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.
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
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.
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).
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
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.
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?
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.
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?
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).
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).
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
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.
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.
109 comments
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.
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
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.
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).
---
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?
Glad it solved your problem, choom.
Checked you installed the mods in the proper folders?
Have other mods that might break this mod?
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).
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).
Thanks alot in advance.
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.
What lut and reshade preset maybe you have used in those comparisions 1-6? It looks amazing and i just wanted to know.
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!
Thanks for your response!