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Lab Assistant
Original Poster
#1 Old 25th Jan 2023 at 4:35 AM
Edit Existing Lighting Mod?
I installed a beautiful lighting mod called The Blue Dream by Voeille, but I can't just change the colors because it doesn't use color ramps, only ini. I want to change it for my own gameplay because it is very unlikely for the creator to update it. I noticed that the clouds turn an overly saturated purple during the day, auroras at night, the water is a little too blue but I don't like EA water, and the nights don't actually get really dark until around 1am which are the things I don't like.

Otherwise, I love how vibrant and colorful the sky is during the day. No other lighting mod I have installed so far came close to these colors. How do you go about changing sky colors by ini RGB numbers? I want the clouds to be white, no auroras, lighten the blue water some, and make nights consistently dark.
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e3 d3 Ne2 Nd2 Nb3 Ng3
retired moderator
#2 Old 25th Jan 2023 at 2:06 PM Last edited by simsample : 25th Jan 2023 at 11:31 PM.
Extract the inis from the package file. Take a look at which sky type (Sky clear, sky overcast etc) they override, and find the ones you don't like. You might need Cmo's weather stone to do this as you can change the sky type and hour using it:
https://modthesims.info/d/481816
The basegame has 30 ini files but I'm guessing Voeille's mod doesn't override them all...


If you take a look at the basegame inis, you'll see that they have a handy-dandy explanation in the comments to tell you what they do. Basically the ones that define colour are like a text version of the colour ramps- the colour ramps have a gradient that changes according to the time of day, but the colour ramps silly simsample text files have a RGB value that changes according to the time of day.




So compare these to the numbers in Voeille's files to see what you want to change. The hours are in 24hr format, to 4 is 4am and 18 is 6pm. I always found that it's useful to use a photoediting programme to create the colour I want, and then use the colour picker to find the RGB values of that to put into the ini. Remember black is 0,0,0 and white is 255,255,255.

In case the package file doesn't have the text names of the files, this might help you to identify them by the FNV hash number:
Code:
Sea			D89F9D186B7BB372
Sky_Clear1		B10B75764E66D12F
Sky_Clear2		B10B75764E66D12C
Sky_ClearLight		02AC2BCC5AAF9916
Sky_ClearSea		DAA2DD455D055F37
Sky_ClearSky		DAA2E7455D05702D
Sky_Custom1		29F5CD66E61BF8F3
Sky_Custom2		29F5CD66E61BF8F0
Sky_CustomLight		1EBDB80A4AD74782
Sky_CustomSea		577758BD99619673
Sky_CustomSky		57775ABD99619901
Sky_Overcast1		1439786372D3D805
Sky_Overcast2		1439786372D3D806
Sky_OvercastLight	DA8C4CF2AB63ED28
Sky_OvercastSea		14BCC166ED42C621
Sky_OvercastSky		14BCCF66ED42DE73
Sky_PartlyCloudy1	48F03809C040FE86
Sky_PartlyCloudy2	48F03809C040FE85
Sky_PartlyCloudyLight	7F6FC3A0B46060EB
Sky_PartlyCloudySea	020B948B69D9370A
Sky_PartlyCloudySky	020B928B69D9347C
Sky_Stormy1		11FF6FDE97468C28
Sky_Stormy2		11FF6FDE97468C2B
Sky_StormyLight		4BBD6F9D184A45B1
Sky_StormySea		03091256E1A31960
Sky_StormySky		03090C56E1A30EB6
SkyCommon		5E20253AF53E517F


I hope this helps!
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Lab Assistant
Original Poster
#3 Old 25th Jan 2023 at 10:58 PM
Quote: Originally posted by simsample
Extract the inis from the package file. Take a look at which sky type (Sky clear, sky overcast etc) they override, and find the ones you don't like. You might need Cmo's weather stone to do this as you can change the sky type and hour using it:
https://modthesims.info/d/481816
The basegame has 30 ini files but I'm guessing Voeille's mod doesn't override them all...


If you take a look at the basegame inis, you'll see that they have a handy-dandy explanation in the comments to tell you what they do. Basically the ones that define colour are like a text version of the colour ramps- the colour ramps have a gradient that changes according to the time of day, but the colour ramps have a RGB value that changes according to the time of day.




So compare these to the numbers in Voeille's files to see what you want to change. The hours are in 24hr format, to 4 is 4am and 18 is 6pm. I always found that it's useful to use a photoediting programme to create the colour I want, and then use the colour picker to find the RGB values of that to put into the ini. Remember black is 0,0,0 and white is 255,255,255.

In case the package file doesn't have the text names of the files, this might help you to identify them by the FNV hash number:
Code:
Sea			D89F9D186B7BB372
Sky_Clear1		B10B75764E66D12F
Sky_Clear2		B10B75764E66D12C
Sky_ClearLight		02AC2BCC5AAF9916
Sky_ClearSea		DAA2DD455D055F37
Sky_ClearSky		DAA2E7455D05702D
Sky_Custom1		29F5CD66E61BF8F3
Sky_Custom2		29F5CD66E61BF8F0
Sky_CustomLight		1EBDB80A4AD74782
Sky_CustomSea		577758BD99619673
Sky_CustomSky		57775ABD99619901
Sky_Overcast1		1439786372D3D805
Sky_Overcast2		1439786372D3D806
Sky_OvercastLight	DA8C4CF2AB63ED28
Sky_OvercastSea		14BCC166ED42C621
Sky_OvercastSky		14BCCF66ED42DE73
Sky_PartlyCloudy1	48F03809C040FE86
Sky_PartlyCloudy2	48F03809C040FE85
Sky_PartlyCloudyLight	7F6FC3A0B46060EB
Sky_PartlyCloudySea	020B948B69D9370A
Sky_PartlyCloudySky	020B928B69D9347C
Sky_Stormy1		11FF6FDE97468C28
Sky_Stormy2		11FF6FDE97468C2B
Sky_StormyLight		4BBD6F9D184A45B1
Sky_StormySea		03091256E1A31960
Sky_StormySky		03090C56E1A30EB6
SkyCommon		5E20253AF53E517F


I hope this helps!


Thank you so much! Helped me out a lot. I will post an update. :D
e3 d3 Ne2 Nd2 Nb3 Ng3
retired moderator
#4 Old 25th Jan 2023 at 11:29 PM
Oh good, glad I was of some use! Good luck!
Lab Assistant
Original Poster
#5 Old 5th Feb 2023 at 2:01 AM
Quote: Originally posted by simsample
Oh good, glad I was of some use! Good luck!


*awkward laugh*

I attempted some and took a long thought and gave up. I went back to the creator's post and realized that I will have to do this for every world in the game, plus any custom world I have that already has it's own lighting.

And I was like, nah...

I don't even know how to make a world file that would have this edited lighting mod included.
e3 d3 Ne2 Nd2 Nb3 Ng3
retired moderator
#6 Old 5th Feb 2023 at 10:15 AM
You can extract the individual files and import them directly into the world file to have it work on a specific world, or else make a new package file and add them all to that, and stick it in your Mods folder to have it work on all worlds.
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