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sosuinepsixuyu

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sosuine

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109 comments

  1. xvxvx11
    xvxvx11
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    now the lighting from rt + pt looks like it should like it
  2. BorisMur
    BorisMur
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    Dear Author, could i ask you to give any cordinates of any pictures comparison from your discription,if you have any of free time and great mud. wish i could see those changes facetoface <3 Thank you for great mods
    Update: I started a new game and found some places not from comparison by myself, for example, when you have to meet Fingers for the first time(but i guess you could enter that building before and after that questline,but not sure), you will enter his apartment house and if you enter the first room on the first floor you will find drug f*ked up guy with dead female prostitute on the sofa. Johny appears on that scene aswell. So There is such  a big fake light in that room, that ruins fully scene, you will see it anyway. totally fixed with that mod. so no fake light, but one and only candle light on the table. Great. Highly recommended mod.
  3. M37SG
    M37SG
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    Can someone please give me a list of all the mods that fix whatever problems the game has and are compatible with each other when using PT or RT?
    1. pablodkl
      pablodkl
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      i need that too
    2. ryandumy87
      ryandumy87
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      share the list gathered from 24feb2025 !
    3. M37SG
      M37SG
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      I gathered these but I still don't know if they are all compatible with each other:
      https://www.nexusmods.com/cyberpunk2077/mods/16060
      https://www.nexusmods.com/cyberpunk2077/mods/11815
      https://www.nexusmods.com/cyberpunk2077/mods/19926
      https://www.nexusmods.com/cyberpunk2077/mods/20405
      https://www.nexusmods.com/cyberpunk2077/mods/10903
    4. Trigin6
      Trigin6
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      I'm pretty sure that "General Shadows Fixes" covers the "RT Debris" fixes with its optional setting that is off by default, the rest are good.
    5. f80h
      f80h
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      yes, rt debris is obsolete at this point as the new mod is way better/more compatible
    6. beefqueef
      beefqueef
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      https://www.nexusmods.com/cyberpunk2077/mods/15800
      https://www.nexusmods.com/cyberpunk2077/mods/8105
      https://www.nexusmods.com/cyberpunk2077/mods/11811 - Lite Version

      I think these all enhance the look of the game with PT on, I don't know if I would call the last two fixes though.
    7. Noahela
      Noahela
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      raytracing overdrive - path tracing optimizations - https://www.nexusmods.com/cyberpunk2077/mods/8059 - check the linked YT video in mod description
    8. Daemonjax
      Daemonjax
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      I've downloaded AND currently have enabled these lighting & shadow related mods that seem to play well together (in no particular order):

      1) Preem Fixes (PT Shadow Bug Fix and HD Textures): https://www.nexusmods.com/cyberpunk2077/mods/15800
      - Two downloads: Preem Fixes - Cloth, Preem Fixes - Cloth - HD Textures
      2) Not So Good Draw Distance Mod: https://www.nexusmods.com/cyberpunk2077/mods/11240
      - default settings
      3) Improved Vehicle Lights Draw Distance: https://www.nexusmods.com/cyberpunk2077/mods/5082
      4) Faster Rainmap and Distant Shadows: https://www.nexusmods.com/cyberpunk2077/mods/8610
      5) reFlash 2.0: https://www.nexusmods.com/cyberpunk2077/mods/8233?tab=posts
      6) Light Beams Fix: https://www.nexusmods.com/cyberpunk2077/mods/12381
      7) Disable Fake Lights with Path Tracing: https://www.nexusmods.com/cyberpunk2077/mods/16060
      8) General Shadows Fixes: https://www.nexusmods.com/cyberpunk2077/mods/20405
      9) PT reflections fix: https://www.nexusmods.com/cyberpunk2077/mods/11815

      I have other lighting/shadow/transparency/lod related mods downloaded, but after I trying them out I've disabled them (in MO2) because I just don't really experience any difference from vanilla when they're enabled.  Doesn't mean they don't do  their thing, I just haven't found them to be needed (for myself, yet).
  4. Tanzu15
    Tanzu15
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    performance improvement? was the older version tanking more fps?
    1. sosuine
      sosuine
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      The old one was doing much more expensive logic compared to what it does now. Since i keep abusing codeware callbacks for my mods, it's better to maintain the best-i-can-do performance with each mod so when they used together your game doesn't stutter
    2. UnforgivenWar
      UnforgivenWar
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      You're a angel Sosuine, Thank you!
  5. TheDudeAbides157
    TheDudeAbides157
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    If I'm using UltraPlus for the RT+PT setting should I use the "Disable Portal Lights" option I'm thinking yes despite being RT it partially uses PT lighting.
    1. simplyyrj
      simplyyrj
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      +1
    2. sosuine
      sosuine
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      No, RT+PT basically uses the same rendering pipeline as default RT, while also making some of the basic RT features work incorrectly
    3. sammilucia
      sammilucia
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      • 483 kudos
      what RT features don't work correctly ?
  6. nobody91blues
    nobody91blues
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    is this still working??
  7. zefah
    zefah
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    Sadly the latest patch seems to have broken this amazing mod! Would love if you could find time to update it.
    1. Adalwulf
      Adalwulf
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      Works fine. Did you update your core files? 
    2. zefah
      zefah
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      Thanks for the reply. What do you mean by "update your core files?" I just downloaded the latest patch (2.21 Jan 23rd, 2025) and now I get a "Compilation error" pop up when I boot the game that says the following:

      ---

      REDScript compilation has failed.
      This error has been caused by mods listed below:
      - FakeLightsNoMore.reds

      You should check if these mods are outdated and update them if possible. They may also be incompatible with the current version of the game, in which case you should remove them and try again.

      The game will start but no scripts will take effect.
      If you need more information, consult the logs.

      ---

      I tried re-extracting all of the mod files from the first installation, but the error persists. Any ideas?
    3. Adalwulf
      Adalwulf
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      The frameworks required for this mod to work, like redscript and the other mods mentioned on the front page. 
    4. zefah
      zefah
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      Thank you! It looks like RED4ext, ArchiveXL, and Codeware were all updated since the patch. Redownloading and extracing those seems to have fixed the issue for me.
    5. Adalwulf
      Adalwulf
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      Always check and wait for core mod updates when there's a new version of the game out.
      Glad it solved your problem, choom.
    6. Amiiban
      Amiiban
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      I'm having the same problem, with freshly downloaded core mods
    7. Adalwulf
      Adalwulf
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      Did you update to the latest version of the game? Or are you running a pirated game version?
      Checked you installed the mods in the proper folders? 
      Have other mods that might break this mod?
    8. HighPowerD
      HighPowerD
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      This mod works fine with updated dependencies for me. Can easily see (with appropriate doorways for example. Japantown apartment is most convenient to test for this) turning portal lights on or off. then reloading the save, etc.

      The other option is I think even more easy to test. Just any random street at night, on or off is pretty noticeable with no fake ad lights (much more realistic atmosphere with off).
    9. mustdiex
      mustdiex
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      The mod needs to be updated. it doesn't work.
    10. Amiiban
      Amiiban
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      latest version on steam
    11. Amiiban
      Amiiban
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      Managed to get the mod to load and appear in mod settings, though i can still see the point lights reflected below posters so it's clearly not working 
    12. HighPowerD
      HighPowerD
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      This mod is working just fine. Maybe some people just don't have it installed right, know what to look for, or properly test? Or is there possibly some mod(s) that conflict?

      The first image here is with the mod (for ad lights) disabled. Second is with the mod enabled (ad lights disabled). It clearly looks like it's working (upon changing the setting, then reloading the save). Similar results with portal lights (if you find a doorway etc. that uses one).




    13. Amiiban
      Amiiban
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      i know what to look for and can tell it's not working, the only possible issue could be the install order of the mods but it shows up in Mod Settings with the toggles and they don't do anything in game even after reloading a quicksave
  8. harry20199vn
    harry20199vn
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    Sorry if this question been asked before, but does this mod compatible with Cyberpunk Ultra Plus? I'm using RT+PT mode.

    Thanks alot in advance.
    1. Adalwulf
      Adalwulf
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      It is compatible.
      It makes RT/PT reflections from adverts with fake lights less annoying and glitchy up close, and makes fake door/window lights stop blinding you/make things look ugly when you get close.
  9. Matisiu11
    Matisiu11
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    Hi, just from curiousity,
    What lut and reshade preset maybe you have used in those comparisions 1-6? It looks amazing and i just wanted to know.
  10. NavZ0
    NavZ0
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    First of all, it's worth saying that this mod is only for people playing with RT/PT. There are two options:

     - Disable light sources that are attached to advertising billboards. With RT/PT, this is not required, billboard screens emit light directly from the surface.
    
    I'm kinda confused with the description here. Are you saying this is only for people playing with Raytracing & Path tracing? Or it also benefits people playing without RT/PT? Because your first line in the description says mod is only for ppl playing with RT while first of two options you've mentioned states it is not required for RT/Pt implying it can be beneficial for players playing without RT/PT. 

    Would be great if you can clarify. Thanks!
    1. sosuine
      sosuine
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      Sorry, by "not required" I meant the light sources mentioned in the previous sentence
    2. NavZ0
      NavZ0
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      Ah, ok gotcha. So, I guess this mod has no benefits for playing without RT/PT. 

      Thanks for your response!