XCOM 2
[WOTC] Aquilio's Weather Pack
 This topic has been pinned, so it's probably important
Aquilio  [developer] Oct 24, 2024 @ 3:18pm
How to Play With Modded Lighting Maps Only
To play with modded lighting maps only, you need to remove base game maps from the lighting map roster in the XComMaps.ini file.

Copying the following lines will do the trick (e.g. as a local mod):
Those config lines only affect lighting types present in regular missions, not special missions like final or DLC missions.

[XComGame.XComEnvLightingManager] -arrEnvironmentLightingDefs=(MapName="EnvLighting_Sunrise", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dawn, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Vortex", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dusk, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Day", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums", arrPlotTypes[3]="MP_Test", arrPlotMaps[0]="Plot_CTY_Test_Lg", arrPlotMaps[1]="Plot_CTY_Test_Md", arrPlotMaps[2]="Plot_CTY_Test_Sm", arrPlotMaps[3]="Plot_ALN_Test_Lg", arrPlotMaps[4]="Plot_ALN_Test_Md", arrPlotMaps[5]="Plot_ALN_Test_Sm", arrPlotMaps[6]="Plot_RFT_Test_Md", arrPlotMaps[7]="Plot_RFT_Test_Sm", arrPlotMaps[8]="Plot_SHN_Test_Lg", arrPlotMaps[9]="Plot_SHN_Test_Md", arrPlotMaps[10]="Plot_SHN_Test_Sm", arrPlotMaps[11]="Plot_SLM_Test_Lg", arrPlotMaps[12]="Plot_SLM_Test_Md", arrPlotMaps[13]="Plot_SLM_Test_Sm", arrPlotMaps[14]="Plot_TWN_Test_Lg", arrPlotMaps[15]="Plot_TWN_Test_Md", arrPlotMaps[16]="Plot_TWN_Test_Sm", arrPlotMaps[17]="Plot_WLD_Test_Lg", arrPlotMaps[18]="Plot_WLD_Test_Md", arrPlotMaps[19]="Plot_WLD_Test_Sm") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Rain", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Rain, arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Sunset", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeofDay_Sunset, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Aerial", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dusk, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums") -arrEnvironmentLightingDefs=(MapName="EnvLighting_UrbanNight", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums", arrPlotMaps[0]="Plot_CTY_Tutorial_Alt") -arrEnvironmentLightingDefs=(MapName="XP_LE_AbandonedCity_Day", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Abandoned") -arrEnvironmentLightingDefs=(MapName="XP_LE_AbandonedCity_Night", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Abandoned", arrPlotMaps[0]="Plot_ABN_LostAndAbandonedA", arrPlotMaps[1]="Plot_ABN_LostAndAbandonedB", arrPlotMaps[2]="Plot_ABN_LostAndAbandonedC", ) -arrEnvironmentLightingDefs=(MapName="EnvLighting_RooftopsNight", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Rooftops") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Sunrise", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dawn, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Temperate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Day", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Temperate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Vortex", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dusk, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Temperate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Rain", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Rain, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Temperate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Sunset", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeofDay_Sunset, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Temperate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Aerial", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dusk, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Temperate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_NatureNight", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Temperate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Sunrise", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dawn, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Arid") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Day_Arid", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Arid") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Rain", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Rain, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Arid") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Sunset", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeofDay_Sunset, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Arid") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Aerial", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dusk, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Arid") -arrEnvironmentLightingDefs=(MapName="EnvLighting_NatureNight", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Arid") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Day_Tundra", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Tundra") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Snow_Tundra", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Rain, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Tundra") -arrEnvironmentLightingDefs=(MapName="EnvLighting_NatureNight_Tundra", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrBiomeTypes[0]="Tundra") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Shanty_Sunrise", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dawn, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Shanty", arrBiomeTypes[0]="Temperate", arrBiomeTypes[1]="Arid", arrBiomeTypes[2]="Tundra") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Shanty_Day", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Shanty", arrBiomeTypes[0]="Temperate", arrBiomeTypes[1]="Tundra") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Shanty_Day_Arid", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Shanty", arrBiomeTypes[0]="Arid") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Shanty_Sunset", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeofDay_Sunset, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Shanty", arrBiomeTypes[0]="Temperate", arrBiomeTypes[1]="Arid", arrBiomeTypes[2]="Tundra") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Shanty_NatureNight", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Shanty", arrBiomeTypes[0]="Temperate", arrBiomeTypes[1]="Arid", arrBiomeTypes[2]="Tundra") -arrEnvironmentLightingDefs=(MapName="XP_LE_Tunnels_Subway", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Tunnels_Subway") -arrEnvironmentLightingDefs=(MapName="XP_LE_Tunnels_Sewer", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Tunnels_Sewer") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Sunrise_PsiGate", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dawn, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrBiomeTypes[0]="Temperate", arrBiomeTypes[1]="Arid", arrBiomeTypes[2]="Tundra", arrMissionTypes[0]="GP_PsiGate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Day_PsiGate", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrBiomeTypes[0]="Temperate", arrBiomeTypes[1]="Arid", arrBiomeTypes[2]="Tundra", arrMissionTypes[0]="GP_PsiGate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Sunset_PsiGate", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeofDay_Sunset, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrBiomeTypes[0]="Temperate", arrBiomeTypes[1]="Arid", arrBiomeTypes[2]="Tundra", arrMissionTypes[0]="GP_PsiGate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_NatureNight_PsiGate", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrBiomeTypes[0]="Temperate", arrBiomeTypes[1]="Arid", arrBiomeTypes[2]="Tundra", arrMissionTypes[0]="GP_PsiGate") -arrEnvironmentLightingDefs=(MapName="EnvLighting_Day_Xenoform", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Noon, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrPlotTypes[2]="Shanty", arrBiomeTypes[0]="Xenoform") -arrEnvironmentLightingDefs=(MapName="EnvLighting_NatureNight_Xenoform", eEnvLighting[0]=eEnvLighting_Night, eTimeOfDay=eTimeOfDay_Night, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="Wilderness", arrPlotTypes[1]="SmallTown", arrPlotTypes[2]="Shanty", arrBiomeTypes[0]="Xenoform")

The mods will already have the necessary config for adding the modded maps.

Keep in mind that the default Tunnel and Abandoned City lighting maps are also removed in this example.
If you want to keep them, do not include lines with the following map names: XP_LE_Tunnels_Subway
XP_LE_Tunnels_Sewer
XP_LE_AbandonedCity_Day
XP_LE_AbandonedCity_Night

Otherwise, remember to use the mod that adds other custom lighting types to tunnels/abandoned cities, such as Tunnel & Abandoned Lighting Maps.
Last edited by Aquilio; Oct 25, 2024 @ 12:54pm