Arma 3
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Even Brighter Nights + Chernarus Redux Compatability
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
3.322 MB
Aug 16, 2023 @ 12:27pm
1 Change Note ( view )

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Even Brighter Nights + Chernarus Redux Compatability

Description
This is a version of Champ's Bright Nights mod that I've edited so it works on the Chernarus Redux map.

This mod basically adds the "missionNamespace setVariable ["CHR_DisableDarkness",true,false];" code so you don't have to add it to your init sqf. The default and maximum allowed brightness of the mod has also been increased.



For more info you can check out the original here --> https://steamcommunity.com/sharedfiles/filedetails/?id=853333870



To change the brightness, use the following code in console commands or your mission's init.sqf and change the variable "1" to anything between 0 and 2 // 0 = darkest, 0.5 = medium bright, 1 = very bright, 2 = extremely bright

CHBN_adjustBrightness=1;

(Note: You won't see the effects of the mod in the editor until you start the mission)

If your mission has no init.sqf you need to make one.Just go to the mission folder (in editor click "scenario" then "open scenario folder") and create a text document, then name it "init.sqf" and add the code. Make sure you have "file name extensions" checked in windows explorer view options first! Otherwise it will still be a .txt file.



CHANGELOG
-max possible brightness increased from 1 to 2 for more customization

-added compatibility for chernarus redux map

-default brightness raised from 0.5 to 1
3 Comments
hami Aug 23 @ 4:46am 
water is shining blue at night on yulakia
Fapjack O'Hare  [author] Feb 11 @ 8:24pm 
@Hell_Grindr No, just makes it so nights are bright enough that you don't have to crank your gamma/brightness settings all the way up every time the sun goes down.
Man-Grindr Jan 30 @ 5:36am 
Hi, does this mod fix the issue with AI having much greater view distance at night?