Lim3zer0;n10923599 said:
Cant't tell if you are being serious or not...
Wolvenkit in a nutshell is just a collection of small libraries that parse files for the game, wrapped up in a user interface.
Sure you can write some simple automation with it, for example I wrote some automated stuff to auto generate .journal files, bulk import gfx files for redswf, and I'm also starting some other stuff when it comes to figuring out more of these unknown bytes.
but that is just it, simple, anything more complex requires more involvement by the modder, to the point that you basically spent the same amount of time doing that as you would have done making the mod.
Regardless, what you want (from what I understand is an automated way to remove fake light sources) is not really doable, given how specific some CR2Ws can be - you would need a map of every chunk and variable to change for your target files, and good luck trying to work that out without looking a the files manually.
Yeah, which is why I said what I said. I am not sure if it came across the way it was meant to, but I was trying to say that the kind of scripts that would do what I wanted would not be simple at all. I inquired that after I asked ervx about writing a Wkit script that would go through all provided w2scene files and remove:
1. All fake artificial light source entries - sceneLights array parameter (from top-most 0-index CStoryScene chunk)
and
2. All "lightMod1 & lightMod2" sub-parameters under "sceneEventElements" parameter in all CStorySceneCutsceneSection and in all CStorySceneSection chunks, but ONLY "lightMod1 & lightMod2" parts need removal, the rest of "Camera Light" events parameters and entries must remain (or else the game crashes)
I have already completed part 1 manually for all main, side, primary NPC, secondary NPC, generic, minor, EP1, and BOB quests (3000+ files, I think) in 2 sittings (of many hours...). Only "Living World" scenes remain and I could care less for those. Part 2 has significantly more entries and my head begins to spin as I keep looking through chunks and 100's of sub-parameters. I can't even remember which ones I have done and which ones I have not, so I re-check, which is just as time consuming... And of course deleting the wrong parameter results in crashes during cutscenes.
It makes more sense to either not do it or pay someone to do it or learn how to program, which would be even more difficult and more time consuming but the benefit would be greater than simply completing this one mod.
The funny part is that this is what it really takes to create a more uniform cutscene lighting with good transitions because the number of these fake light sources and cam lights not adjustable by ENV files is huge. It makes many cutscenes very inconsistent, with characters having a ton of fake light from one angle and none from the other, then back to glowing in the dark - all in a single cutscene. It's just too obvious in most cases. Lights aren't the issue, but consistency of their use bothers me too much.
It would be nice if there was a simpler way, maybe a .ws-based script that could do the same, but I wouldn't know.