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!
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.
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.
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?
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.
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
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.
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.
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.
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.
"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.
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.
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.
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.
37 comments
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.
thx for your job.
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.
I tried that in my configs.
You can certainly shorten the process but not completely switch it off.
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.
One thing, inside the pak file is a 500-ModName_P.pak that is 203k, should this be removed?
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?
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.
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.
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.