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AFAIK the mod author is not active at the moment, so your best course of action would be to delete the config line with the "Dusk" map name and the "Abandoned" level name. It can be found inside the XComMaps.ini config file.
That's not been my experience at all. I've been using it with WotC since its release.
Just dropping by to say thanks, this is excellent.
I've been using this mod for ages and haven't seen that, did you edit the .ini like in p6kocka's July 2018 post? I believe those lines are intentionally commented out as they relate to the night-time skies removed from this mod. If you've enabled the lines and they can't find the right assets weirdness, like that red lighting, would probably ensue.
There stands in your mods engine.ini:
;[Engine.StartupPackages]
;.Package=AAA_MoreSkyboxes_Assets
Shouldn´t be there?:
[Engine.StartupPackages]
.Package=AAA_MoreSkyboxes_Assets
without quotes?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=910203574&searchtext=More+Environmental+Lighting+Maps
I'll try to update this mod on day one of War of the Chosen's release at the earliest convience (most likely late in the afternoon or Friday of that week depending on how busy I am). Please don't say "fix this pls" 20 times because that's annoying.
Weapons won't be updated though.
Thank you subscribers, and I hope to do much more in the future!
It's just a bunch of maps, so no.
They are completely standalone, with their own Post Processing Effects. I have to check the Darker Night Sky Tweak and see if that mod changes something that affects that mod.
@Peregrinus
Another solution would be to make the darker nights map a standalone mod, which is about 40% of this mod. I might make the darker nights map a separate mod, since those make the game more difficult to traverse, and some modders would like to use those for their projects.
Thanks for the info, didn't realise that was where the Avenger maps environment lighting was defined.
One thought I had on the night-time darkness. Are the tactical maps' environment lighting definitions defined in this mod completely standalone? Or are they derived from or offset from the vanilla game's night time definitions? If they're derived (i.e. mod ambient light level = vanilla ambient light level + 3) then running the "Darker Night Sky Tweak" mod, which changes the vanilla values, could well be having an effect.
All the XComGameData.ini contains in this mod is the envlighting maps for the Avenger world. The night maps are already commented out, so the game doesn't load them anymore.
@Asmodeus @everyone
You could always disable the night maps from spawning by editing this mod's XComMaps.ini and deleting the Night map entries, if you don't like the night maps.
Good point. I've done that, we'll see how it goes/
BTW, if we find the nights too dark we don't have to mess around with "XComGameData.ini" too do we?
You could always disable the night maps from spawning by editing this mod's XComMaps.ini and deleting the Night map entries, if you don't like the night maps.
In a way it makes the game harder which could be a good thing. The player has to guess where to go or what to do in a really low to no vision enviroment while aliens (as being the computer) can see everithing on the map with no issues.
Thanks for the work and well this is just a suggestion but if you have enough spare time it would be good to have a version with like 50%-65% more brightness. That wopul be awesome for some ppl.
Thanks for the hard work :D
Also, Some maps are just too dark, and that is with the gamma maxed out. I had to uninstall this mod, advent flashlights, refresh .inis to get game working normally again.
Great idea though.