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Snuggly the Crow

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SungglytheCrow

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About this mod

This is a reshade preset based off of my Cinematic Reshade to go specifically with Dasaav's First Person Souls mod (https://www.nexusmods.com/eldenring/mods/3266)
More specifically this preset adds lens flare, eye adaptation and a not so intrusive depth of field option to simulate first person depth and add immersion from that perspective

Requirements
Permissions and credits
This preset adds lens flare and a customized depth of field option that aims to not intrude on gameplay. I've included these to make first person feel more immersive however I understand they are not for everyone. You can easily turn them off by unchecking Adaptive Depth of Field ADOF(qUINT_dof) and HexLensFlare. 

PLEASE READ
------------ 1.2 UPDATE ------------

For the 1.2 update I've cleaned up the the Depth of Field making it smoother and with a better transition and have bettered the ambient occlusion. Shaders have been condensed to require fewer packs. 
Required packs:
Standard Effects
FX shaders by luluco250 - Hex Lens Flare
Shaders by Brussel - EyeAdaptation.fx
Quint by MartyMcfly - QuintDoF
AstrayFX by BlueSkyDefender - GloomAO and RadiantGI



Old Versions:
This preset uses an occlusion shader, MXAO, which shows through when using the map and can sometimes make navigating the map difficult. This shader is quite important in maintaining a realistic look so to mitigate this problem I suggest going to the reshade settings and binding a toggle effect key (I use Numpad 1) so that you can easily turn off the reshade whenever you need to read or use the map. 

------------ 1.1 UPDATE ------------
MXAO has been removed due to weird behavior in caves. Curves has been removed as it was appearing darker than intended. RadiantGI also removed due to FPS loss and not really changing much. ADOF has been updated and should work properly.

Keep posting updates and bugs - Thanks!

Also note when installing reshade for Elden Ring to download all the preset files to make sure you get all the shaders I used here, which are as follows:
EyeAdaptation.fx
HexLensFlare.fx
Levels.fx
qUINT_dof.fx
Vibrance.fx

These should all be present and checked on