher 3 Wild Hunt\bin\config\base


and replace: UsePlaceholdersForMissingStrings = true

with: UsePlaceholdersForMissingStrings = false

only thing now, you won't see the "PANEL_Ultimate Lighting Mod" String in the option menu, the menu is still there, and can also be clicked and opened but doesn't show you a name for it.

It does however fix your problems with "missing localisation...key name...", since it's the original setting.

Click to expand...
 
P

PeLLeT_RSD

Senior user
#196
Oct 9, 2015
Some more pictures: http://imgur.com/a/y45fP
I like this one:

ULM with STLM Fix plus E3FX Revisited (STLM version)
 
M

MarkinhoO

Rookie
#197
Oct 9, 2015
edit-
 
Last edited: Oct 9, 2015
K

kanival

Senior user
#198
Oct 9, 2015
@KNGRSM, ULM, KNGblood, EWCmod don´t work for me with 1.10 update
 
K

KNGRSM

Rookie
#199
Oct 9, 2015
kanival said:
@KNGRSM, ULM, KNGblood, EWCmod don´t work for me with 1.10 update
Click to expand...
haven't got 1.10 yet, so I can't help with anything.
 
P

PeLLeT_RSD

Senior user
#200
Oct 9, 2015
kanival said:
@KNGRSM, ULM, KNGblood, EWCmod don´t work for me with 1.10 update
Click to expand...
Base scripts were probably changed. You'll have to wait for modders to update them.
 
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