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Ultimate Lighting Mod - Preview -

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C

CarolKarine

Rookie
#281
Oct 15, 2015
KNGRSM said:
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.
Click to expand...
I don't have a numpad :p TENKEYLESS FTW
 
K

KNGRSM

Rookie
#282
Oct 15, 2015
CarolKarine said:
I don't have a numpad :p TENKEYLESS FTW
Click to expand...
Ok, but you should be able to rebind these actions easily in the key bindings menu to another key(s).
 
K

Kidoki

Senior user
#283
Oct 15, 2015
@KNGRSM I love you.




Thanks again for making this mod.
 
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Reactions: vesemas228
V

vesemas228

Rookie
#284
Oct 16, 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...
I found that after a while, say maybe loading, picking a number, 50 environments or more, the game gets sick of listening to the script and refuses to do any more until you restart. Can be confusing as some of them are quite similar for sure.

Also last i checked it definitely does load the set environment (without pressing f4) every time you spawn. I thought it was a bug.. but for my purposes it works better like that...
 
B

Bytecode

Rookie
#285
Oct 16, 2015
Quick question, if I use env #118 with STLM will it glitch and stuff with HoS?
 
K

Krevitz

Rookie
#286
Oct 16, 2015
Bytecode said:
Quick question, if I use env #118 with STLM will it glitch and stuff with HoS?
Click to expand...
Can't exactly call that glich, but STLM is an env base on clear weather, don't work so well for very gloomy places (too bright, not enought fog etc), doesn't ruin the thing but i'll recommand vanilla env at least the first time they are very nice in the new zone ;)
 
M

Mezziaz

Rookie
#287
Oct 16, 2015
Bytecode said:
Quick question, if I use env #118 with STLM will it glitch and stuff with HoS?
Click to expand...
If you install the STLM fix and then blend in some cut scene lighting mod (like for example envblend 0.60) the weather changes appears to be working normally while keeping most of the STLM look but I'm not that far in to the expansion yet so cannot confirm with 100% certainty that the indented look of each area does not get broken.

Keep in mind though that the vanilla lighting will be used in cut scenes, only way to get STLM lighting in cutscenes is to install STLM as your base lighting, but that isn't really an option right now.
 
B

Bytecode

Rookie
#288
Oct 16, 2015
Mezziaz said:
If you install the STLM fix and then blend in some cut scene lighting mod (like for example envblend 0.60) the weather changes appears to be working normally while keeping most of the STLM look but I'm not that far in to the expansion yet so cannot confirm with 100% certainty that the indented look of each area does not get broken.

Keep in mind though that the vanilla lighting will be used in cut scenes, only way to get STLM lighting in cutscenes is to install STLM as your base lighting, but that isn't really an option right now.
Click to expand...
Kinda-STLM look with HoS looking properly? Sounds neat, would be great if you could confirm 100% :wazzzup:
EDIT: no wait, how do I blend CSLM? What are you talking about precisely?
EDIT2: is your reshade STLM preset good for essenthy's STLM or even KNG's? Will it mess up color and stuff?
 
Last edited: Oct 17, 2015
B

Bytecode

Rookie
#289
Oct 17, 2015
I think i'll edit KNG's STLM env to match essenthy's lighting model more, I'll share it if someone's interested
EDIT I didn't realize I was making a new list instead of editing sorry :/
 
Last edited: Oct 17, 2015
K

KNGRSM

Rookie
#290
Oct 17, 2015
Bytecode said:
I think i'll edit KNG's STLM env to match essenthy's lighting model more, I'll share it if someone's interested
EDIT I didn't realize I was making a new list instead of editing sorry :/
Click to expand...
yeah, go ahead and do it :D

I'll gladly add it to nexusmods as an optional download.
 
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B

Bytecode

Rookie
#291
Oct 17, 2015
KNGRSM said:
yeah, go ahead and do it :D

I'll gladly add it to nexusmods as an optional download.
Click to expand...
Well quickly replacing your env with essenthy's (I'm talking about dashdot thingy) didn't do any good, but I assumed as much. I'd just like to know how STLM works: from what I see it's obviously not using the dashdot env only, since there are a bunch of other env definitions (kaer morhen, prologue). So how did you "condense" all of STLM's changes into one env in the first place? Might seem like a noob question but that's all I could gather from a first look.
EDIT, since I'm doing this so I can play HoS with STLM, can't I just update/merge the weather csvs in the mod with the ones from the expansion? I mean, what's the issue with having essenthy's STLM on HoS except from the weather? Because it won't load the new .envs from the expansion or load them but make them look weird? Can't I just write a toggle function to toggle it on and off whenever I want to (for example keep it active when cruising around the usual areas and deactivate it when going into new/specific areas)?
 
Last edited: Oct 17, 2015
I

I___Luffy___I

Rookie
#292
Oct 17, 2015
@KNGRSM , hey in your critical slowmotion combat mod , by changing these 2 lines value (dodgeRollSlowMoFactor and evadeStepSlowMoFactor) to more than what it is in vanilla ( eg 2.5 or 3 ), we can make geralt s dodge and jump evade movements faster than what it is now.

Came to know about it when Holgar82 told. i tested it and it feels way faster than before. I wanted to ask if it is possible to do the same with the geralts attacks too ?
It would be really awesome if its possible. You can test it with the dodge and jump evade animations.
Thank you.
 
K

KNGRSM

Rookie
#293
Oct 17, 2015
I___Luffy___I said:
@KNGRSM , hey in your critical slowmotion combat mod , by changing these 2 lines value (dodgeRollSlowMoFactor and evadeStepSlowMoFactor) to more than what it is in vanilla ( eg 2.5 or 3 ), we can make geralt s dodge and jump evade movements faster than what it is now.

Came to know about it when Holgar82 told. i tested it and it feels way faster than before. I wanted to ask if it is possible to do the same with the geralts attacks too ?
It would be really awesome if its possible. You can test it with the dodge and jump evade animations.
Thank you.
Click to expand...
lol, let's see I guess.
 
K

KNGRSM

Rookie
#294
Oct 18, 2015
Just updated ULM to 1.12:

- added subdived menu called Mods to accompany other mods with custom panel like: AMM, RandomEncounters etc.
- added Colorizer (entirely optional), let's you "tint" your color.





default:



with some yellowish-greenish tint:

 

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Last edited: Oct 18, 2015
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C

CarolKarine

Rookie
#295
Oct 18, 2015
KNGRSM said:
Just updated ULM to 1.12:

- added subdived menu called Mods to accompany other mods with custom panel like: AMM, RandomEncounters etc.
- added Colorizer (entirely optional), let's you "tint" your color.





default:



with some yellowish-greenish tint:

Click to expand...
I like this. Great work!
 
  • RED Point
Reactions: WasmpDid
K

KrazyK

Rookie
#296
Oct 19, 2015
I have a suggestion if possible, could you add keybinds that allow us to alter the envBlend in-game, the same way we can use + and - to change the env definitions? Would be nice to be able to mess around with the blending while in game to more easily find our favorite setting. Maybe also do this for fog density?

Also nice new update, the colorizer is pretty cool :)
 
LittleBigAlex

LittleBigAlex

Senior user
#297
Oct 19, 2015
KNGRSM said:
Just updated ULM to 1.12:

- added subdived menu called Mods to accompany other mods with custom panel like: AMM, RandomEncounters etc.
- added Colorizer (entirely optional), let's you "tint" your color.





default:



with some yellowish-greenish tint:

Click to expand...
Awesome! What env and settings are you using in the top image? Also what does near tint range do?
 
M

Martindnewton

Rookie
#298
Oct 19, 2015
What am i missing here it says initialized but i dont have the lighting mod panel menu under graphics/language. I am missing the STLM fix and the console mod but those are optional, it says under how to use just press: F4 by default which just initializes again.

Edit: Dont even have the option to rebind the Reload ULM key in options its not there, this is weird.
 
Last edited: Oct 19, 2015
J

JasonShepard

Senior user
#299
Oct 19, 2015
Martindnewton said:
What am i missing here it says initialized but i dont have the lighting mod panel menu under graphics/language. I am missing the STLM fix and the console mod but those are optional, it says under how to use just press: F4 by default which just initializes again.

Edit: Dont even have the option to rebind the Reload ULM key in options its not there, this is weird.
Click to expand...
Did you copy the bin inside the mod and paste it inside your Witcher 3 folder?
 
C

CarolKarine

Rookie
#300
Oct 19, 2015
@KNGRSM - I suggested someone use ULM when they asked for a good lighting mod, and they asked me if 1000 env priority would lead to static weather. does it do that? and I guess, what does it actually do, and what do the values mean? I leave it set to 0 and generally don't have an issue.
 
Last edited: Oct 19, 2015
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