Hello, I like modding, I update the mods as I see issues and I always play with this mod on to see them and note them to fix later. Sadly making and loading this mod wasn't easy for me as some people seem to think with a slow cpu and barely any ram for glass to run, but at the end I tried my best.
It doesn't feel like nighttime, the fake effect is very noticeable, and I think I know the reasons. The lighting in this game is cell-based, and shadows are produced by (it seems) a single light source in each cell. The first problem is that not all cells maintain the same persistence; it's clearly noticeable how the lighting changes when changing cells. Persistence may have the same values in all cells, but the position of the light source causes it to change completely. One solution would be to manually adjust each cell with the adjacent one and find the point where the lighting behaves the same. But what you want is to create a night mode, and you won't achieve it with lighting alone for many reasons, including the engine's handling of lighting. If you really want to achieve a night mode, the best solution is to copy the skybox from Act 2 with the light and texture persistence values and implement them in Acts 1 and 3. Night lighting shouldn't work under a single light source like during the day; it should only work with global illumination, as in interiors. The spotlight that illuminates the scene is used more to create shadows than to illuminate. Removing that spotlight should be step 1.
So, I love the ambience of the surface areas. It's super beautiful! But I have to admit that the mod really struggles to get a good sense of what the lighting should be in dungeon/cave areas. In these areas the lighting is often constantly adjusting but usually ends up incredibly and intolerably brighter than they should be quite often.
Would you be able to look at adjusting this? I would love to keep using this mod, but given how many times we enter dungeons in this game, I would really prefer to not get flash banged each time I leave the main areas!
Here's some examples of what some of the underground areas become in the "night mode" versions:
this mod is horrible. the images do not match what it appear like in game and you dont find this out til act 3. that wouldnt be so bad except that if you uninstall or disable, your save is unplayable. whats even worse than that, is if you download it through larians integrated mod manager, the author doesnt even bother to tell you that. after 85 hours of my most enjoyable playthrough yet completing everything in act one and two, im now stuck with this washed out putrid looking remainder of my game, or, i forfeit all that time. do not waste your time with this one.
After playing through the game five times, this is just what I needed. The atmosphere of even just act 1 is such a breath of fresh air. And the new music is so good! Larian decided to keep 200 variations of down by the river but cut some absolute bangers. This combined with your deadlier honor mode with the new enemies and dungeons us just brilliant. Must haves!
I unpacked the torch no boss pak, what to remove in order to remove the shining lights in the clouds presumably god rays, 3 rays floating and beaming my eyes
Iim in act 1 and everything seems to be working but its just insanely bright, and the lighting doesnt match the photos- everything in the load order is set correctly- does reshade affect this at all? Im not using anything thats manipulating the lighting though
sorry it seems that it appears as daylight only in certain areas, namely the start point and at the ruins door where you can meet shadowheart. other than that the only problem was the moonlight in act 3 bhaals temple being absolutely blinding ^^
I Know it might be impossible, but this would be phenomenal if this somehow were linked to short rests and becomes night after 2 short rests, anyhow splendid work on this one.
Hello! I played with friends with this mod installed. We reached Act 3 and realized that the night city does not suit me. When deleting the mod through the mod manager, the save does not start and the game crashes. How can I disable this mod and continue playing from the same point? It is possible to load a save from Act 2, but the game still crashes.
God i really like the mod! It suits the ambience of Act 3 and fits well with the story. Sadly, my pc can't keep up with the godrays in the newest update dangg. Is there another version of this mod that does not include the lighting? Great work with the mod really!
279 comments
Sadly making and loading this mod wasn't easy for me as some people seem to think with a slow cpu and barely any ram for glass to run, but at the end I tried my best.
The lighting in this game is cell-based, and shadows are produced by (it seems) a single light source in each cell. The first problem is that not all cells maintain the same persistence; it's clearly noticeable how the lighting changes when changing cells.
Persistence may have the same values in all cells, but the position of the light source causes it to change completely. One solution would be to manually adjust each cell with the adjacent one and find the point where the lighting behaves the same.
But what you want is to create a night mode, and you won't achieve it with lighting alone for many reasons, including the engine's handling of lighting.
If you really want to achieve a night mode, the best solution is to copy the skybox from Act 2 with the light and texture persistence values and implement them in Acts 1 and 3.
Night lighting shouldn't work under a single light source like during the day; it should only work with global illumination, as in interiors. The spotlight that illuminates the scene is used more to create shadows than to illuminate. Removing that spotlight should be step 1.
Would you be able to look at adjusting this? I would love to keep using this mod, but given how many times we enter dungeons in this game, I would really prefer to not get flash banged each time I leave the main areas!
Here's some examples of what some of the underground areas become in the "night mode" versions:
Tiefling Hideout
https://imagekit.io/tools/asset-public-link?detail=%7B%22name%22%3A%22Night%20Mode%20Hideout.jpg%22%2C%22type%22%3A%22image%2Fjpeg%22%2C%22signedurl_expire%22%3A%222028-03-15T10%3A08%3A06.414Z%22%2C%22signedUrl%22%3A%22https%3A%2F%2Fmedia-hosting.imagekit.io%2F%2F2160fec85b3a4f0c%2FNight%2520Mode%2520Hideout.jpg%3FExpires%3D1836727686%26Key-Pair-Id%3DK2ZIVPTIP2VGHC%26Signature%3DFyw9YUEj4w~pPSCzy7TiMo0cQYCjF~Kht0O~Oqa9dgQJU0rFJRZGPKyT-c-CNjA~JoJpsNBAe6kEtBYAU0dlLfVEgGgx-W3GjtFdm6GE0A6xfHYpM3~gkjPCq13hSNnXFOieGDhTSvcxyTD6R4uDSEq079zb3YxPTUHpGlm4I0-q2xmtGH3VyUkdxPKI-IfQvjDg2WyBKF408Pc4HJHDrgqkmnnfAT4bWqS9ujimmsf3Es6XncKa4VnsqACT1gh3FVm7bEllQyk3vSmVRHydzE6XOgkpywQBhK58K5v~uThcmjAxFqMi5npf50FMKV1K4d~H2I87s4Gol5gjX9gc6A__%22%7D
Zhentarim Hideout
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Whispering Depths
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Underdark - Selunite Outpost West
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Campsite (Depths)
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