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Bacon Saint John

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sixstringseraph

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37 comments

  1. deleted2456547
    deleted2456547
    • account closed
    • 24 kudos
    Using Lighten Up and it is much brighter and not too glaring, Deek can see around much better now. Definitely an upgrade from the original Flashlight and the motorbike headlight. Thank you Bacon Saint John and sixstringseraph for making/sharing this mod!
  2. devarma
    devarma
    • member
    • 2 kudos
    I want to use clothes mods but they use files from the sfpaks folder. If i rename it they wont work. How do you get around that? Thanks.
    1. ProfessorBlight
      ProfessorBlight
      • premium
      • 0 kudos
      Don't rename the sfpaks folder. Instead set it to its original name and open that folder and rename startuppackages.pak to startuppackages_mods.pak it will also help with initial load times as well. 
  3. Hi, Thank You for the mod. 

    I was wondering, would it be possible for you to create a mod that adds Canned Food and Water Bottles that you can pick up. (I'm not asking for a whole hunger/thirst system, no. I'm just wondering if it would be possible for you to create a mod that adds canned-food and water that you can pick and store in your inventory. 

    Thanks in advance, and thank you for the mod again, i love it.
  4. West117
    West117
    • member
    • 0 kudos
    looking for a mod to turn the motorcycle headlight into a led version
    1. UnseenInfection
      UnseenInfection
      • member
      • 0 kudos
      I am as well, is it possible?
  5. thebossu86
    thebossu86
    • member
    • 0 kudos
    On version 1.0 of DG on PS4, we could light from the outside to the inside of a building at about 4-5m. But since the various updates, when you are outside and want to light up the interior of a cave or tunnel, for example, it remains dark. Does this change correct that?

    thx for your job.
    1. sixstringseraph
      sixstringseraph
      • member
      • 5 kudos
      I am not sure. I will test and get back to you.
    2. thebossu86
      thebossu86
      • member
      • 0 kudos
      I tested, and that does not solve the problem. Pity. At 3-4 meters from a dark building or cave, the torch is unable to illuminate the interior. Doamge this breaks the utility of the torch.
    3. sixstringseraph
      sixstringseraph
      • member
      • 5 kudos
      Ah, sorry to hear. Can you give me a specific map point to test it in, I have a few ideas but I am currently in survival mode with no fast travel so it's a bit hard to find a good place to debug :D
    4. Acleacius
      Acleacius
      • supporter
      • 70 kudos
      Is it possible the problem could be the graphical effect, Eye Adapt?
      Iirc, there's always about 3 or 4 feet of light manipulation when traveling from dark to light or light to dark.
      The flashlight does have a weird problem in that range, but it's not this mod causing it.
      My theory at least is that Eye Adapt will have to be disabled.
    5. AlanPoster
      AlanPoster
      • member
      • 27 kudos
      If you disable eye adaptation in this game the days becomes way too bright and the night pitch black...problem is that at night you will not see 1 inch infront of your character, even with the flashlight on....it becomes like hellishly black.

      I tried that in my configs.
      You can certainly shorten the process but not completely switch it off.
    6. Acleacius
      Acleacius
      • supporter
      • 70 kudos
      Ok, found the perfect spot to recreate this problem, Ski Resort at Crater Lake.

      At night (1am by my ingame clock), with vanilla day/nighttime you can stand outside with the door open and see inside.
      The room is naturally lit by the clear moonlight atm, but once you walk inside the whole place goes dark.
      Vanilla flashlight is basically broken crap, Bright is better but not much, More Bright works like a weak flashlight, in real world.
      It's absolutely this effect I only know to refer to as Eye Adapt. Hopefully something can be worked out, this is a greatly needed mod! 
      It's just the damn game crap effects making life miserable for us.

      @AlanPoster how are you turning it off in the configs, I'd at least like to try it to do a little more research.
      It might be worth disabling then trying to darken another way, thanks.
    7. deathtoy92
      deathtoy92
      • member
      • 0 kudos
      @AlanPoster How did you manage to disable the in game eye adaption? I've tried many things and can't seem to figure it out. 
  6. Tar
    Tar
    • premium
    • 8 kudos
    Nice mod, thanks for sharing :)

    One thing, inside the pak file is a 500-ModName_P.pak that is 203k, should this be removed?
  7. Piedras
    Piedras
    • member
    • 0 kudos
    Is it mandatory to change the sfpack name in the game location?
    I'm putting mods and I think they all work for me without changing that name.

    What is it really for or what can happen if I don't change it? And if I change it, does it change things in the game that can cause bugs in the story?
    1. sixstringseraph
      sixstringseraph
      • member
      • 5 kudos
      I honestly don't know if it matters. I used a mod once that didn't work without the name change, so I changed it and never changed it back. It hasn't caused any bugs in the story so far for me, and I've finished one playthrough.
    2. Piedras
      Piedras
      • member
      • 0 kudos
      Perfect! Thank you very much for responding so quickly =)
    3. Navsigda
      Navsigda
      • supporter
      • 11 kudos
      "sfpaks" itself contains roughly 15GB of duplicate content. Game assets found in their intended directories are packaged into a startup package inside sfpaks, and get called on when you load your game world. After doing byte comparisons to a number of files inside that startup package, they're identical.

      Why they exist, we're not sure. Whether they're useful or not, the answer right now seems to be a resounding no. Mods will work without renaming the folder, unless the specific assets changed are also present in sfpaks. Then they get overwritten and the mod doesn't take affect.

      You're asked to rename your folder simply to avoid issues like this and have the mods work as intended. 
    4. Piedras
      Piedras
      • member
      • 0 kudos
      Thanks for your answer!! 
  8. Simbrave
    Simbrave
    • member
    • 1 kudos
    Thanks for the mod
  9. AlanPoster
    AlanPoster
    • member
    • 27 kudos
    You have made a phenomenal mod, KUDOS is required.

    Make one more version please, with even more brighter light like a highbeam on the bike and personal light, still a tad dull in the horde tunnels, at least 50% boost or more.

    Thank you.

    You shuold also include it in your dark is dark reshade.
    1. sixstringseraph
      sixstringseraph
      • member
      • 5 kudos
      I made one that doubles the intensities, just not sure they make that big of a difference. Let me know. I'm still studying up on how different UE spot lights variables are set up so I can tweak them better.
    2. AlanPoster
      AlanPoster
      • member
      • 27 kudos
      Also playing with it (to my eternal delight), i noticed that at night in particular the focus gets way too dark....anything can be done about it, needs a bit more fine tuning and it will be what everyone wants.
    3. sixstringseraph
      sixstringseraph
      • member
      • 5 kudos
      With the Brightness mod or the Dark? 
      Does the focus darken during the day or at night too?

      I haven't run into it so maybe I can try to recreate it specifically.
    4. AlanPoster
      AlanPoster
      • member
      • 27 kudos
      Night and day but not as bad as before.
  10. STAS7821
    STAS7821
    • member
    • 3 kudos
    Thanks. )))) It works fine   https://youtu.be/KbY5-1IR6RM
    1. beebophuckleberry
      beebophuckleberry
      • member
      • 17 kudos
      Looks good. What reshade are you using?