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- Editing quest scene lighting from OFG

Editing quest scene lighting from OFG
About This Mod
Lighting in Witcher 3 is multi-layered. Everywhere there is almost "fake" lighting. However, in the scenes it is even more, and in some certain scenes - much more. This was done to make them look better, but to mine and to the taste of most people is overkill.
3 versions
Grim Cutscenes---- completely removes all extra lighting. character lighting, spot lighting, candle amplification, and lighting with shadows.
Cutscene Lighting Edits---- Shadow cast lights are left on.
Gentle switching off of lighting ---- only removing character lighting/spot lighting.
**i want to clarify that not all scenes are being edited... only a lot of them**
**tested only on DX11, so I don't know how DX12 with ray tracing will affect**.
Known conflicts that do not require patches and why...
Immersive Lighting Patch is not needed, just put "Immersive lighting" on a higher priority. A highly recommended mod, it was originally designed with this type of mod in mind.
VGX Burning Village Cutscene has decided not to patch, so as not to spoil the impression of fashion. give "VGX" a higher priority.
Recommended lighting modes
Grim Cutscenes recommends using Grim Lighting Revived (Next-Gen) or any other lighting mod that makes things dark.
Cutscene Lighting Edits recommends using Immersive Lighting, make sure that Immersive Lighting is given higher priority.
It is recommended to use Better Vanilla Lighting Changes or Took Lighting Next Gen for soft switch-off lighting and director cutting.
** update **
Good news, friends, Mercy informed me that I can edit w2scene file conflicts using wolvenkit, so I can make these fixes. I'll take care of them as soon as I can.
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