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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.