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- I would if I could, Siptah could really use it, but the Siptah assets are not included in the DevKit. There may be a way to if I were more clever. - speak to xevyr, that guy has achieved stuff peeps thought was impossible.
@Aphyxia I haven't tried, but it may be possible. I believe there is a setting in each biome to have fog generated a set distance below the player, so disabling that would probably work. I would need to see how it affects performance and visuals before I incorporate it into the mod, though.
I'll likely be starting a new playthrough soon, so that'll give me opportunity to tweak and improve upon the current settings. I may also do some weather tests, though that will take quite some time.
There are no adjustments, this is merely to keep the mod up-to-date with the latest game version.
Thank you,
Dread Swoop
There will very likely be a game update tomorrow the 19th. To ensure that everything continues to run smoothly, this mod will also receive an update to accommodate any potential changes to the map file.
I have been tinkering with some adjustments to the lighting for the affected biomes, as well as weather, but those changes will not be present in tomorrow's update.
Placed before Barachan Isles, the lighting changes to the Highlands and Swamp were undone. Placed after, the lighting changes returned, but I was physically unable to travel very far into the map extension.
Using those map extensions, you might be able to get similar results using a mod like Severe Weather, which apparently has a MCP plugin that can disable post-processing volumes. It would just require a lot more configuration on your end.