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Ultimate Lighting Mod - Preview -

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M

Mezziaz

Rookie
#261
Oct 13, 2015
KNGRSM said:
@Mezziaz:

Download STLMEnvFixWithDoFFrom38ForMezziaz:

http://www28.zippyshare.com/v/nKoNPuvm/file.html
)
Click to expand...
I just only now tried this as I finally gotten my game and installed mods updated and working with patch 1.10 and the DoF is actually as I wanted it! :D

It's so good in fact that I definitely think you should upload this as an optional file on your ULM page. I think many others besides me would really appreciate the gesture of receiving one more DoF option . :)
 
K

KNGRSM

Rookie
#262
Oct 14, 2015
Ok, just updated ULM to v1.11

- adds 43 new .env's from the HoS DLC expansion, now 161 environment Definitions in total

make sure you check out the painted world .env's





they probably make for some great screenshots

also, much thanks to @shaedhen for sending me an already updated list with most of the new env's that were added.
 

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Last edited: Oct 14, 2015
  • RED Point
Reactions: shaedhen and Mezziaz
C

CarolKarine

Rookie
#263
Oct 14, 2015
KNGRSM said:
Ok, just updated ULM to v1.11

- adds 43 new .env's from the HoS DLC expansion, now 161 environment Definitions in total

make sure you check out the painted world .env's





they probably make for some great screenshots

also, much thanks to @shaedhen for sending me an already updated list with most of the new env's that were added.
Click to expand...
Is it possible to edit out the clouds in these envs?

Also, have you considered facilitating people to make their own envs and drag+drop into a folder to be integrated into ULM?
 
M

Mezziaz

Rookie
#264
Oct 14, 2015
KNGRSM said:
Click to expand...
This image makes the game look like a horror game and I love it.
 
  • RED Point
Reactions: KNGRSM
K

KNGRSM

Rookie
#265
Oct 14, 2015
CarolKarine said:
Is it possible to edit out the clouds in these envs?

Also, have you considered facilitating people to make their own envs and drag+drop into a folder to be integrated into ULM?
Click to expand...
you can definitely do that:

1. get Sarcens Mod Editor
2. open Mod Editor
3. create new Mod -> e.g. myCustomEnvMod
4. add .env you want to modify to your newly created mod (click Add File in the Mod Editor)
5. do your edits in the .env you just added
6. click "Pack and Install" in the mod editor to pack and install the mod

7. start the game
8. open ULM Panel
9. set ULM to the .env you just edited
10. Refresh ULM
11. enjoy your edited .env

---------- Updated at 04:09 PM ----------

Mezziaz said:
This image makes the game look like a horror game and I love it.
Click to expand...
Yes, it's a HoS .env called: "somethingsomethingHELL" so I guess making it look like a horror game is appropiate! :)
 
C

CarolKarine

Rookie
#266
Oct 14, 2015
KNGRSM said:
you can definitely do that:

1. get Sarcens Mod Editor
2. open Mod Editor
3. create new Mod -> e.g. myCustomEnvMod
4. add .env you want to modify to your newly created mod (click Add File in the Mod Editor)
5. do your edits in the .env you just added
6. click "Pack and Install" in the mod editor to pack and install the mod

7. start the game
8. open ULM Panel
9. set ULM to the .env you just edited
10. Refresh ULM
11. enjoy your edited .env

---------- Updated at 04:09 PM ----------



Yes, it's a HoS .env called: "somethingsomethingHELL" so I guess making it look like a horror game is appropiate! :)
Click to expand...
nice! does this mean I can add new envs or only edit current ones?
 
H

HansPeter007

Rookie
#267
Oct 14, 2015
I have a problem related to this the mod missing localization fix is what caused it.
In the nexus forums this solution was suggested:

BiggaWhat

Hey so I figured out how to resolve, just open up the friendlyhud file (hudmodulebuffs.ws) that shows the conflict, find this line: if(_currentEffects[j].ShowOnHUD() && _currentEffects[j].GetEffectNameLocalisationKey() != "MISSING_LOCALISATION_KEY_NAME" ) and manually delete MISSING_LOCALISATION_KEY_NAME from between the quotes, leaving just "" with nothing between it. Then when you go to merge, select the line from FriendlyHUD instead of the line from this mod. Seems to be working so far....
Click to expand...
This works for the oil indicator mod wich i use, but now the count numbers on the vanilla game are vanished.
I also tried to merge the line with script merger in every possible way, nothing worked so far.
Have you guys any other solution for this problem?
 
S

shaedhen

Rookie
#268
Oct 14, 2015
Looks like I forgot some ^^'

Anyway, playing with those new env is cool, especially the paint ones. :)
 
K

KNGRSM

Rookie
#269
Oct 14, 2015
CarolKarine said:
nice! does this mean I can add new envs or only edit current ones?
Click to expand...
No, right now you can't add a new one.

However you can use some env's that are not used by the game to add your customized settings, like:

\environment\definitions\dashdot_env_nvg_global_23_07_2013_copy.env

just add / remove your customized edit's into this .env and set ULM to load #118 (which loads the default: dashdot_env_nvg_global_23_07_2013_copy.env") but loads your customized (dashdot_env_nvg_global_23_07_2013_copy.env) if you packed it / installed it to your \mods\ folder.

Same way I added the "STLM Env fix .env", it's just all the good things from mulltiple .env's customized and edited and then copied into: (dashdot_env_nvg_global_23_07_2013_copy.env).

I hope you can understand this, I can't make it any clearer than this.

---------- Updated at 05:01 PM ----------

HansPeter007 said:
I have a problem related to this the mod missing localization fix is what caused it.
In the nexus forums this solution was suggested:



This works for the oil indicator mod wich i use, but now the count numbers on the vanilla game are vanished.
I also tried to merge the line with script merger in every possible way, nothing worked so far.
Have you guys any other solution for this problem?
Click to expand...
I don't use FriendlyHUD so I can't help ya.

---------- Updated at 05:02 PM ----------

shaedhen said:
Looks like I forgot some ^^'

Anyway, playing with those new env is cool, especially the paint ones. :)
Click to expand...
Only a few of them though! Thanks again.
 
C

CarolKarine

Rookie
#270
Oct 14, 2015
KNGRSM said:
No, right now you can't add a new one.

However you can use some env's that are not used by the game to add your customized settings, like:

\environment\definitions\dashdot_env_nvg_global_23_07_2013_copy.env

just add / remove your customized edit's into this .env and set ULM to load #118 (which loads the default: dashdot_env_nvg_global_23_07_2013_copy.env") but loads your customized (dashdot_env_nvg_global_23_07_2013_copy.env) if you packed it / installed it to your \mods\ folder.

Same way I added the "STLM Env fix .env", it's just all the good things from mulltiple .env's customized and edited and then copied into: (dashdot_env_nvg_global_23_07_2013_copy.env).

I hope you can understand this, I can't make it any clearer than this.

---------- Updated at 05:01 PM ----------



I don't use FriendlyHUD so I can't help ya.

---------- Updated at 05:02 PM ----------



Only a few of them though! Thanks again.
Click to expand...
makes perfect sense. I think I'll start building my own... might try to add the paint effect to it.
 
H

HansPeter007

Rookie
#271
Oct 14, 2015
Do you use Oil Indicator?
Sorry if it wasn't clear, that my problem isn't with friendly hud but with oil indicator.

The line i have to merge is the exact same, so i thought i try this fix for friendly hud in my case too, but it doesn't worked for me.
 
K

KNGRSM

Rookie
#272
Oct 14, 2015
HansPeter007 said:
Do you use Oil Indicator?
Sorry if it wasn't clear, that my problem isn't with friendly hud but with oil indicator.

The line i have to merge is the exact same, so i thought i try this fix for friendly hud in my case too, but it doesn't worked for me.
Click to expand...
Sorry, @HansPeter007 I don't use Oil Indicator either, but someone already figured it out, just check the comments section on the MISSING STRING Fix nexusmods page.
 
H

HansPeter007

Rookie
#273
Oct 14, 2015
KNGRSM said:
Sorry, @HansPeter007 I don't use Oil Indicator either, but someone already figured it out, just check the comments section on the MISSING STRING Fix nexusmods page.
Click to expand...
I saw it and i'm trying it atm, but i'm not sure.
How he ment it exactly, the way i understood it was not what he intended, i think.

Replied already there.
 
V

vesemas228

Rookie
#274
Oct 15, 2015
KNGRSM said:
No, right now you can't add a new one.

However you can use some env's that are not used by the game to add your customized settings, like:

\environment\definitions\dashdot_env_nvg_global_23_07_2013_copy.env

just add / remove your customized edit's into this .env and set ULM to load #118 (which loads the default: dashdot_env_nvg_global_23_07_2013_copy.env") but loads your customized (dashdot_env_nvg_global_23_07_2013_copy.env) if you packed it / installed it to your \mods\ folder.

Same way I added the "STLM Env fix .env", it's just all the good things from mulltiple .env's customized and edited and then copied into: (dashdot_env_nvg_global_23_07_2013_copy.env).[/COLOR]
Click to expand...
Lol, why is everyone picking on poor 118.. if you're after realistic lighting this is one of/the best. Thanks for your tip in the screenshots thread about the sun issue, i thought it was something i was doing in sweetfx.. might have to finally give sarcens thing a go.

If you're feeling indulgent, does scarens thing actually overwrite the game bundle, or does it make one of those mod bundles? Sorry for the question because of not trying it yet question.
 
K

KNGRSM

Rookie
#275
Oct 15, 2015
vesemas228 said:
Lol, why is everyone picking on poor 118.. if you're after realistic lighting this is one of/the best. Thanks for your tip in the screenshots thread about the sun issue, i thought it was something i was doing in sweetfx.. might have to finally give sarcens thing a go.

If you're feeling indulgent, does scarens thing actually overwrite the game bundle, or does it make one of those mod bundles? Sorry for the question because of not trying it yet question.
Click to expand...
it creates your own mod .bundle with the modded .env. so that's why you can put ULM on #118 (the env bitch) and load your custom edits.
 
V

vesemas228

Rookie
#276
Oct 15, 2015
KNGRSM said:
it creates your own mod .bundle with the modded .env. so that's why you can put ULM on #118 (the env bitch) and load your custom edits.
Click to expand...
Lol, thankyou!! Have you also considered (happy if youve shut down the idea, no problem), of how i can configure your mod via some sort of ini file to load a me specific set of environments, and possibly the other parameters you have exposed?

I understand that ULM probably isn't the most logically correct place to do it, but every time i think about distributing my own lighting setup for a color mod, doing it via your mod always chimes up as the most elegant way to do it.. i want to piggy back of the init method you're already modifying in playerwitcher to load a custom setup. And of course a no lesser point is all this lighting stuff is your work first, "configuring" ulm rather than copying and pasting the bits i need and doing everything you're doing one more time is more wholesome.

Happy to be wrong again if you disagree. Though if you keep holding out i'll probably do it myself again, lol.

EDIT: Thinking out loud again, all it would need is another switch in the menu and to read that mod.settings file, if that's a thing. I haven't seen any code to access that, but haven't looked very hard either...

EDIT2: Which could set the way for something that may make more than me happy.. the ability to load more than one environment at once... Alright i'll stop posting now :)
 
Last edited: Oct 15, 2015
K

KNGRSM

Rookie
#277
Oct 15, 2015
vesemas228 said:
Lol, thankyou!! Have you also considered (happy if youve shut down the idea, no problem), of how i can configure your mod via some sort of ini file to load a me specific set of environments, and possibly the other parameters you have exposed?

I understand that ULM probably isn't the most logically correct place to do it, but every time i think about distributing my own lighting setup for a color mod, doing it via your mod always chimes up as the most elegant way to do it.. i want to piggy back of the init method you're already modifying in playerwitcher to load a custom setup. And of course a no lesser point is all this lighting stuff is your work first, "configuring" ulm rather than copying and pasting the bits i need and doing everything you're doing one more time is more wholesome.

Happy to be wrong again if you disagree. Though if you keep holding out i'll probably do it myself again, lol.

EDIT: Thinking out loud again, all it would need is another switch in the menu and to read that mod.settings file, if that's a thing. I haven't seen any code to access that, but haven't looked very hard either...

EDIT2: Which could set the way for something that may make more than me happy.. the ability to load more than one environment at once... Alright i'll stop posting now :)
Click to expand...
I have, but I think it's just to simple for that. It does it's job right now, which is fine. I still hope that CDPR will release some sort of SDK at one point that will make stuff like this way more easy.

Also I would have absolutely no problem if you wan't that feature, have a look at the code, update it, spread it, I do not care. Do whatever you want or think would be a good idea, it can only improve, doesn't it?
 
Last edited: Oct 15, 2015
C

Cochus1

Forum regular
#278
Oct 15, 2015
One question: is it normal to have to toggle the mod lightning each time i enter the game?? I am playing with screenshots and AMM appaerances mods and i think that they are conflicting with this one, so i have to toggle the lightining with the console.
 
C

CarolKarine

Rookie
#279
Oct 15, 2015
Cochus1 said:
One question: is it normal to have to toggle the mod lightning each time i enter the game?? I am playing with screenshots and AMM appaerances mods and i think that they are conflicting with this one, so i have to toggle the lightining with the console.
Click to expand...
if I change my custom env I have to reload the game to see it's effects, but once I find the one I like it stays.

also KNGR, what might be the issue with needing to reload the game? I don't know what the cause is.
 
K

KNGRSM

Rookie
#280
Oct 15, 2015
CarolKarine said:
if I change my custom env I have to reload the game to see it's effects, but once I find the one I like it stays.

also KNGR, what might be the issue with needing to reload the game? I don't know what the cause is.
Click to expand...
what? well, I guess you guys need to update your mod.settings file. You don't need to reload the game to see the effect change, that's what the Reload ULM key is for, you make your changes, press that key and you see the immediate result. Also with Numpad + and Numpad - you should just be able to cycle throug the env's.
 
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