Watch_Dogs - General moding

Discussion in 'Game Tweaks and Modifications' started by Essenthy, Jan 4, 2015.

  1. mlleemiles

    mlleemiles Master Guru

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    It's not making the game darker. It just broke the HDR, like overexposing, which you have to lower exposure to maintain brightness balance.

    And the question, sure. 0.5, 0.25, 0.1 and vanilla GI influence. Using relaunch sky.

    I've found another workaround that should let you keep the original exposure values.
    [​IMG]
    Above image uses relaunch exposure values and E3 sky with custom sky light intensity.
     
  2. GhostBazar

    GhostBazar Guest

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    Anybody know how can we do to make aiden doesn't close his right hand like if he had a pistol with the e3 ps4 gameplay sprint mod ?
    Sorry for my English this is not my native language ^^
     
  3. mlleemiles

    mlleemiles Master Guru

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    [​IMG]
    More visible clouds during rainy night.
     
  4. GhostBazar

    GhostBazar Guest

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    Are you working on a new mods for watch_ dogs ?:)
     

  5. TheCrasher

    TheCrasher Guest

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    Nice man! What values did you change to get that working? :D


    [EDIT]:

    I decided to dig up the carcass of my mashup mod, and do some tweaks.

    This is my progress so far:

    [​IMG]

    I added more intense dynamic exposure values to the game, with wip (and sort of secret) textures.

    The mod now currently includes elements from:

    TheWorse mod by TheWorse

    Watch_Dogs Definitive mod by ThatGuyOverTher

    both v1 and v2 of Watch_Dogs E3 lite mod by txgt

    Natural & Realistic Lighting for Watch_Dogs by Danvsw

    Watch Dogs - customOutfits mod by infiniium

    WATCH DOGS Merged MOD by Marduk

    and some texture and lighting tweaks by me.

    HUGE credit to all those awesome guys listed above! :D

    There are no downloads as of yet, since
    there is a few "classified" projects in the works for this, some I'm not even sure those will see the public eye.
    ;)
     
    Last edited: Aug 27, 2016
  6. mlleemiles

    mlleemiles Master Guru

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    Unpack your clouds.lib, open Storm.storm.xml and inside are 2 curveobjs
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    Highlighted text are my edits (set value to 2, orginally about 0.19).
     
  7. TheCrasher

    TheCrasher Guest

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    Thanks man! :D
     
  8. TheCrasher

    TheCrasher Guest

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    ... So I somehow managed to get night fog to work...

    [​IMG]
     
    Last edited: Aug 28, 2016
  9. TheI3arracuda

    TheI3arracuda Guest

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    I need it... NOW
    (I'm just joking. Please release some of your work soon. I would happily beta test a few things.)
     
  10. TheCrasher

    TheCrasher Guest

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    More sceenshots, this time with different weather conditions, and ligthing.

    (All images captured at max settings at 1080p, sweetfx and reshade were not used)

    (I've also included mlleemiles' storm cloud mod as well, so credit to him. :))

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Some road reflections seem to be bugged due to normal map corruption, I've fixed some, but there is still some work to do:

    [​IMG]
     
    Last edited: Aug 28, 2016

  11. GhostBazar

    GhostBazar Guest

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    Great work man !!! I will follow your work ;) Oh and I don't know how to get the e3 tonemap anybody can help me about this ?!

    EDIT:
    I'm just starting to unpack the windy city.fat and I'm just discovering so much thing!! I'm going to start modding but I don't really know about all of this so if someone can explain me more how to use all of is files etc ?!
    Thanks :)
     
    Last edited: Aug 28, 2016
  12. TheCrasher

    TheCrasher Guest

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    What values do I change in environmentlighting.lib to get the streetlight bloom textures to be more prominent.

    By bloom textures, I mean this:

    [​IMG]
     
  13. GhostBazar

    GhostBazar Guest

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    So i tried to create a merged with some mods by a lot of modders and some tweak made by me but I have too much brigthness around lighting object take a look : http://imgur.com/a/5UyuL
    How can it be reduce like this : http://imgur.com/a/bDshj

    The first pic is my change with TXGT vehicle and parralax mapping and other tweak
    the second with Définitive mod 3.0
     
    Last edited: Aug 30, 2016
  14. mlleemiles

    mlleemiles Master Guru

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    Use vanilla bloom.lib.
     
  15. GhostBazar

    GhostBazar Guest

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    How thanks man ;)
     

  16. TheCrasher

    TheCrasher Guest

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    I've managed to fix the unusual reflections in my mashup mod. :)
     
  17. Stariest

    Stariest Guest

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    Hi all, i just come with a few questions

    It's possible to decrease NPC density but only in a specific location ?
    exemple: i want to decrease NPC density in "The Wards" area

    &
    No possible to editing ingame video yet ?

    Thanks
     
  18. TheCrasher

    TheCrasher Guest

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    From what I heard, changing NPC density is a global thing, if you change the density values, it'll change everywhere.
     
  19. txgt

    txgt Guest

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    Not exactly. There's "Low", "Medium", "ExtraHigh" and other presets but they're not dynamically changing the global density. The density is always the same. The devs just assigned all those presets to different spots in the city. For example, "Low" preset is assigned to one sidewalk, and at the same time, the "ExtraHigh" preset is assigned to the sidewalk across the street. They assigned them randomly and all those presets is scattered all over the city.
     
  20. Stariest

    Stariest Guest

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    Okey Thanks all!

    And you know how add fog on mountain ? because Natural and realistic lighting remove this
     

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