XCOM 2
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Darker Night Sky Tweak
   
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Dec 22, 2016 @ 9:53pm
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Darker Night Sky Tweak

Description
An ini tweak replacing the night with a less blue one. LW2 is so far compatible since it doesn't touch those ini lines. Due to how Unreal Engine works, this will also change ambient light for night scenes, making the vibrant colors less cartoony and a bit more Blade Runner-ish.

Night Sky Tweak as noted by /u/mazisky on Reddit [link on right] and posted for him. These fine images were captured by him as well.

What This Does:

Changes lines for arrEnvironmentLightingDefs in XComMaps.ini -- This determines what skybox is used for a map. All night-time skyboxes are redirected to the darkest included in vanilla, actually for the Multiplayer Shell screen.

Complementary Mods:
Advent Flashlights
52 Comments
Ninjutzu Nov 25, 2021 @ 10:50pm 
Safe to use with Wotc?
花兔 Feb 12, 2018 @ 8:15pm 
wotc?
Dragon32 Jul 11, 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] Jul 11, 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 Jun 1, 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 May 31, 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 May 31, 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 May 30, 2017 @ 4:50pm 
@=[NK]= Col. Jack O'Neil:
So it's the MapName value we change, then?
=[NK]= Col. Jack O'Neil May 30, 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 May 30, 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.