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
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
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
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.
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.
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.
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!
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.
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That would be more of an undesirable side effect.
https://www.nexusmods.com/kingdomcomedeliverance2/mods/858
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
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e_svoTI_Troposphere_Active = 0
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e_svoTI_Troposphere_Active = 1
angryval I have no ideas. The game resets to default even if you add a command to autoexec.cfg.
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
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.
Fog ON - https://i.imgur.com/82nuss4.png
Fog Reduced - https://i.imgur.com/SJYxaAf.png
Fog OFF - https://i.imgur.com/Yu1EPMS.png
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!