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HDHQ - Textures/Lighting/Environment

How/What did you, by chance, if anything, when all the planets aligned, do?

Is there a way to reproduce?

I dont get the same result, right click image, new tab for full size.

Midnight, 3.30am, Midday.

JjPB1HR.jpg


 
It was like that when I loaded the save today. Didn't install any new mods, or faff about with my game files in any way.

Just tried reloading again after night had passed, now the map is back to normal. I'm also using Red Eagle LXIX's UIMENU_More24HourLengthOptions and using a 20 hour daylight setting, maybe it's related to that?

 
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It was like that when I loaded the save today. Didn't install any new mods, or faff about with my game files in any way.
Just tried reloading again after night had passed, now the map is back to normal. I'm also using Red Eagle LXIX's UIMENU_More24HourLengthOptions and using a 20 hour daylight setting, maybe it's related to that?
Without testing, base on my own isolation test, I can only hazard a guess and say its possible.

My map only got brighter when the sun was up as per the image.

There was no change to the map with moonlight or not. Only the Sun.

You could remove that modlet (I have no idea if it will break a save or not) and see if you can reproduce the issue with out it?

 
You could remove that modlet (I have no idea if it will break a save or not) and see if you can reproduce the issue with out it?
Yup I'll try it tomorrow when I have time and report back. Absolutely amazing work you've done with this mod! :smile-new:

 
Yup I'll try it tomorrow when I have time and report back. Absolutely amazing work you've done with this mod! :smile-new:
Curious, I read in Darkness Falls discord that his mod works with HDHQ. How can I install HDHQ's textures/lighting/biome changes but keep Darkness Falls items/progressions/game changes?

 
Curious, I read in Darkness Falls discord that his mod works with HDHQ. How can I install HDHQ's textures/lighting/biome changes but keep Darkness Falls items/progressions/game changes?
If you are using the launcher, a manual install of HDHQ would be easiest.

There isnt anything that will conflict as far as Im aware after speaking with Khaine.

So you are free to drop in the main pack bundles, and modlets you want to use as necessary without any worry.

 
I did it the opposite way.

I installed hdhq with the mod launcher and manually put darknessfalls in. Works.

Dust- I did have 1 question, jungles are only in the baseline version (replaces forest I guess?). So using redux means no jungle? I'd like to see jungles while still having forests and redux version in the future =).

 
I did it the opposite way.I installed hdhq with the mod launcher and manually put darknessfalls in. Works.

Dust- I did have 1 question, jungles are only in the baseline version (replaces forest I guess?). So using redux means no jungle? I'd like to see jungles while still having forests and redux version in the future =).
Someone earlier in the thread ended up mixing the 2 packs together and it still works. The second modlet that follows will throw some warning because it tries to remove things the previous one did, but other than that it appeared to work fine.

We will see what the future holds.


Ive just added the start of a new modlet. HDHQ Vehicles.

These are voxel like vehicles which I personally think is 1, fitting for the game, 2 Low poly, 3, just awesome. :)

This first release includes a Monster Car, Monster Ute, and a School Bus. All vehicles are armored.

I have just copied the 4x4 at this point, but we have to start somewhere.

Recipes and loot groups included, same as 4x4.

Q1M7nBI.jpg


rT4CGRG.jpg


p6mrhKz.jpg


7 DAYS MOD LAUNCHER

DOWNLOAD FROM NEXUSMODS

HDHQ MODLET REPO @ GITLAB

Note:

The Wheel rim used on the Monster Car and Ute is based/modified off of Foulques Truck Wheel 4*4 which you can find here:

Licence: CC Attribution.

https://sketchfab.com/models/ba525a785073441f839fd7a57ecb5bf7

 
Yes, you can use either pack you want.
it does not matter that you have 1080P resolution on your monitor. if you have the power to use 4k textures and get high FPS... then use them, if you don't have the power then use the 2k.
Thanxs for your answer.

The 16 Gb requirement is a must? I only got 8.

 
Is Terrian clipping possible with this mod? (digging and positioning your camera to see through the world) stupid question but I have to ask.

 
It was like that when I loaded the save today. Didn't install any new mods, or faff about with my game files in any way.
Just tried reloading again after night had passed, now the map is back to normal. I'm also using Red Eagle LXIX's UIMENU_More24HourLengthOptions and using a 20 hour daylight setting, maybe it's related to that?
This is a bug with the base game. I don't know if any root cause was discovered although some have attributed to nearby torches. Restarting once or twice supposedly resolves it.

https://7daystodie.com/forums/showthread.php?94918-Alpha-17-Experimental-B199-bug-reporting-thread&p=884156&viewfull=1#post884156

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=930419&viewfull=1#post930419

Another potential cause is logging in while holding an item with burning shaft mod (probably torches too). Same basic solution, deselect said item and login/out a few times.

https://7daystodie.com/forums/showthread.php?103917-Extremely-bright-map-how-do-I-fix-it

As such I don't believe either mod would be a potential cause.

 
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I never saw a reply about this... do I have to cut down all original trees and replant to correct this issue?
The Trees are only bugged when you install into an existing save in already explored areas.

Trees in new areas that you havent explored/uncovered will be normal HP.

New games have no such issue.

- - - Updated - - -

Is Terrian clipping possible with this mod? (digging and positioning your camera to see through the world) stupid question but I have to ask.
If you can clip in vanilla, you will be able to clip in this mod.

The mod doesnt do anything to cause or avoid such a thing.

 
This is a bug with the base game. I don't know if any root cause was discovered although some have attributed to nearby torches. Restarting once or twice supposedly resolves it.https://7daystodie.com/forums/showthread.php?94918-Alpha-17-Experimental-B199-bug-reporting-thread&p=884156&viewfull=1#post884156

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=930419&viewfull=1#post930419

Another potential cause is logging in while holding an item with burning shaft mod (probably torches too). Same basic solution, deselect said item and login/out a few times.

https://7daystodie.com/forums/showthread.php?103917-Extremely-bright-map-how-do-I-fix-it

As such I don't believe either mod would be a potential cause.
Thanks for the tip! I was just trying it out and indeed the problem persisted even with your modlet disabled. In my case I think it had something to do with torches placed on walls inside. I had just died so I had an empty bag and toolbelt too. The map went back to normal for me after I walked outside and little bit away from my base and relogged.

 
Do you think there will be any potential conflicts between this mod and The Wild Land mod? As far as I know The Wild Land does some biome changes and stuff but I wanted to try both this mod and that one together once A17 isn't being worked on and updated anymore and they've moved onto A18.

 
Do you think there will be any potential conflicts between this mod and The Wild Land mod? As far as I know The Wild Land does some biome changes and stuff but I wanted to try both this mod and that one together once A17 isn't being worked on and updated anymore and they've moved onto A18.
The bulk of this mod *should* be compatible with 99% of mods out there.

The only thing with Wild Lands will be the Biome packs.

mjrice has renamed the vanilla snow biome to alpine_forest, and added in a great_plains biome.

You would need to write a compatibility patch for it so the snow biome knows where to look, or alternatively, patch wild lands so alpine_forest is renamed back to snow. either or. (or just dont use the snow biome modlet)

The easier way would be for mjrice to use vanilla biome names, but, we cant expect everything to be compatible with everyone out of the box.

 
The bulk of this mod *should* be compatible with 99% of mods out there.
The only thing with Wild Lands will be the Biome packs.

mjrice has renamed the vanilla snow biome to alpine_forest, and added in a great_plains biome.

You would need to write a compatibility patch for it so the snow biome knows where to look, or alternatively, patch wild lands so alpine_forest is renamed back to snow. either or. (or just dont use the snow biome modlet)

The easier way would be for mjrice to use vanilla biome names, but, we cant expect everything to be compatible with everyone out of the box.
I wouldn't know how to do any of that, the most I know how to do is changing the xml files so that the probability of grass is low to help with fps lol. I'll probably just stick with your mod since I was just mostly interested in the map layout of The Wild Land mod. Anyway, thanks for replying.

 
is it intentional that you can place the Torch on the walls (with the new light radius) but when you pick it up again it becomes a normal Torch?

Is there a way to fix it?

 
is it intentional that you can place the Torch on the walls (with the new light radius) but when you pick it up again it becomes a normal Torch?Is there a way to fix it?
There is no new wall torch. The HDHQ torch is hand held only, so if you place it, it will become a normal wall torch.

I will be making a new wall torch soon.

 
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