Watch_Dogs - General moding

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

  1. CraigOp

    CraigOp Guest

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    Is it possible to change the brightness/gamma just for rainy weather, or just for clear weather? When it's raining the game is too dark but when it's clear it's too bright. I'd like to balance it if it's possible.
     
  2. TheCrasher

    TheCrasher Guest

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    I'm trying to make some textures invisible on Aiden for testing purposes, but when I either make a dummy file or make the texture invisible by editing it, the model still appears using Aiden's textures...
     
    Last edited: Jan 31, 2016
  3. txgt

    txgt Guest

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    No brightness/gamma, only the exposure in environmentlighting.lib.
    In vanilla you need to edit these 2 xmls:

    E3_2013.Clear_Lighting.xml (Clear weather)
    E3_2013.Clear_Lighting.Stormy_Lighting.xml (Rainy weather)

    In my E3 Lite also these:

    TXGT.Clear_Lighting.xml (2nd Clear weather)
    TXGT.Cloudy_Lighting.xml (Cloudy weather)
    TXGT.Overcast_Lighting.xml (Overcast weather, no rain)

    You need to slightly increase (for brighter game) or decrease (for darker game) the values in these 2 sections:
    <object name="curveExposureValue">
    <object name="curveMinimumExposureValue">


    The values you need to edit is in the first line of each "Knot", I marked it red below.
    The very first and very last Knot lines are represents midnight 12:00 AM.
    All the other knots is the time between midnights, so represents 24 hours, and this repeats in the game as the days is passing.
    The Knots are always go in pairs. The knot I marked green is the part of the very last knot I marked pink.
    The next pair I marked orange.
    The exposure values (red) should be the same in both knots.
    The blue values are represents time (from "0" to "1"). Those values also should be the same in both knots (except the very first one (0) and very last one (1)).
    For example in the second pair of Knots the blue value "0.17" equals about 4:00 AM. So the exposure will be set for this exact time.
    If in the next pair of knots you have different exposure value then it will slowly transition to it.
    For reference:
    0 = 12:00 AM
    0.25 = 6:00 AM
    0.5 = 12:00 PM
    0.75 = 6:00 PM
    1 = 12:00 AM

    Note: in this particular Knot config which I copied from vanilla "E3_2013.Clear_Lighting.xml" there are some duplicate knots at the very end (marked brown). I don't know why it's like that, but in my mod I just left it as it were just in case.

    Code:
      <object name="curveExposureValue">
        <field name="hidNumKnots" type="UInt32">26</field>
        <object name="Knots">
          [COLOR="Lime"]<object name="Knot">[/COLOR]
            <field name="Value" type="Vector4">[COLOR="RoyalBlue"]0[/COLOR],[COLOR="Red"]3.5[/COLOR],0.169492,0</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
          [COLOR="DarkOrange"]<object name="Knot">[/COLOR]
            <field name="Value" type="Vector4">[COLOR="RoyalBlue"]0.17[/COLOR],[COLOR="Red"]3.5[/COLOR],-0.0644008,0.00051403</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
          [COLOR="DarkOrange"]<object name="Knot">[/COLOR]
            <field name="Value" type="Vector4">[COLOR="RoyalBlue"]0.17[/COLOR],[COLOR="Red"]3.5[/COLOR],0.029999,-0.000460148</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.2,1.5,-0.0115019,0.456135</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.2,1.5,0.0130685,-0.518262</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.25,0.5,-0.0108576,0.43256</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.25,0.5,0.0135046,-0.538015</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.29,-2.25,-0.00886679,0.332099</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.29,-2.25,0.0157827,-0.591129</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.36575,-3.5,-0.0392087,0.0691721</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.36575,-3.5,0.129063,-0.227692</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.63,-3.5,-0.131902,-0.20628</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.63,-3.5,0.035573,0.0556316</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.71,-2.25,-0.0189879,-0.557267</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.71,-2.25,0.00876385,0.257205</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.75,0.5,-0.0088703,-0.376853</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.75,0.5,0.0173294,0.736235</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.8,1.5,-0.00957667,-0.393634</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.8,1.5,0.00780064,0.320633</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.83,3.5,-0.029999,-0.000460148</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">1</field>
          </object>
          <object name="Knot">
            <field name="Value" type="Vector4">0.83,3.5,1.72853E-06,0</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
          [COLOR="DarkRed"]<object name="Knot">[/COLOR]
            <field name="Value" type="Vector4">1,3.5,-0.169998,0</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
          [COLOR="DarkRed"]<object name="Knot">[/COLOR]
            <field name="Value" type="Vector4">1,3.5,1E-06,0</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
          [COLOR="DarkRed"]<object name="Knot">[/COLOR]
            <field name="Value" type="Vector4">1,3.5,1E-06,0</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
          [COLOR="DarkRed"]<object name="Knot">[/COLOR]
            <field name="Value" type="Vector4">1,3.5,1E-06,0</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
          [COLOR="Magenta"]<object name="Knot">[/COLOR]
            <field name="Value" type="Vector4">[COLOR="RoyalBlue"]1[/COLOR],[COLOR="Red"]3.5[/COLOR],1E-06,0</field>
            <field name="Info" type="Vector4">6.2832,1,0,0</field>
            <field name="Type" type="Enum">0</field>
          </object>
    
     
    Last edited: Jan 31, 2016
  4. txgt

    txgt Guest

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    There is another way to make shadows darker. In windycity.xml change fCloudy in "Clear" and in "Clear_Rain0_Cloud0.4" lines to "0.2" or more (max 1 = overcast). The bigger the value the grayer the sky and darker the shadows.
     
    Last edited: Jan 31, 2016

  5. hishamerrish

    hishamerrish Member Guru

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    Thank you so much
     
  6. hishamerrish

    hishamerrish Member Guru

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    I do not know how I made the street light more brighter in the daylight 9:00 am and 5:00 pm :)
    I Played with the environmentlighting.lib file ... it was luck :)
    but in the morning the light little bit high on the ground
    I do not kbow how to decrease it ... could you pleas tell me how ?
    thank you
    http://workupload.com/file/dCLS4cDu
    http://workupload.com/file/e0a4uL6s
     
  7. XenthorX

    XenthorX Ancient Guru

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    i'm really impressed that some people still try to get something out of Watch Dogs ^^.

    Playing GTAV erased any memory of Watch Dog left.
     
  8. txgt

    txgt Guest

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    give me your xmls and i'll take a look.
     
  9. TheCrasher

    TheCrasher Guest

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    just wondering whats the model for the co-op partner in Bad Blood?
     
  10. CraigOp

    CraigOp Guest

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    @txgt Thanks a lot man. Very helpful and in-depth post. Much appreciated.
    The adaptation is really exaggerated in the vanilla game.
     

  11. hishamerrish

    hishamerrish Member Guru

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    @txgt
    I will when I got home
     
    Last edited: Feb 1, 2016
  12. hishamerrish

    hishamerrish Member Guru

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  13. txgt

    txgt Guest

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    The solution for Clear and Storm weather:

    "curveExposureValue" - Here you have bad time values (the ones I marked blue in previous post) in Clear xml and too low exposure values for day time in Storm xml.
    Try my settings from E3 Lite v2.1. Select entire section when you copy! Or you can have wrong number of knots in "hidNumKnots".
    If you want things more darker you can lower my values but not too much, try lower them by 0.5 for a start.


    TIPS:

    The fastest way to test your tweaks in Environment lighting is to use Chaet Engine: http://deadendthrills.com/forum/discussion/221/watch-dogs
    Press "F6" to hack Time of Day, then use "[" and "]" to cycle the time back and forth. Use "Alt+[" or "Alt+]" to cycle faster.

    "curveDynamicReflectionGIInfluence" - Better copy my settings (for both Clear and Storm xmls).
    Because yours are the same for both night and day and that's not good, they should be different.
    For Clear weather the values should be "1" for Day time and "0" for Night time.
    For Storm they should be "0.5" for Day time and "0" for Night time.
    If you set "0" (or close to it) for Day time it will make Aiden's face and coat look like they made of glass when he standing in the shadows.
    And if you set "1" (or close to it) for Night time the dynamic reflections will be invisible.

    "curveProbeSkySaturation" - increasing the values in this setting will only make the shadows look more blue.
    If you don't want that use deafult value (0.3).


    Question:

    "curveGlobalLightsIntensity0,1,3" - Why change them like that? Do you actually have them ON all the time with that settings?
     
    Last edited: Feb 1, 2016
  14. hishamerrish

    hishamerrish Member Guru

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    txgt
    I just change the NUM without known what are these numbers do .... and go to the game see what have changed ... I am trying to learn ... that is all ...

    I use Environment lighting from (that guy over there ) patch ... he made the street light always on ... but in the daytime they are not bright ...so I am trying to make them brighter ... and it is work ... may be I did some thing else ...
    thank you for the info and I will try to study :)

    "curveGlobalLightsIntensity0,1,3" - Why change them like that? Do you actually have them ON all the time with that settings?
    if you are talking a bout the light ... yes they are always on...
    but not clear in some places ...because the light of the sun so strong
    Question:
    What affects the street light in this file ?
    because some times i found street lights off when i change numbers
    i really want to learn modding ...
    thank you again for helping ... Greetings
     
  15. txgt

    txgt Guest

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    The stronger the sunlight the weaker the street light. Copy/paste this section from E3 Lite v2 Clear xml "<object name="curveSunLightIntensity">" to have proper time values. Then set all day time values to 20 and test (similar to Exposure values it's the ones I marked red in previous post).
    Also copy all my "curveGlobalLightsIntensity0,1,2,3" sections. Then set all the red values to 1. If you don't want car light always on don't change the values in "curveGlobalLightsIntensity2".
     

  16. hishamerrish

    hishamerrish Member Guru

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    Thank you so much
     
  17. Anakmonyet

    Anakmonyet Guest

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    Did someone notice, aiden always raise up his phone while Hacking. This animation show at E3 2012 and PS4 premiere.
     
    Last edited: Feb 3, 2016
  18. puredorian

    puredorian Guest

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    Since we can only swap animations, and not actually replace them in system of animations in engine, his old 2012 raise up phone animation will look bugged, however, animation is still in game files and I tested it, but it looks bad looped/glitched.

    http://steamcommunity.com/sharedfiles/filedetails/?id=463773800
     
  19. Anakmonyet

    Anakmonyet Guest

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    Can you upload the HACK animation man? I'm gonna test it.

    How about gun holster animation from Definitive mod? Can we fix the bugged on the mask? Because i found this folder (animation>locomotion>idle>mask) we just need to test the file in there.

    I'm also try to figure:

    E3 2012 couple hug
    (animation>scriptedevents>relaunch_demo>animation>civilian>relaunch> coupleembrace.mab)

    E3 2012 slideover takedown grab enemy gun
    (animation>takedown>slideover>npc_fulb_vaultover-sprint-200cm-long-takedown_000f_combat_onehandweapon_vaultover)

    E3 2012 gun drawing slow motion ( Not found yet)
    E3 2012 Baton takedown on Bouncer ( Not found yet)
    E3 2012 civilian car rescue (Not found yet)

    Did you find Cover Takedown? I think watch dogs have cover takedown because it's shown at Motion Capture Session.
     
  20. puredorian

    puredorian Guest

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    Hey man, sorry, not have WD installed atm on computer, but I believe that anim was called pda-activation 000f or so, in player/pda folder

    As for fixing animations, I think it's simply not possible, the swap animation method that we using currently is simply fooling the engine to load different animation, while animation parameters still controlled in windy_city/move/decisiontrees folder, to make it smooth, we need to adress making engine load smooth anims, we need to change it in the system which is decisiontrees, but patch method can't load "move" folder, and thus repacking windy city just for animations is also not possible, since we don't have proper compression methods that Ubi used.

    As I said earlier, with decision trees we could restore tiring feature in sprint, restore different sprint animation for noweapon and pistol sprints, and much more such as proper mask with gun animation, but with simply animation swaps, it's not possible.

    For example, E3 2012 restore headbob was done by fooling engine load empty animation files, so it would actually load "none" lookat system, and thus restorting just walk animation as it was in E3 2012, but it could be done different way, just by deleting lines in decisiontrees, so we wouldn't have to deal with fooling the engine thing. We really got lucky there with lookat system being different layer over the walk animation, but as for other anims, it's not the case.

    I really forgot many stuff from W_D, but I still wish we could implement all those sweet anims, too bad that we can't do anything about it, unless Rick re-write his tool or something
     
    Last edited: Feb 3, 2016

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