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Czbuendel - yobson - momenaya - MagicGonads - winterelfeas

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Czbuendel

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  1. Czbuendel
    Czbuendel
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    Version 1.2.1 out that corrects the interactive actions being broken in 1.2.

    Let me know if you have any issues.
  2. SultanSaladin
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    So...is this still compatible? Is the version in the Steam Workshop newer / made for patch 1.2.1?

    I got a bit confused by the mod version named 1.2.1 here. xD
    1. Czbuendel
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      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)
  3. Saddylemon
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    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.
  4. Dekadencia
    Dekadencia
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    w mod
  5. Wellenbrecher
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    This works wonderfully, thank you. It was driving me nuts how oversharp things looked.

    Say, would the same method work to disable the awful DoF effect in conversations?
    1. Czbuendel
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      Won't say no that this could be applied to DOF.

      Haven't personally noticed it in the background.
  6. Erebus1265
    Erebus1265
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    Btw i can confirm this mod works perfectly for the first game as well.
  7. zhiletka
    zhiletka
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    Great mod!
    And thanks for the technical stuff =)
    I had the same idea, but didn't figure out how to properly override OnTalk function.
    1. Czbuendel
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      Thank you!

      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.
    2. zhiletka
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      A suggestion on slight modification for those players (like me) who plays with custom "r_sharpening".

      sharpeningbegone = {
      timerId = nil,
      origSharpening = System.GetCVar("r_sharpening")
      }
      ...
      System.SetCVar("r_sharpening", self.origSharpening or 0)
    3. Czbuendel
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      Good idea, will add that in for the 1.1 version once I can figure out these stupid forced dialog scenes still forcing sharpening.
    4. Czbuendel
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      Need a bit more time to mess with this. 
      None of the stuff I tried for 1.1 worked and it would end up just always being set to 0.7. 
    5. zhiletka
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      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

      PS.

      Overriding GetEntity in 1.1 is overkill, imho =)
    6. Czbuendel
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      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.

    7. Czbuendel
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      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.

      Please let me know of any issues if you find any.
    8. zhiletka
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      I didn't find any issues.
      It's great that you guys were able finally fix this!
    9. SlyMC
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      awesome mod :D
  8. imacz7
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    Where is the user.cfg you are referring to?
    1. Czbuendel
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      It is a file that can be created in the main install folder of KCD2 alongside system.cfg and the Bin and Data folders.

      You can set custom keybinds in the file or change certain graphics options. Other mods give more specific instructions on it.
  9. warriotox
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    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...
    1. stk25
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      This mod can keep the sharpening value at what you set it: Disable Forced Sharpening

      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.
    2. Czbuendel
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      Because that one forces you to use outside dlls and this one doesn't. This one doesn't require outside hooks which can cause issues.

      This one will just require some tuning to get correct (unless the devs grace us with just removing the forced sharpening).
    3. Czbuendel
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      Just released version 1.2 which will use your user defined values as the set value it will use. (It will default to 0 if one is not set).

      Let me know if you have any issues.
    4. warriotox
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      @Czbundel - thank you so much! Keeps r_sharpening to my value of 0.4 in conversations. Great work!
  10. noobcrafting
    noobcrafting
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    Can someone make a mod for r_sharpening for the whole game?
    1. Czbuendel
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      What do you mean?
  11. EMcX87
    EMcX87
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    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. 

    --EDIT-- Fixed with 1.2.1 update!
    1. Czbuendel
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      I'll check this out.
    2. acedefective13
      acedefective13
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      so this mod was the culprit eh, thanks for the quick update! 
    3. nomorenamers101
      nomorenamers101
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      yeah ty
    4. Czbuendel
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      Let me know if you guys have any issues.
    5. EMcX87
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      Looks fixed now, thanks for the speedy update!