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>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.
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)
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
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?
-Go on documents\mygames\xcom2\xcomgame\config:
-Open Xcommaps.ini
-Replace all the quotes "EnvLighting_NatureNight" and "EnvLighting_UrbanNight"
with
-EnvLighting_Multiplayer_Night_SHELL
So it's the MapName value we change, then?
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.
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...
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.
10/10 champ!
-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 :-)
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."
Personally I think the mapppacks were the culprit for not having darker nights.
Also maybe it's not working as the ini removes some maps or something and adds new ones.. Maybe lw2 already changes those lines?
Sure that's not just RNG?
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.
Natural Causes, keep up the good work. :)
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.
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]
Thanks for the information and for the mod.
[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.
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
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)?