File information

Last updated

Original upload

Created by

noobsaibot2255

Uploaded by

noobsaibot2255

Virus scan

Safe to use

Tags for this mod

51 comments

  1. Vigilant2010
    Vigilant2010
    • premium
    • 0 kudos
    Also, does this deactivate weather-related, natural fog and indoor smoke from wood and/or coal fires or torches, for example?

    That would be more of an undesirable side effect.
  2. evlllis
    evlllis
    • supporter
    • 0 kudos
    So I tried it and its awesome and does what it says, but..... how do I go back to how things were? just the same command with value 0 or?
    1. SorinAlin24
      SorinAlin24
      • member
      • 16 kudos
      yes
  3. steamin661
    steamin661
    • premium
    • 42 kudos
    You can use this mod to automatically apply this in game. No more needing to enter after starting: 
    https://www.nexusmods.com/kingdomcomedeliverance2/mods/858
  4. warriotox
    warriotox
    • supporter
    • 4 kudos
    Awesome! I did e_svoTI_Troposphere_Active = 1 as the game's atmospheric lighting seems too much. BUT I then used ReShade Ambient Light shader and added some light atmospheric lighting back. Really happy with the end result. See showcase here KCD2 e_svoTI_Troposphere_Active - Imgsli
    1. wind007
      wind007
      • member
      • 2 kudos
      looks great !
    2. gothshii
      gothshii
      • member
      • 1 kudos
      link to reshade?
  5. Tujfi
    Tujfi
    • member
    • 0 kudos
    It's amazing but I have a problem where, after turning off the fog, the characters' hair and facial hair strangely glow and shine in the dark. When I turn the fog back on, the issue disappears. Can anyone help, please? Thank you so much
  6. Ryleyy34
    Ryleyy34
    • premium
    • 0 kudos
    this can be done using a mod.cfg setup like this mod
  7. BENDJ1
    BENDJ1
    • member
    • 8 kudos
    e_fog = 0 also disables lake muddiness and makes water completely transparent regardless of depth. I wouldn't recommend it.

    e_fog = 1 https://i.imgur.com/Qc1thTD.png
    e_fog = 0 https://i.imgur.com/UNa0aYQ.jpeg


    It is better to use e_svoTI_Troposphere_Active = 1

    ___
    e_svoTI_Troposphere_Active = 0

    _
    e_svoTI_Troposphere_Active = 1
    1. remora2ro
      remora2ro
      • member
      • 0 kudos
      you dropped this king! 
    2. gripen888
      gripen888
      • member
      • 0 kudos
      Nice!
    3. angryval
      angryval
      • member
      • 1 kudos
      Thank you Bro, finally this ugly volumetric fog is away. It was so annoying!
    4. Breepzz
      Breepzz
      • member
      • 25 kudos
      Feels more depth and realistic when active... ;)
    5. wind007
      wind007
      • member
      • 2 kudos
      GOAT!
    6. noobsaibot2255
      noobsaibot2255
      • premium
      • 6 kudos
      Thanks for finding a better variable i could not find it in the documentation, i've updated the mod and credited you
    7. BENDJ1
      BENDJ1
      • member
      • 8 kudos
      Oh, I'm flattered, but it's not necessary :D
    8. noobsaibot2255
      noobsaibot2255
      • premium
      • 6 kudos
      same thing in cyberpunk drove me nuts which I why made a config for it too haha, why is it always so close and always so blue in every game? 
    9. angryval
      angryval
      • member
      • 1 kudos
      BENDJ1 is there a way to add it to user.cfg because when i do it, it don't will be activated at the start, i always need to type it in the ingame-console.
    10. BENDJ1
      BENDJ1
      • member
      • 8 kudos
      noobsaibot2255 In Cyberpunk it helped hide popping and flickering objects due to poor implementation of lods. In KCD2 I think it's just for aesthetics, In nature and in the forests such fog is indeed a common occurrence, but certainly not in the city. :D

      angryval I have no ideas. The game resets to default even if you add a command to autoexec.cfg.
    11. arictheana
      arictheana
      • supporter
      • 7 kudos
      omg yes thank you!
    12. Neurolepticer
      Neurolepticer
      • member
      • 96 kudos
      A few more commands for you to play around with.


      variable: e_svoTI_Troposphere_Active 
      type: int
      current: 0
      help: Activates SVO atmospheric effects.
      If set to zero - turns off atmosphere rendering and switch back to classic fog
      variable: e_svoTI_Troposphere_Brightness 
      type: float
      current: 0
      help: Controls intensity of atmospheric effects.
      variable: e_svoTI_Troposphere_CloudGen_Freq 
      type: float
      current: 0
      help: CloudsGen magic number
      variable: e_svoTI_Troposphere_CloudGen_FreqStep 
      type: float
      current: 0
      help: CloudsGen magic number
      variable: e_svoTI_Troposphere_CloudGen_Height 
      type: float
      current: 0
      help: Maximum height for atmospheric effects
      variable: e_svoTI_Troposphere_CloudGen_Scale 
      type: float
      current: 0
      help: CloudsGen magic number
      variable: e_svoTI_Troposphere_CloudGenTurb_Freq 
      type: float
      current: 0
      help: CloudsGen magic number
      variable: e_svoTI_Troposphere_CloudGenTurb_Scale 
      type: float
      current: 0
      help: CloudsGen magic number
      variable: e_svoTI_Troposphere_Density 
      type: float
      current: 0
      help: Troposphere density
      variable: e_svoTI_Troposphere_Ground_Height 
      type: float
      current: 0
      help: Minimum height for atmospheric effects
      variable: e_svoTI_Troposphere_Layer0_Dens 
      type: float
      current: 0
      help: Layered fog Density
      variable: e_svoTI_Troposphere_Layer0_Height 
      type: float
      current: 0
      help: Layered fog level
      variable: e_svoTI_Troposphere_Layer0_Rand 
      type: float
      current: 0
      help: Layered fog randomness
      variable: e_svoTI_Troposphere_Layer1_Dens 
      type: float
      current: 0
      help: Layered fog Density
      variable: e_svoTI_Troposphere_Layer1_Height 
      type: float
      current: 0
      help: Layered fog level
      variable: e_svoTI_Troposphere_Layer1_Rand 
      type: float
      current: 0
      help: Layered fog randomness
      variable: e_svoTI_Troposphere_Snow_Height 
      type: float
      current: 0
      help: Snow on objects height
      variable: e_svoTI_Troposphere_Subdivide 
      type: int
      current: 0
      help: Build detailed SVO also in areas not filled by geometry
    13. Neurolepticer
      Neurolepticer
      • member
      • 96 kudos
      If you disable the volumetric fog and activate the e_svoTI_Troposphere_Active = 1 variable, the map edge (sky) will be pink at night. You will have to experiment a bit more. The game uses an HDRI environment map for the sky, which causes problems when you activate the troposphere.
    14. 1077553039
      1077553039
      • member
      • 4 kudos
      What code is needed to lighten the fog by 50% instead of deleting it?
    15. angryval
      angryval
      • member
      • 1 kudos
      Neurolepticer When you activate Troposphere then you don't need to deactivate also the fog. Only activating the Troposphere works great, only problem is that it doesn't activate automatic at the beginning. But yes indeed, with e_fog=0 and Troposphere=1, the sky is purple in the night!
    16. Exifkun
      Exifkun
      • member
      • 1 kudos
      Is it purple with only Troposhere active? without e_fog activated?
    17. BENDJ1
      BENDJ1
      • member
      • 8 kudos
      You don't need to touch e_fog at all and leave it as default. e_svoTI_Troposphere_Active = 1 works fine without purple.

      But still after extensive testing I decided not to change at all and play with the fog, as it looks better in rainy weather than without it.
    18. dpspcdrgn
      dpspcdrgn
      • premium
      • 10 kudos
      I genuinely prefer it lol. 
    19. Orgys
      Orgys
      • premium
      • 1 kudos
      Is there a way to increase the distance the fog starts to show? I do think having this fog is good as it helps mask some distant issues, but this game seems to have to generate relatively close to the player, making everything appear washed out.
    20. SuppleGizzard
      SuppleGizzard
      • member
      • 0 kudos
      any luck with the 50%?
    21. BENDJ1
      BENDJ1
      • member
      • 8 kudos
      Guys, I found how to reduce intensity standard e_fog, but not remove it completely. Command r_VolumetricFogSunLightCorrection = 0

      Fog ON - https://i.imgur.com/82nuss4.png
      Fog Reduced - https://i.imgur.com/SJYxaAf.png
      Fog OFF - https://i.imgur.com/Yu1EPMS.png
    22. Tahion
      Tahion
      • member
      • 1 kudos
      It would be cool if this fog came and went depending on the weather or time of day, but a command will suffice too) Thanks!
    23. Sculament
      Sculament
      • member
      • 0 kudos
      Are those last screenshots achieved in combo with the troposphere command ? or just r_VolumetricFogSunLightCorrection = 0 ?
    24. starkathglowforce
      starkathglowforce
      • supporter
      • 3 kudos
      @BENDJ1

      Can I just add r_VolumetricFogSunLightCorrection = 0 to my user.cfg or do I need to run the command every time I start the game?

      Cheers!
  8. Ryleyy34
    Ryleyy34
    • premium
    • 0 kudos
    Can this be converted to a mod.cfg like Disable Eye Adaptation?
  9. Sk8tebrdt
    Sk8tebrdt
    • member
    • 0 kudos
    Any any to just reduce the fog by like 50%?
  10. arazamas
    arazamas
    • member
    • 0 kudos
    Does not work. Adding a file doesn't do anything.
    1. angryval
      angryval
      • member
      • 1 kudos
      Works only with ingame-console! You need to enter it on every start after loading the savefile.