Unfortunately not. Adjusting vanilla states to use the new exposure changes would take far too much time and is something I don't want to commit to at the moment. I will most likely release the base states as an update to Preem Weather, however.
The best auto exposure fix I downloaded so far, you are ture hero man. I also tried Nova city and preem city, they all fixed auto exposure prefectly, but the lighting seems a little bit weaker than the original game for me, so I would stick with Blind gone for this playthrough, I will go try Nova city 2.0 when it comes out, and still expecting blind begone get update lol, thanks man!
This mod has worked really well for the most part for me except for vehicles like the Vulture and Javalina with the holographic window panels (Not the Rayfields though for some reason)
Am I doing something wrong here or is this just the reality with these kinds of cars? I don't have any other lighting or weather mods installed.
You're not doing anything wrong, they just require more substantial exposure adjustments. I've been making a lot more changes in Nova City 2 and this is what it looks like now:
Ive downloaded this and associated required mods but dont seem to see a difference in exposure. No other weather, ENV mods being used. Using a fresh install.
So I love and appreciate this mod quite a bit. One issue I've noticed however is that the phantom liberty car, the "Outlaw Weiler" doesn't seem to be effected by this mod (i.e. the exposure is still too high when in the vehicle). Any thoughts on that? Any chance of a fix?
welp. no idea what changed overnight but i uninstalled and reinstalled both this mod and the two nulled mods and now its working. vortex installation both times.
I've been using a mod that let's me change the FOV for the first person driving view. I have it at 85 FOV. Turns out that the more of the car interior you see as a result of the higher FOV causes exposure shift to be partially in effect. If you look "down" in the car it shifts, versus looking straight at the windshield. The tolerance with a higher FOV for having your view centered and the exposure shift minimized is lower. Lastly, some cars, depending on the roofline and window shape, will end up showing relatively more of the interior at a higher FOV, and be more susceptible to this. I'm assuming there's probably not an easy work around for this!
Considering its everything, and that the two required mods 'null' the visuals, does this mod affect the whole color pallet of the game in any noticeable way outside of just fixing first person driving eyes?
Blind Begone definitely doesn't change the color palette. The required nulled mods however change post processing and colours a lot (if I didn't do something massively wrong which I don't think).
Vanilla:
Both Nulled Mods:
The overexposure with higher first person FOVs inside cars is fixed:
Vanilla with adjusted FOV 60 (Vanilla FOV is around 51 I think):
Nulled and Blind Begone with FOV 60:
The price however is missing post processing and massively different colours. In my opinion, it takes away a lot of the Cyberpunk vibe and is mad ugly. Think I'd rather stick to Vanilla FOV instead of the nulled mods.
Nulled mods only remove the color in THAT AREA, which has sector overrides. The LUT is responsible for the color. You don’t like the look, use LUT Switcher and use vanilla LUT.
No, vanilla has color grading parameter overrides (among other things) in the sectors so, even if you were using your own LUT, the game still overrides them to make a different look! What you're seeing in the scrapyard is vanilla color grading again and has nothing to do with your LUT or Blind Begone but the fact that nulled mods are removing the overrides and letting you have consistent visuals and weather across the map.
With your LUT switcher and Vanilla LUT, I can override the default LUT to again look like these places did Vanilla, did I get that right? (with the benefit of fixed exposure etc.)
Correct, if you want to maintain the vanilla colors, you just need to use the vanilla LUT. Blind Begone, as well as all other ENVs, generally only affect lighting (like exposure) and weather params. Basically: LUT = colors, ENV = environmental properties.
Ok, so I tried the LUT switcher and I think I misunderstood what you were saying. For me, it made no difference with the Vanilla LUT. Presumably because I don't use any LUT mod and should already have the Vanilla LUT by default.
I thought with your LUT switcher and the Vanilla LUT, I would get the Vanilla overrides back that the Visuals nulled mod removed to make the game not look like [picture 2 above with the ugly brown] but again like [picture 1] with the nice Vanilla override colours. The switcher itself works great and seamless, but not what I wanted it to use for.
I assume it's not possible to use the Visuals nulled mods and have the Vanilla colours like they are in picture 1 (with their vanilla overrides)?
My main issue basically is, the nulled mods drastically change the colour of the game, due to the takeaway of the vanilla overrides (if I got that right) as well as seemingly also removing some post processing or fog. I only want to be able to use cars in first person again without being extremely overexposed (Vanilla bug sadly), but I don't want any changes to the colours of the game - be it by LUTs, removing vanilla overrides or other ways.
This is not possible by any mods that I know of, or am I wrong?
Some areas in the game will place additional effects and colors over the already-existing LUT and environmental effects (stacking the color) and is both unrealistic when traveling between open areas and problematic for weather mods. You want vanilla colors? Then use the vanilla LUT. The fact that some areas randomly add additional saturation and green tint doesn't make any sense to me and is something I do not want in my game for sake of visual consistency. If you don't want those overrides removed, then you don't have to use the nulled mods but that also means you will not be able to experience consistent weather and lighting throughout the entire game world, including the badlands.
Blind Begone will fix first person exposure on a master ENV level but will be overridden by sector overrides and there's nothing I can do about that.
It's your call what you want from your experience but keeping the illogical coloring of certain areas for sake of "keeping the Cyberpunk vibe" is just silly. You can still have the vanilla Cyberpunk look by using their base LUT and enjoy first person driving with Blind Begone. I didn't remove too much of the vanilla post processing from the ENVs but did remove the vignette so you can add that back with RenoDX or I can look into releasing an alternate file with the vignette added back.
Your options for fixed exposure:
Use Blind Begone to fix exposure in FPP driving but remove nulled mods (you will still have exposure issues when driving through sectors that override exposure params and won't have access to all weather throughout all parts of the map).
Use Blind Begone with nulled mods for a seamless visual experience and just accept that the color was supposed to look like this.
Use Blind Begone with nulled mods and apply an even more vanilla LUT from the LUT Switcher Vanilla pack (something like warm sqaure) to bring back even more of that Cyberpunk vibe.
I experimented a bit with the nulled mods and Blind Begone and decided to use them. Mainly because FPP driving without them in certain cars (Javelina) is basically unplayable in the badlands. But I also like the new weather options like rain in the badlands.
Regarding the look however, I disagree that more realistic means automatically better. At the end games are an art form and the sector overrides were a very conscious artistic choice by CDPR to create a certain mood in specific scenes. I for one like it miles heaps more than without these overrides, but I can settle with the nulled mods I think. All in all it's a huge improvement together with Blind Begone for 1st person driving.
A version with included vignette would be nice though :) I removed most of the heavy vignette (crouching, focus perk), but I do like the general vignette of the game.
I'm not sure if this is something that can be tweaked, but I noticed that the exposure level increases with higher FOV's (using the better first person driving mod to increase fov). Is there something I can do, or something you could add to the mod to accommodate higher FOV's?
Actually scratch that, I just saw that the Dogtown Nulled mod updated, updating that fixed the adaptation... not sure why, i thought that only affected the Dogtown area but w/e, if it works it works lol
Yes, it's one of the side effects of adjusting center exposure and threshold. On one hand, you get more stable lighting in first person driving and gunplay but, on the other hand, you do get some odd exposures with neutral scenes. It's hard to balance the two but I figured it was the lesser of two evils. My next release should have more balanced exposure, too.
Please send me a debug file using Weather Switcher whenever you run into those exposure issues and I will investigate.
Well I only really noticed this problem once at dawn, it seems to be gone. The only thing that's bothering me is the change of exposure when opening and closing the map or inventory, literally blinding us for a few seconds, but that's a vanilla issue and I don't know it if can be fixed.
177 comments
I also tried Nova city and preem city, they all fixed auto exposure prefectly, but the lighting seems a little bit weaker than the original game for me, so I would stick with Blind gone for this playthrough, I will go try Nova city 2.0 when it comes out, and still expecting blind begone get update lol, thanks man!
Vulture Interior 2
Vulture Exterior
This mod has worked really well for the most part for me except for vehicles like the Vulture and Javalina with the holographic window panels (Not the Rayfields though for some reason)
Am I doing something wrong here or is this just the reality with these kinds of cars? I don't have any other lighting or weather mods installed.
Edit: It looks fine for me. Only issue is in the badlands because I'm waiting on NCVN.
Edit: Also working fine in the badlands with the dev version of NCVN:
I've been using a mod that let's me change the FOV for the first person driving view. I have it at 85 FOV. Turns out that the more of the car interior you see as a result of the higher FOV causes exposure shift to be partially in effect. If you look "down" in the car it shifts, versus looking straight at the windshield. The tolerance with a higher FOV for having your view centered and the exposure shift minimized is lower. Lastly, some cars, depending on the roofline and window shape, will end up showing relatively more of the interior at a higher FOV, and be more susceptible to this. I'm assuming there's probably not an easy work around for this!
The required nulled mods however change post processing and colours a lot (if I didn't do something massively wrong which I don't think).
Vanilla:
Both Nulled Mods:
The overexposure with higher first person FOVs inside cars is fixed:
Vanilla with adjusted FOV 60 (Vanilla FOV is around 51 I think):
Nulled and Blind Begone with FOV 60:
The price however is missing post processing and massively different colours. In my opinion, it takes away a lot of the Cyberpunk vibe and is mad ugly. Think I'd rather stick to Vanilla FOV instead of the nulled mods.
With your LUT switcher and Vanilla LUT, I can override the default LUT to again look like these places did Vanilla, did I get that right? (with the benefit of fixed exposure etc.)
I thought with your LUT switcher and the Vanilla LUT, I would get the Vanilla overrides back that the Visuals nulled mod removed to make the game not look like [picture 2 above with the ugly brown] but again like [picture 1] with the nice Vanilla override colours. The switcher itself works great and seamless, but not what I wanted it to use for.
I assume it's not possible to use the Visuals nulled mods and have the Vanilla colours like they are in picture 1 (with their vanilla overrides)?
My main issue basically is, the nulled mods drastically change the colour of the game, due to the takeaway of the vanilla overrides (if I got that right) as well as seemingly also removing some post processing or fog. I only want to be able to use cars in first person again without being extremely overexposed (Vanilla bug sadly), but I don't want any changes to the colours of the game - be it by LUTs, removing vanilla overrides or other ways.
This is not possible by any mods that I know of, or am I wrong?
Some areas in the game will place additional effects and colors over the already-existing LUT and environmental effects (stacking the color) and is both unrealistic when traveling between open areas and problematic for weather mods. You want vanilla colors? Then use the vanilla LUT. The fact that some areas randomly add additional saturation and green tint doesn't make any sense to me and is something I do not want in my game for sake of visual consistency. If you don't want those overrides removed, then you don't have to use the nulled mods but that also means you will not be able to experience consistent weather and lighting throughout the entire game world, including the badlands.
Blind Begone will fix first person exposure on a master ENV level but will be overridden by sector overrides and there's nothing I can do about that.
It's your call what you want from your experience but keeping the illogical coloring of certain areas for sake of "keeping the Cyberpunk vibe" is just silly. You can still have the vanilla Cyberpunk look by using their base LUT and enjoy first person driving with Blind Begone. I didn't remove too much of the vanilla post processing from the ENVs but did remove the vignette so you can add that back with RenoDX or I can look into releasing an alternate file with the vignette added back.
Your options for fixed exposure:
I experimented a bit with the nulled mods and Blind Begone and decided to use them. Mainly because FPP driving without them in certain cars (Javelina) is basically unplayable in the badlands. But I also like the new weather options like rain in the badlands.
Regarding the look however, I disagree that more realistic means automatically better. At the end games are an art form and the sector overrides were a very conscious artistic choice by CDPR to create a certain mood in specific scenes. I for one like it miles heaps more than without these overrides, but I can settle with the nulled mods I think. All in all it's a huge improvement together with Blind Begone for 1st person driving.
A version with included vignette would be nice though :)
I removed most of the heavy vignette (crouching, focus perk), but I do like the general vignette of the game.
50fov
not sure why, i thought that only affected the Dogtown area but w/e, if it works it works lol
Please send me a debug file using Weather Switcher whenever you run into those exposure issues and I will investigate.