/ / / / / / / / / / / / / / / / / H O T F I X 1 . 2 . 2 / / / / / / / R E L E A S E D O N F E B R U A R Y 10 , 2 0 2 3
ReShade currently has a bug, where it will install a duplicated copy of qUINT_Lightroom.fx if the user chooses to download the qUINT effect package. While this is not a bug of Ultima itself, I decided to address it as it's kind of a headache to manually delete the copy.
I included a few lines of code to detect if Lightroom is duplicated on the shaders folder. If it is, one of the copies (the one found on the qUINT sub-folder) gets deleted so the effect doesn't get applied twice.
As always, let me know if you encounter any issues.
Spoiler:
Show
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 2 . 1 / / / / / / / R E L E A S E D O N F E B R U A R Y 8 , 2 0 2 3
Quick hotfix: the GShade compatibility patch was updated to address the duplicated shader effects and smartDeNoise bugs. Everything should feel more stable now.
If you are updating from 1.2.0, you can check a guide on how to properly transition from 1.2.0 to 1.2.1 on "The GShade Incident" replies, above this post.
Let me know if you encounter any issues.
/ / / / / / / / / / / / / / / / / P A T C H 1 . 2 . 0 / / / / / / / R E L E A S E D O N F E B R U A R Y 7 , 2 0 2 3
A major patch to port the mod from GShade to ReShade. Patch notes won't be included this time: a lot of things have changed on the backend code of the application in order to make the port possible. As consequence of all these internal changes, GShade won't be further supported on future updates, SIA (my framework) is currently not capable of handling multiple APIs in just one module, so this feature (if it ever comes) will need to wait until I develop a proper update for my framework. Ultima will still be available for GShade on the old files tab, in case anyone is interested.
I've also updated the mod documentation in order to be in line with the latest changes. Included a new set of installation instructions and F.A.Q., so check them out as they'll help you transition to ReShade.
I've also included a GShade compatibility patch for ReShade 5. I'm not the owner of that file and I don't take any responsibility for it, but it will be helpful to make the transition to ReShade easier.
As always, let me know if you encounter any issues with this patch.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 1 . 3 / / / / / / / R E L E A S E D O N J A N U A R Y 2 9 , 2 0 2 3
A second hotfix to further improve both compatibility with GShade 4, and backwards compatibility with old GShade builds. Also fixes some minor bugs, brings more QOL improvements and a few tweaks here and there.
GShade settings are now properly generated on GShade 4.
Addressed an issue where Ultima wouldn't be set as the default preset on GShade 4.
Addressed an issue where an incorrect shaders/textures path would be set on GShade 4.
Addressed an issue where layers effect would remain active even after 1.1.3 hotfix.
Updated the mod UI so it displays correctly on GShade 4.
Cleaned the installer backend code.
The installer now identifies which version of GShade is installed, and acts accordingly.
Updated the mod documentation to be in line with the last changes.
Tested every change and new feature on three different rigs.
Even though this update has been tested, bugs and issues can appear here and there. Please, do let me know if you encounter any problems with this last patch. The mod should be stable now and work flawlessly on every GShade version.
Thanks for your feedback!
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 1 . 3 / / / / / / / R E L E A S E D O N J A N U A R Y 2 9 , 2 0 2 3
A quick hotfix to implement some minor features based on user feedback, QOL improvements and compatibility patches for the last GShade update. This hotfix has not been tested and there have been some dramatic changes on the actual mod files.
Implemented a compatibility patch for GShade 4.0+.
Implemented backwards compatibility for old GShade versions (just in case).
Implemented support for the DX11 executable (the mod will be installed no matter which exe the user chooses).
Addressed an issue where Layer.fx would be activated by default on some preset configurations.
Removed the Eden Series logo on the application startup, as the custom shader was based on a now unsupported iteration of layer.fx.
As always, please, let me know if you encounter any issues. Specially if you are downloading the mod soon after the patch release.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 1 . 2 / / / / / / / R E L E A S E D O N J A N U A R Y 1 , 2 0 2 3
A quick hotfix to address the "application freeze on startup" issue introduced on hotfix 1.1.1.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 1 . 1 / / / / / / / R E L E A S E D O N J A N U A R Y 1 , 2 0 2 3
A quick hotfix to (hopefully) fix some of the errors introduced with the latest GShade patch.
This patch has not been tested, as FFXIV is currently not installed in my PC. Please let me know if you encounter any issues and expect more potential hotfixes in the upcoming days.
Cheers!
/ / / / / / / / / / / / / / / / / P A T C H 1 . 1 . 0 / / / / / / / R E L E A S E D O N S E P T E M B E R 1 6, 2 0 2 2
A minor patch, introducing some community requested features and a bunch of QOL changes, along with some bug fixes and improvements on both the framework, and the mod itself.
Implemented ray tracing "Type 2+", which is Type 2 with better contact shadows. This was introduced as a community requested feature.
McFly ray tracing is now listed as "Type 3".
Improved and reworked "Type 3" ray tracing.
Took new previews for the RT installation module.
Improved the application's file management system. This reduced the application size, but the implementation of new features made it actually heavier than previous patches. I'm still looking forward to reduce the mod size in the future, but this will most likely need to wait until I work on SIA2.
QOL: The application now creates a "gshade-screenshots" folder, which is located next to your game's executable. In previous versions, the default screenshot folder was located on a random location.
Addressed an issue where some "vanilla" color filter files wouldn't install properly due to a malfunction on the application's backend.
The application's file management has changed a lot on this patch. As always, please do let me know if you find any issues so I can hotfix them as soon as possible.
Cheers!
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 0 . 3 / / / / / / / R E L E A S E D O N S E P T E M B E R 7 , 2 0 2 2
A quick hotfix to make the application work for chinese users.
In previous versions, the application would crash if it detected a chinese character in the game's path. The installation manager's code has been rewritten to prevent this from happening again, so it should work fine now.
The launcher has experienced some important code changes on the backend, so new bugs could appear. Fingers crossed here, hehe.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 0 . 2 / / / / / / / R E L E A S E D O N S E P T E M B E R 1 , 2 0 2 2
Whoops~ I uploaded my debugging tool by mistake. This would prevent the application from launching correctly, it's addressed now.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 0 . 1 / / / / / / / R E L E A S E D O N S E P T E M B E R 1 , 2 0 2 2
Just a quick hotfix to address an inconvenient with Nexus's file management.
/ / / / / / / / / / / / / / / / / P A T C H 1 . 0 . 0 / / / / / / / R E L E A S E D O N S E P T E M B E R 1 , 2 0 2 2
Ludite 4's original changelog is lost for good since version 2, so i think it's about time to reintroduce it with this brand new huge patch. It's actually patch "7.0", but I've decided to give this mod a soft-relaunch. It's so different that it really doesn't make much sense to follow the original Ludite main branch.
New name, new changelog, new version 1.1.0. These are the main new features introduced in this update:
Updated the mod to work with the latest version of both Gshade and FFXIV.
Implemented forward compatibility.
Eden Ultima now uses my SIA Framework (v1.1).
Implemented support for installation modules.
Introduced the color filters installation module.
Implemented a new "vanilla. color filter.
Implemented a new "summer" color filter.
Implemented a new "winter" color filter.
Worked on a foundation system, which tweaks the overall lighting of the mod.
Both foundations are compatible with the three color filters available now.
Implemented the brightness installation module.
Implemented the contrast installation module.
Updated SIA to support a saturation module.
Implemented the saturation installation module.
Update SIA to handle multi-module parallelism.
Foundation, brightness, contrast and saturation were parallelized.
Implemented support for dynamic depth of field.
Turned dynamic depth of field into an installation module.
Implemented two alternative DOFs, one is subtle, two is dramatic.
Implemented support for texture sharpening (only recommended for QHD or 4K displays).
Implemented free ray tracing.
Turned ray tracing into an installation module.
Implemented RTGI type one, free alternative, high performance impact.
Implemented RTGI type two, free alternative, best graphics, very low performance impact. Recommended option.
Implemented RTGI type three, paid mod by McFly, high performance impact, not recommended.
Updated RTGI type three to its latest compatible build (0.30).
Massive performance boost on all presets.
Ultra-massive performance boost on RTGI type 2.
RTGI type 2 runs now at 70 fps on QHDUW, which makes Eden Ultima the fastest RTGI mod available for FFXIV.
That's all for now. This mod has been in development for about a year by now and I've lost some parts of the changelog. Also, some changes were implemented just to be pulled back short after and so on, so it's kind of hard to keep a good track of all the changes, but you get the overall idea.
There are some known issues that will be fixed in the upcoming days. A better mod gallery and a video showcase are also on their way. They'll most likely arrive in about one or two weeks.
I'm now almost finished with my 3 year-long Skyrim mod development, it will hopefully get released on early 2024. This means I now have some time to spare on my already published projects, which means I'm updating Ultima! :')
I'm aware FFXIV is getting a graphics update on summer 2024, so I think I'll wait until we can test said update before working on new presets to make sure everything is propperly tunned for the new FFXIV graphics. However, I've already started working on a refactorized installer application (which, by the way, will go open source), so hopefully I'll be able to drop an update for the mod soon after FFXIV 7.0 comes out.
Ultima 2.0 will be a major mod rework (I won't build over what's already done, I'll rebuild the foundation instead). These are some of the planned features:
New open source installer.
Mod rework.
Preset based on natural lighting, seeking realism.
Preset based on fantasy lighting, seeking eye candy colors and contrasts.
Ray tracing update.
HDR support.
Quick installation option to get the same settings as the ones used on screenshots.
Advanced installation option to tweak some of the preset settings on the installer.
An option to choose wether to replace the installed preset, or add a new one without overwritting it.
Improved ReShade compatibility.
The installer will support both ReShade and GShade installation options.
Feel free to comment your suggestions for Ultima 2.0, so I can add them to the to-do list!
Glamarye Fast Effects for ReShade (version 6.4.2) is out on GitHub and fixes a compilation fail with Glamayre_Fast_Effects.fx, caused by AddressU (code) being in the wrong area. Currently the broken version installs after completion of the eden ULITMA Installer shader configuration. There's also a double configuration entry for it in the eden ULTIMA .ini file, which, thankfully, seems to be benign.
RetroTV.fx fails to compile as well, which is fixed in the latest release on the GitHub page for it (RSUnityShaders), in the shaders section, caused by the same issue as Glamarye's, which is code being in the wrong area.
For everyday users, both issues can be temporarily resolved by replacing the files in the \reshade-shaders\shaders\ section of your game files with the updated versions from GitHub.
For Seifu, Glamarye Fast Effects for ReShade needs to be updated to at least version 6.4.2 in the installer, and the RetroTV.fx file in the GShade Compatibility Patch for ReShade needs to be updated to at least the Jul 29, 2023 version. There's also the double Glamayre_Fast_Effects.fx configuration in the .ini shader preset files, that are generated/installed by the installer, which can be fixed, although not crucial for mod function thus far.
I was wondering if theres a way for the shaders not to effect the UI elements, for example the focus blur will blur the whole screen, including the quest list, icons, chat, etc! I know shaders for the sims 4 have a way to bypass this, so maybe there's something similar here? Regardless, I love your work!
Awesome work been playing with this for a couple of days! I just updated Gshade to latest 4.1.0. Now when I run the Ultima installer at the end of my selections I get a message saying
" Missing gshade files: This usually happens due to an incorrect gshade isntallation. Reinstall gshade by following mod instructions."
I have uninstall and reinstalled Gshade but still get the same message.
Seems like GShade keeps changing the way they manage some files. The installer needs some tweaking so it knows where to look for the new location of these GShade files.
I'll dedicate this morning to the issue, a hotfix should be up in a few hours, or maybe tomorrow if the GShade files have been moved to a problematic directory.
I'll keep you guys updated, thanks for reaching back!
Edit: found the culprit. Gshade-shaders folder's shortcut is no longer created by GShade next to the game executable. Shaders are now supposed to be installed inside the presets folder for a random, mysterious reason, only the crazy madman on that developer team who took this decision knows why. Guess he just wants to set the world on fire, like the Adobe team every time they change things of place x')
Anyhow, it's an easy patch, won't require much tweaking: expect a hotfix in about an hour or two.
I know this is old, sorry, But i just went through every step of the installation process of everything fresh and I am also getting the "missing Gshade files" error.
You mentioned a hotfix, is there a separate hotfix file I am supposed to get? If so from where? Thanks!
Sudden, constant crashes when using reshade effect toggler have made this unusable. Multiple UI elements are messed up if using FFUI Keep, and the only fix WAS reshade toggler, but now its crashing the game. Sucks because I've gotten way too used to this reshade and now idk what to do.
Does this work with the SE launcher version of the game? Asking because when running Ultima installer and askes to select the FFXIV directory of the ffxiv.exe no matter the file i choose it will always says it´s the wrong one. Do i need to rename any file and will the game work afterwards?
I installed the mod and with the mod enabled in reshade I've got a bunch of vertical and horizontal lines of what could be described as "shadows", various thickness to the lines. Also, [Glamyare_Fast_Effects.fx] and [RetroTV.fx] failed to compile. Anyone know how to fix this?
Hey, again, guys. I'm just not gonna use this mod til there's either a fix for this or just not use it ever again. Not sure if this is solely my system's issue or if it's just such a buggy bug that it turns people off of it like this. I remembered how I fixed it last time and it's to run the "Upgrade" option off the Windows USB in the OS, have it re-install Windows over itself and keep all apps and settings or whatever.
I haven't gotten any replies on this page so I most likely won't reply back after this. Probly check back later later if even that.
Nice mod to look at, nicely done installers, but, when it came to gameplay it just wasn't there ever. Thanks anyways .. 👋
I installed all mod prerequisites, mod, etc. to the word. When I open FFXIV the client lets me sign in and all but when I press enter to "play" the window pops up for maybe .5 seconds then disappears. Over & over again (every time).
I deleted all the mod files, skimmed all the folders, program data folders, program files, etc. for mod files, delete them, double check installed apps for the Ultima mod, etc.
It keeps doing it. Click play and the actual game window flashes for like .5 secs then closes ..
Even if I full uninstall FFXIV and delete it's program files folder and reinstall. Same thing. Even delete the Documents "My Games" FFXIV ARR folder and re-install in full .. It happens on my regular client AND Steam client. Windows 11 and it was doing it on 10 too before I upgraded. Same thing.
Is there a quick fix to this that I'm overlooking that might be known amongst the mod community for this mod ? I'm pretty techy, so don't worry about explaining it to me like I'm five. And ya, I tried uninstalling ReShade AddOns version with the installer too ..
Just not trying to reinstall the whole OS just to get FF going again is all .. Thanks ..
Yes. The folders get created and everything, but the overlay refuses to work. Commands to open it do nothing. Fresh PC install with fresh FFXIV and ReShade installs.
1. Toggle off Performance Mode 2. Click Edit global preprocessor definitions 3. Change RESHADE_DEPTH_INPUT_IS_REVERSED from 0 to 1 4. Shader will reload, and you should be good to go
Props for the Alive ReShade Preset dev for figuring this out.
Interesting. Mine looks great without any issues, and prior to the change it was awful.
I highly recommend trying it for yourself. If I had to guess, certain modules don't like this setting change, but in my case, it completely resolved any issues. The change is one value vs having a broken shader. If it fails, you can revert and go back to having the broken shader.
I also noticed you have an issue I don't currently experience with the squares all over from KeepUI. So I am not sure either of our situations are universal. Best to try this for yourself and see what happens.
The issue I displayed is tied to particles like little globles of light. You can easily find them at Falcons nest and on Sea of Cloud, depending the weather. I have the exact same build as everyone who possess this reshade, and it hasn't been updated since DT release, which significantly changed the API, therefore rendering reshade outdated. yeah, the masked UI changes every now and then it seems....
Anyway the trick is to update it to the new reshade and install REST.
However it seems that the weird reflections are gone, so you can safely put RESHADE_DEPTH_INPUT_IS_REVERSED to 1. My bad !
This Definitely fixed my issue, I had weird instances of where certain objects would cause unintentional bluring On characters Face, Arm, and the Cross Bar when in First Person or looking up causing ground to get into DoF View
So I just came across your issue, the issue is DLSS, weirdly speaking only on my 3060 Laptop with updated DLSS to 3.7.11. Now on my desktop that has a 4070 with DLSS set to always on + max settings and latest DLSS it doesn't have this issue. But when I change to FSR @ 100% scale (techinally off) on my laptop the ghosting doesn't occur at all. I think it boils down to the 30 series Nvidia Cards + DLSS active.
Yesterday when I posted my comment i was on my laptop with DLSS set on and stock ff14 DLSS file it seemed fine, had no ghosting. Not sure what the problem is.
**Edit update** the issue is either FSR OR DLSS enabled. Tested both when set to always active the ghosting/phantom images appear, but then you put it to under 30fps the Ghosting/Phantom starts shifting back to the object. Hope this helps.
405 comments
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 2 . 2
/ / / / / / / R E L E A S E D O N F E B R U A R Y 10 , 2 0 2 3
ReShade currently has a bug, where it will install a duplicated copy of qUINT_Lightroom.fx if the user chooses to download the qUINT effect package. While this is not a bug of Ultima itself, I decided to address it as it's kind of a headache to manually delete the copy.
I included a few lines of code to detect if Lightroom is duplicated on the shaders folder. If it is, one of the copies (the one found on the qUINT sub-folder) gets deleted so the effect doesn't get applied twice.
As always, let me know if you encounter any issues.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 2 . 1
/ / / / / / / R E L E A S E D O N F E B R U A R Y 8 , 2 0 2 3
Quick hotfix: the GShade compatibility patch was updated to address the duplicated shader effects and smartDeNoise bugs.
Everything should feel more stable now.
If you are updating from 1.2.0, you can check a guide on how to properly transition from 1.2.0 to 1.2.1 on "The GShade Incident" replies, above this post.
Let me know if you encounter any issues.
/ / / / / / / / / / / / / / / / / P A T C H 1 . 2 . 0
/ / / / / / / R E L E A S E D O N F E B R U A R Y 7 , 2 0 2 3
A major patch to port the mod from GShade to ReShade. Patch notes won't be included this time: a lot of things have changed on the backend code of the application in order to make the port possible. As consequence of all these internal changes, GShade won't be further supported on future updates, SIA (my framework) is currently not capable of handling multiple APIs in just one module, so this feature (if it ever comes) will need to wait until I develop a proper update for my framework. Ultima will still be available for GShade on the old files tab, in case anyone is interested.
I've also updated the mod documentation in order to be in line with the latest changes. Included a new set of installation instructions and F.A.Q., so check them out as they'll help you transition to ReShade.
I've also included a GShade compatibility patch for ReShade 5. I'm not the owner of that file and I don't take any responsibility for it, but it will be helpful to make the transition to ReShade easier.
As always, let me know if you encounter any issues with this patch.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 1 . 3
/ / / / / / / R E L E A S E D O N J A N U A R Y 2 9 , 2 0 2 3
A second hotfix to further improve both compatibility with GShade 4, and backwards compatibility with old GShade builds. Also fixes some minor bugs, brings more QOL improvements and a few tweaks here and there.
Even though this update has been tested, bugs and issues can appear here and there. Please, do let me know if you encounter any problems with this last patch. The mod should be stable now and work flawlessly on every GShade version.
Thanks for your feedback!
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 1 . 3
/ / / / / / / R E L E A S E D O N J A N U A R Y 2 9 , 2 0 2 3
A quick hotfix to implement some minor features based on user feedback, QOL improvements and compatibility patches for the last GShade update. This hotfix has not been tested and there have been some dramatic changes on the actual mod files.
As always, please, let me know if you encounter any issues. Specially if you are downloading the mod soon after the patch release.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 1 . 2
/ / / / / / / R E L E A S E D O N J A N U A R Y 1 , 2 0 2 3
A quick hotfix to address the "application freeze on startup" issue introduced on hotfix 1.1.1.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 1 . 1
/ / / / / / / R E L E A S E D O N J A N U A R Y 1 , 2 0 2 3
A quick hotfix to (hopefully) fix some of the errors introduced with the latest GShade patch.
This patch has not been tested, as FFXIV is currently not installed in my PC. Please let me know if you encounter any issues and expect more potential hotfixes in the upcoming days.
Cheers!
/ / / / / / / / / / / / / / / / / P A T C H 1 . 1 . 0
/ / / / / / / R E L E A S E D O N S E P T E M B E R 1 6, 2 0 2 2
A minor patch, introducing some community requested features and a bunch of QOL changes, along with some bug fixes and improvements on both the framework, and the mod itself.
This reduced the application size, but the implementation of new features made it actually heavier than previous patches. I'm still looking forward to reduce the mod size in the future, but this will most likely need to wait until I work on SIA2.
In previous versions, the default screenshot folder was located on a random location.
The application's file management has changed a lot on this patch. As always, please do let me know if you find any issues so I can hotfix them as soon as possible.
Cheers!
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 0 . 3
/ / / / / / / R E L E A S E D O N S E P T E M B E R 7 , 2 0 2 2
A quick hotfix to make the application work for chinese users.
In previous versions, the application would crash if it detected a chinese character in the game's path. The installation manager's code has been rewritten to prevent this from happening again, so it should work fine now.
The launcher has experienced some important code changes on the backend, so new bugs could appear. Fingers crossed here, hehe.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 0 . 2
/ / / / / / / R E L E A S E D O N S E P T E M B E R 1 , 2 0 2 2
Whoops~ I uploaded my debugging tool by mistake. This would prevent the application from launching correctly, it's addressed now.
/ / / / / / / / / / / / / / / / / H O T F I X 1 . 0 . 1
/ / / / / / / R E L E A S E D O N S E P T E M B E R 1 , 2 0 2 2
Just a quick hotfix to address an inconvenient with Nexus's file management.
/ / / / / / / / / / / / / / / / / P A T C H 1 . 0 . 0
/ / / / / / / R E L E A S E D O N S E P T E M B E R 1 , 2 0 2 2
Ludite 4's original changelog is lost for good since version 2, so i think it's about time to reintroduce it with this brand new huge patch. It's actually patch "7.0", but I've decided to give this mod a soft-relaunch. It's so different that it really doesn't make much sense to follow the original Ludite main branch.
New name, new changelog, new version 1.1.0. These are the main new features introduced in this update:
That's all for now. This mod has been in development for about a year by now and I've lost some parts of the changelog. Also, some changes were implemented just to be pulled back short after and so on, so it's kind of hard to keep a good track of all the changes, but you get the overall idea.
There are some known issues that will be fixed in the upcoming days. A better mod gallery and a video showcase are also on their way. They'll most likely arrive in about one or two weeks.
Hi there, everyone!
I'm now almost finished with my 3 year-long Skyrim mod development, it will hopefully get released on early 2024. This means I now have some time to spare on my already published projects, which means I'm updating Ultima! :')
I'm aware FFXIV is getting a graphics update on summer 2024, so I think I'll wait until we can test said update before working on new presets to make sure everything is propperly tunned for the new FFXIV graphics. However, I've already started working on a refactorized installer application (which, by the way, will go open source), so hopefully I'll be able to drop an update for the mod soon after FFXIV 7.0 comes out.
Ultima 2.0 will be a major mod rework (I won't build over what's already done, I'll rebuild the foundation instead). These are some of the planned features:
Feel free to comment your suggestions for Ultima 2.0, so I can add them to the to-do list!
Glamarye Fast Effects for ReShade (version 6.4.2) is out on GitHub and fixes a compilation fail with Glamayre_Fast_Effects.fx, caused by AddressU (code) being in the wrong area. Currently the broken version installs after completion of the eden ULITMA Installer shader configuration. There's also a double configuration entry for it in the eden ULTIMA .ini file, which, thankfully, seems to be benign.
RetroTV.fx fails to compile as well, which is fixed in the latest release on the GitHub page for it (RSUnityShaders), in the shaders section, caused by the same issue as Glamarye's, which is code being in the wrong area.
For everyday users, both issues can be temporarily resolved by replacing the files in the \reshade-shaders\shaders\ section of your game files with the updated versions from GitHub.
For Seifu, Glamarye Fast Effects for ReShade needs to be updated to at least version 6.4.2 in the installer, and the RetroTV.fx file in the GShade Compatibility Patch for ReShade needs to be updated to at least the Jul 29, 2023 version. There's also the double Glamayre_Fast_Effects.fx configuration in the .ini shader preset files, that are generated/installed by the installer, which can be fixed, although not crucial for mod function thus far.
i do not know what adds this so i cant check if theres a fix.
I'll pin the comment until a proper update comes out.
Sorry for the trouble!
I was wondering if theres a way for the shaders not to effect the UI elements, for example the focus blur will blur the whole screen, including the quest list, icons, chat, etc! I know shaders for the sims 4 have a way to bypass this, so maybe there's something similar here? Regardless, I love your work!
Thankyou <3
Awesome work been playing with this for a couple of days! I just updated Gshade to latest 4.1.0. Now when I run the Ultima installer at the end of my selections I get a message saying
" Missing gshade files: This usually happens due to an incorrect gshade isntallation. Reinstall gshade by following mod instructions."
I have uninstall and reinstalled Gshade but still get the same message.
Thanks
After installing the same version (4.1.0) GShade correctly and trying to install eden ULTIMA, the "Missing gshade file" appears after every try.
Seems like GShade keeps changing the way they manage some files. The installer needs some tweaking so it knows where to look for the new location of these GShade files.
I'll dedicate this morning to the issue, a hotfix should be up in a few hours, or maybe tomorrow if the GShade files have been moved to a problematic directory.
I'll keep you guys updated, thanks for reaching back!
Edit: found the culprit. Gshade-shaders folder's shortcut is no longer created by GShade next to the game executable. Shaders are now supposed to be installed inside the presets folder for a random, mysterious reason, only the crazy madman on that developer team who took this decision knows why. Guess he just wants to set the world on fire, like the Adobe team every time they change things of place x')
Anyhow, it's an easy patch, won't require much tweaking: expect a hotfix in about an hour or two.
You mentioned a hotfix, is there a separate hotfix file I am supposed to get? If so from where?
Thanks!
Also, [Glamyare_Fast_Effects.fx] and [RetroTV.fx] failed to compile. Anyone know how to fix this?
download raw file from here and replace it in reshade shaders folder
You can turn it off in the mod interface home, accessed in game by pressing shift + f2.
I remembered how I fixed it last time and it's to run the "Upgrade" option off the Windows USB in the OS, have it re-install Windows over itself and keep all apps and settings or whatever.
I haven't gotten any replies on this page so I most likely won't reply back after this. Probly check back later later if even that.
Nice mod to look at, nicely done installers, but, when it came to gameplay it just wasn't there ever. Thanks anyways .. 👋
I installed all mod prerequisites, mod, etc. to the word. When I open FFXIV the client lets me sign in and all but when I press enter to "play" the window pops up for maybe .5 seconds then disappears. Over & over again (every time).
I deleted all the mod files, skimmed all the folders, program data folders, program files, etc. for mod files, delete them, double check installed apps for the Ultima mod, etc.
It keeps doing it. Click play and the actual game window flashes for like .5 secs then closes ..
Even if I full uninstall FFXIV and delete it's program files folder and reinstall. Same thing. Even delete the Documents "My Games" FFXIV ARR folder and re-install in full .. It happens on my regular client AND Steam client. Windows 11 and it was doing it on 10 too before I upgraded. Same thing.
Is there a quick fix to this that I'm overlooking that might be known amongst the mod community for this mod ?
I'm pretty techy, so don't worry about explaining it to me like I'm five. And ya, I tried uninstalling ReShade AddOns version with the installer too ..
Just not trying to reinstall the whole OS just to get FF going again is all ..
Thanks ..
To fix your ReShade shader with Dawntrail:
1. Toggle off Performance Mode
2. Click Edit global preprocessor definitions
3. Change RESHADE_DEPTH_INPUT_IS_REVERSED from 0 to 1
4. Shader will reload, and you should be good to go
Props for the Alive ReShade Preset dev for figuring this out.
I highly recommend trying it for yourself. If I had to guess, certain modules don't like this setting change, but in my case, it completely resolved any issues. The change is one value vs having a broken shader. If it fails, you can revert and go back to having the broken shader.
I also noticed you have an issue I don't currently experience with the squares all over from KeepUI. So I am not sure either of our situations are universal. Best to try this for yourself and see what happens.
Anyway the trick is to update it to the new reshade and install REST.
However it seems that the weird reflections are gone, so you can safely put RESHADE_DEPTH_INPUT_IS_REVERSED to 1. My bad !
Yesterday when I posted my comment i was on my laptop with DLSS set on and stock ff14 DLSS file it seemed fine, had no ghosting. Not sure what the problem is.
**Edit update** the issue is either FSR OR DLSS enabled. Tested both when set to always active the ghosting/phantom images appear, but then you put it to under 30fps the Ghosting/Phantom starts shifting back to the object. Hope this helps.