XCOM 2
Darker Night Sky Tweak
53 Comments
Zacam 28 Apr, 2024 @ 4:42am 
After correcting the entries so that it was "MapName=" being edited rather than "eEnvLighting" (which seems now to have been silently updated to be); I got the following warning in Launch.log

>Warning: Warning, Failed to load 'NightSkyTweak': Can't find file 'NightSkyTweak'

I resolved this by removing the 'XComEditor.ini', 'XComEngine.ini', and 'XComGame.ini' from the mods Config folder (leaving only 'XComMaps.ini' and 'XComParcels.ini') and that Warning went away.

I would suggest that these are unnecessary files for the mod to work.
Ninjutzu 25 Nov, 2021 @ 10:50pm 
Safe to use with Wotc?
花兔 12 Feb, 2018 @ 8:15pm 
wotc?
Dragon32 11 Jul, 2017 @ 11:20am 
@mazisky:
Cheers. I'll give that a go, just weird that that fix is completely different to what the mod's files actually change (IIRC, been a while since I looked)
Mazisky  [author] 11 Jul, 2017 @ 3:37am 
@Dragon32 you just need to replace the correct lines with "Envlighting_Multiplayer_Night_Shell".

The correct lines are those with night for each Biome, those:

EnvLighting_UrbanNight

EnvLighting_NatureNight

EnvLighting_NatureNight

EnvLighting_NatureNight_Tundra

EnvLighting_Shanty_NatureNight

Just replace all those with Envlighting_Multiplayer_Night_Shell

Basically you have to replace 5 lines, pretty easy task
=[NK]= Col. Jack O'Neil 1 Jun, 2017 @ 2:55pm 
I'm not so sure, I just did it and hoped for the best and it worked.. All I know if I was having the vanilla lighting, but after those changes I managed to get the darker nights from this mod, and it doesn't seem to effect the other night mod :)
Dragon32 31 May, 2017 @ 7:46am 
@=[NK]= Col. Jack O'Neil:
Yeah, thanks. I read those exact same words (typos and all) in mazisky's post.

Assuming the answer to my question is "Yes, I changed the MapName values" then the way I'm reading the changes is that one's just replacing one label, "EnvLighting_UrbanNight", with another: "EnvLighting_Multiplayer_Night_SHELL".

Have those changes really made the nights darker or just meant you get night time missions, with vanilla lighting?
=[NK]= Col. Jack O'Neil 31 May, 2017 @ 7:33am 
This is all I did..

-Go on documents\mygames\xcom2\xcomgame\config:

-Open Xcommaps.ini

-Replace all the quotes "EnvLighting_NatureNight" and "EnvLighting_UrbanNight"

with

-EnvLighting_Multiplayer_Night_SHELL
Dragon32 30 May, 2017 @ 4:50pm 
@=[NK]= Col. Jack O'Neil:
So it's the MapName value we change, then?
=[NK]= Col. Jack O'Neil 30 May, 2017 @ 4:25pm 
Yeah, I dunno, it works for me :) I was hesitant about screwing it up, but didn't.. E3245's night mod is a touch dark, that's why I'm still deciding between this one or not
Dragon32 30 May, 2017 @ 10:30am 
@=[NK]= Col. Jack O'Neil
Interesting.

So, for example, this one:
arrEnvironmentLightingDefs=(MapName="EnvLighting_UrbanNight", eEnvLighting[0]=eEnvLighting_Night, \\
eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, \\
arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums", arrPlotTypes[2]="Abandoned"), \\
arrPlotMaps[0]="Plot_CTY_Tutorial_Alt")


Change it to:
arrEnvironmentLightingDefs=(MapName="EnvLighting_Multiplayer_Night_SHELL", eEnvLighting[0]=eEnvLighting_Night, \\
<<Stuff not changed>>


The mod as it stands is changing the eEnvLighting value, not MapName:
eEnvLighting[0]=eEnvLighting_Multiplayer_Night_SHELL

And I think you can run Darker Nights with this.
=[NK]= Col. Jack O'Neil 29 May, 2017 @ 6:49pm 
I'm still tossing up between this and the darker nights mod!
=[NK]= Col. Jack O'Neil 29 May, 2017 @ 6:48pm 
The change that maz suggested to the xcom game files made me get nights straight away
Dragon32 29 May, 2017 @ 5:32pm 
Had this mod running in my current campaign for about 30 missions. No night time missions. Disabled it and the Avenger Defence I got afterwards was at night.

Could be RNG but I think those errors in launch.log I posted about a few months back (31 Dec, 2016 @ 10:36am) really do mean this doesn't work. Or at least I'm convinced it doesn't for me.

Thinking of other mods like this (e.g. Enemy Within Polish Voice Pack) which enable content already present in the game files, those mods have a UPK file in their Content directory. Whilst this mod does not. Maybe that's some kind of structure / definition so the game can find the data in the mod (sound files in that case, environment definitions in this). Dunno.

I wonder if this one works for people who've got the SDK installed? I mean ther has to be something in that 60GB install...
Dragon32 19 Apr, 2017 @ 3:16am 
@=[NK]= Col. Jack O'Neil:
Doubt they'd conflict, just means that in the pool of parcels there're two copies of the warehouse and the factory. Probably just means they'd be appearing more often that other parcels. Personally, I've REM'd them out of this mod's INI file but I really, really doubt it's in anyway game breaking.
=[NK]= Col. Jack O'Neil 19 Apr, 2017 @ 1:14am 
Looks like a pretty fabdangle weather mod just got released!
=[NK]= Col. Jack O'Neil 18 Apr, 2017 @ 9:03pm 
Making the change mazisky suggested worked for maps that were already loaded on the map :)

10/10 champ!
=[NK]= Col. Jack O'Neil 18 Apr, 2017 @ 8:47pm 
Dragon is it worth deleting them out of one of the mods in case they conflict??
=[NK]= Col. Jack O'Neil 18 Apr, 2017 @ 5:34pm 
Would we need to do this in any mod that has xcom maps??
Mazisky  [author] 18 Apr, 2017 @ 2:30pm 
Guys, if you want to make manually the darkest nights, you can do an alternate process, this may work even for those who have problems with this mod:

-Go on documents\mygames\xcom2\xcomgame\config:

-Open Xcommaps.ini

-Replace all the quotes "EnvLighting_NatureNight" and "EnvLighting_UrbanNight"

with

-EnvLighting_Multiplayer_Night_SHELL


Just try to start a night mission (22:00 to 04:00 in game clock) to check if it's working

Done :-)

Dragon32 15 Apr, 2017 @ 7:57am 
Hey. Noticed a "XComParcels.ini" with this mod, it adds a couple of parcels ("md_Warehouse_03" and "lg_Factory_02").

For people using "Maps by Vozati" these are already added by that mod. Vozati say "These 2 Parcels are created by Firaxis and included in the SDK as examples."
=[NK]= Col. Jack O'Neil 7 Apr, 2017 @ 4:55pm 
Maybe, I've got all the map packs as well
Ralli 7 Apr, 2017 @ 1:40pm 
Well....i´ve got lot of mappacks. I decided to delete them all this evening ´cause my loading times were blowing up (along some other minor bugs) Too bad i deleted this mod too, cause after a new, clean campaign start, my gatecrasher was at night.
Personally I think the mapppacks were the culprit for not having darker nights.
=[NK]= Col. Jack O'Neil 5 Apr, 2017 @ 10:18am 
Does anyone get a really dark loading screen before the missions?? Then sometimes it lightens up near the end??

Also maybe it's not working as the ini removes some maps or something and adds new ones.. Maybe lw2 already changes those lines?
Prophet Of Merci 4 Apr, 2017 @ 8:08pm 
I suggest you upload new screenshots of a Before/after moment so players feel more inclined to download the mod if they like the changes they see...
=[NK]= Col. Jack O'Neil 4 Apr, 2017 @ 10:50am 
I don't think I've had any night missions with lw2 now that I think about it
Ralli 4 Apr, 2017 @ 10:47am 
I trust this mod but still haven´t night missions too in two LW2-Runs :o)
Dragon32 2 Apr, 2017 @ 6:43am 
@rain67:
Sure that's not just RNG?
forerunner398 2 Apr, 2017 @ 5:39am 
Getting bug where none of my missions are night missions.
Rime Pendragon 21 Feb, 2017 @ 5:03am 
Flickering pink and green lights is usually caused by the mod load order. Use the alternative mod launcher to set the load order.
Greenman 7 Feb, 2017 @ 4:49pm 
Jocke, I've had that long BEFORE I installed the quick soldier info mod. A save & load usually fixes it. Don't think that mod or this one is the cause.
Ogre Beautiful 27 Jan, 2017 @ 12:32pm 
OT

But I got rid of flickering pink and green lights by removing the quick soldier info mod. Sadly, because it's awesome.

I know some people have accused in-game clock of flickering lights as well.. so I guess it's related to UI mods.
Experiments  [author] 22 Jan, 2017 @ 6:15pm 
Flickering lights is something I've seen long before this mod, yeah. Other than the fact I'm taxing my video memory pretty hard, I have no idea what could be causing it.
marshmallow justice 22 Jan, 2017 @ 9:02am 
In my experience (clear configs, fresh verify integrity, etc.) it gave me flickering pink/green lights in tactical. BUT, I'm very sure this is from one of my other mods in this huge subscription list I have, since Beaglerush uses this mod in LW2 fine.
ChaosMadeFlesh 21 Jan, 2017 @ 6:54pm 
Dragon32, that's the reason why I asked. I want to use this but the "bug out" comment puts me a bit off. Thus the question.
Natural Causes, keep up the good work. :)
Experiments  [author] 21 Jan, 2017 @ 6:43pm 
@ChaosMadeFlesh @Dragon32
Since LW2 does not change arrEnvironmentLightingDefs in Maps.ini, there's nothing I would expect to nor have seen glitch out. This mod is just ini changes to use a darker night included with X2's multiplayer maps. On the other hand, I'm still learning exactly what LW2 touches so an issue is not impossible. I'll update the discription to keep this at top. Thanks for the head's up.
Dragon32 21 Jan, 2017 @ 5:49pm 
@ChaosMadeFlesh
FYI, there's this comment on Long War 2 compatability:
I tied it and it seemed to bug out, but mor etesting is needed

From here: Mods Compatible with LW2 Rev.1.7 [drive.google.com]
ChaosMadeFlesh 21 Jan, 2017 @ 5:38pm 
I gotta ask if this is going to be made 100% with LW2. I'd love a positive answer. ;)
Dragon32 1 Jan, 2017 @ 2:58am 
@Natural Causes:
Thanks for the information and for the mod.
Experiments  [author] 31 Dec, 2016 @ 2:57pm 
Dragon32, that seems to just be notifying about the now-orphaned skyboxes this mod replaces. It's interesting but shouldn't cause any issues.
Dragon32 31 Dec, 2016 @ 2:36am 
Checking my launch.log I'm getting 16 Redscreen errors like this:
[0026.20] Error: Redscreen: ImportText (arrEnvironmentLightingDefs): Property import failed for eEnvLighting in: (MapName="EnvLighting_UrbanNight", eEnvLighting[0]=eEnvLighting_Multiplayer_Night_SHELL, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums", arrPlotTypes[2]="Abandoned"), arrPlotMaps[0]="Plot_CTY_Tutorial_Alt")

Not sure if this is significant or not, thought I'd better mention it though. I can't post the rest due to the stupidly low character restriction on posts here.
The Moss Man 28 Dec, 2016 @ 9:13pm 
This looks great, nice job
Experiments  [author] 27 Dec, 2016 @ 12:28pm 
Didn't know if this would be something I would use when I put it up for Mazisky but now I can never go back.
=[NK]= Col. Jack O'Neil 24 Dec, 2016 @ 4:14pm 
This would probably work awesome with advent flashlight mod
Quixotic Cloud Games 24 Dec, 2016 @ 2:56pm 
Just made this one of my favorites! Been meaning to make this, but haven't had time, so thank you SO much!!!
Mazisky  [author] 24 Dec, 2016 @ 3:25am 
Guys, i'm the mod author, i want to point out that is not just the sky, but all the lighting and colours are more realistic and natural, like it should be in real life.

I don't know why Firaxis preferred the vanilla and not this, but i guess it's because the vanilla is al ot more brighter and it sacrifice realism for better visibility
Kaldin 24 Dec, 2016 @ 2:29am 
Nice, like this night sky more than the original one. :ethereal:
S.Collins 23 Dec, 2016 @ 11:52am 
now we just need a night vision mod
Ser Lancelot 23 Dec, 2016 @ 5:53am 
@ChaosMadeFlesh...indeed, you could, if you know how to dig through the .inis and make changes yourself to specific maps, biomes, and so on. Just check the config folder of this mod and see the changes; from there, you should be able to extrapolate what exactly you want done.
ChaosMadeFlesh 23 Dec, 2016 @ 5:14am 
Wow, this is nice! Added to my collection.

I'm curious though. Can we have both? This and the original? The computer would chose between the two depending on the time and location of the mission (for example, winter could have the darker sky all the time while summer could have the lighter one until lets say 10pm and then the new one afterwards)?