It is the same, there just isn't any kind of versioning on the workshop to keep track of versions. (Frankly don't really like anything about the workshop)
Hi, thx for your mod, its very usefull. Here is some strange thing i noticed: paired with Cheat mod (mods/114) function called "cheat_wash" causing reset of r_sharpening back to 0, despite I have 0.15 in my user.cfg. (-devmode +exec user.cfg) I've even tried to find some "r_sharpening" references in cheat mod but there is nothing that referred to this cvar. Guess this is not a problem of your mod more of a Cheat mod or even some game functions.. Anyway maybe you can dig deeper into it, thanks again.
Spent a couple of hours, investigating their Lua code.
Came up with idea of watching variable in update loop. Tried override the Player:Init() but no success. Probably it could be implemented in some other way. Something like this:
function sharpeningbegone:Watch() sharpeningbegone.timerId = Script.SetTimer(500, function(nTimerId) if System.GetCVar("r_sharpening") ~= self.origSharpening then System.SetCVar("r_sharpening", self.origSharpening) end sharpeningbegone:Watch() end) end
It isn't really overriding the the GetEntity but hooking to when it runs. After looking through Lua logs more it also works on Entity:GetPos which looks like it runs when to check initial location of entities as they enter dialog scenes so it runs much less than the GetEntity.
Working on getting the sharpening setting save into the game now.
Just released version 1.2 which included the method change.
Most importantly for you though, the mod will now use a user defined r_sharpening value. I tested this with a value set in user.cfg of 0.12345 and it pulled it through all scenes fine.
Looking forward to the version that will use the actual value of r_sharpening rather than forcing 0. Hope you can find a way to get that work so that all of us using custom r_sharpening value have it maintained in dialogues. I guess easiest solution to get consistent sharpening for me is to use your mod and set r_sharpening to 0 and use ReShade to add sharpening back...
Love the mod, but it removes the ability to use trough to wash up after your latest update. Not sure if it's conflicting with another mod I have, but removing your mod (the latest I downloaded) fixed the issue.
51 comments
Let me know if you have any issues.
I got a bit confused by the mod version named 1.2.1 here. xD
Here is some strange thing i noticed: paired with Cheat mod (mods/114) function called "cheat_wash" causing reset of r_sharpening back to 0, despite I have 0.15 in my user.cfg. (-devmode +exec user.cfg)
I've even tried to find some "r_sharpening" references in cheat mod but there is nothing that referred to this cvar.
Guess this is not a problem of your mod more of a Cheat mod or even some game functions.. Anyway maybe you can dig deeper into it, thanks again.
Say, would the same method work to disable the awful DoF effect in conversations?
Haven't personally noticed it in the background.
And thanks for the technical stuff =)
I had the same idea, but didn't figure out how to properly override OnTalk function.
As you can see from the author list it was really a group effort.
We talked about it here at the KCD Modding Community: https://discord.gg/GPdzTjqC
Now I am looking into how to handle the situations where you get pulled into conversation because the sharpening still happens there.
sharpeningbegone = {
timerId = nil,
origSharpening = System.GetCVar("r_sharpening")
}
...
System.SetCVar("r_sharpening", self.origSharpening or 0)
None of the stuff I tried for 1.1 worked and it would end up just always being set to 0.7.
Came up with idea of watching variable in update loop. Tried override the Player:Init() but no success. Probably it could be implemented in some other way. Something like this:
function sharpeningbegone:Watch()
sharpeningbegone.timerId = Script.SetTimer(500, function(nTimerId)
if System.GetCVar("r_sharpening") ~= self.origSharpening then
System.SetCVar("r_sharpening", self.origSharpening)
end
sharpeningbegone:Watch()
end)
end
PS.
Overriding GetEntity in 1.1 is overkill, imho =)
Working on getting the sharpening setting save into the game now.
Most importantly for you though, the mod will now use a user defined r_sharpening value. I tested this with a value set in user.cfg of 0.12345 and it pulled it through all scenes fine.
Please let me know of any issues if you find any.
It's great that you guys were able finally fix this!
You can set custom keybinds in the file or change certain graphics options. Other mods give more specific instructions on it.
Not sure why two mods that do the same thing were posted in the same day, so far looks like this has more issues than the one above.
This one will just require some tuning to get correct (unless the devs grace us with just removing the forced sharpening).
Let me know if you have any issues.
--EDIT-- Fixed with 1.2.1 update!