EDIT: Looking through the included script files it will conflict with mods that alter the PlayerWitcher script file unless it's merged and it also allows for customizing the EnvBlend setting if you alter the other script file, however it seems to enforce the "WT_Clear" weather condition so you might want to remove the script files to allow the game to use all weather conditions.
Too bad there is no side by side comparison...
harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
That shouldn't be too difficult to do, I'll have one up shortly.
EDIT:
Witcher 3 defaults. (Some ini tweaks but no ReShade or lighting/environment mods.)
Witcher 3 with this: http://www.nexusmods.com/witcher3/mods/657/?
(Super turbo lighting, no scripts as to improve compatibility with my existing script mods so it's the standard default settings.)
Witcher 3 with this: http://www.nexusmods.com/witcher3/mods/657/? and the pale colors optional mod with it.
(Super turbo lighting and the included mod for tweaked tonemapping.)
Witcher 3 with this: http://www.nexusmods.com/witcher3/mods/154/?
(Cutscene lighting mod, I don't use the scripts that were added with the latest version for compatibility with my other script mods so it's the default settings without further customization.)
EDIT: There's this too but it's only for the Velen swamps (adds fog) unless you free camera from there and force it to apply to other regions.
http://www.nexusmods.com/witcher3/mods/521/?
Oh and you can only use one of these environment/lighting mods at a time or they will conflict with each other since they tweak the same files.
I tried to be quick so it's a pretty simple comparison but it should be OK for a quick glance though it looks like in the scene I used the default visuals are pretty similar if not nearly identical to both the cutscene lighting mod and the alternate lighting mod in the comparison pictures I took but they do have differences even if at certain weather conditions and time-of-day settings they at first appear near-identical.
(Alternate lighting uses a weather environment preset that works best in Skellige, cutscene lighting can be subtle but certain effects like AO are better or at least more pronounced.)
Personally I like this new lighting mod with the alternate palette that makes the environment appear a bit "colder" though it might work even better with a ReShade preset designed to be used alongside it where you can really customize what effects are used and how they will look.
(The current way of modding these files with the existing modkit tools is pretty limited which explains the large list of known issues even if many of them are thankfully pretty minor, hopefully the upcoming mod kit update will improve this by extending what the script tools and unpacker can do.)
EDIT: Oh and I just noticed "peasant" decided to be an ass again and wander into view when I used the free camera so his name popped up at the side of some of the later comparison pictures.
Happy:) With xpac being kept independent of the ending "playing in order" seems to be a non-issue, aside from level gating. Everything so far points towards an arc loosely connected to the main storyline. Idk if it can even influence ending slides. No mention whether Ciri's involved either, but judging from every released bit so far - she's not.
I tried that new lighting mod and I think the lighting itself is a big improvement over vanilla. But I don't like that it removes distant fog because now you can see ugly low-lod objects far away. For instance the distant mountains in Velen look like something out of a N64 game.
I tried that new lighting mod and I think the lighting itself is a big improvement over vanilla. But I don't like that it removes distant fog because now you can see ugly low-lod objects far away. For instance the distant mountains in Velen look like something out of a N64 game.
I really hate when modders to this for Skyrim as well.. These modders need to study more photos (or reality) of how distances looks, it's not exactly knife sharp. The fog makes the distance have some depth too.
When I first played it a few months ago I didn't like the game all that much. The controls felt weird, the camera was too close giving me a headache, looting was a chore because you had to be in the exact right spot, alchemy got dumbed down, I much prefer dice over Gwent which is a pay to win game ironically (although it seems most prefer gwent it seems), locked skill slots, durability on your gear, etc etc. It all put me off playing.
Luckily most of that has been patched (alternate controls) or there's mods available to fix it. I'm enjoying the game a lot now but the shitty alchemy still feels wrong. What's the point of a gazillion plants if you only need the ingredients once?
Good thing the combat and story make up for it because because these are some serious flaws if you ask me. Good thing there's mods ...
Someone's video of the above lighting mod, comparisons start at 2:43. Seems like both vanilla and the mod look better depending on the circumstances. But the mod does a good job of getting rid of the overly saturated yellows and oranges in some scenes.
No, if they do it right like W3 it could be a good title, but being hyped for nothing but a trailer that wasn't game footage? Seriously? You're building expectations that may not be fulfilled in the end
We aren't hyped because of the trailer. We're hyped because it's developed by the same people who developed Witcher 3
Correct
I think I'd be hyped for their next game pretty much regardless of what it would be, so long as they took the same approach on most fronts as they did with TW3
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
Someone's video of the above lighting mod, comparisons start at 2:43. Seems like both vanilla and the mod look better depending on the circumstances. But the mod does a good job of getting rid of the overly saturated yellows and oranges in some scenes.
Yeah, I just tried it as well out of curiosity, it's indeed quite inconsistent at the moment.
Some areas do look massively improved since the vegetation/terrain don't have the orange tint anymore, but other ones are unrealistically bright and too "ethereal" (somewhat similar to Oblivion's).
I've gone back to the Cutscene Lighting Mod for now, it's subtler but also more balanced.
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