Is it possible we could get a list of the vanilla values? Or just point me in the direction of where to see them. Also the first line for enabling async compute causes some shadow artificing. Found that out a while ago when using the free fps thing.
In my opinion, no, not a very good mix. RenoDX by itself already crushes blacks and requires a bit of tone map tweaking to recover that detail and prevent unlit interiors and nighttime forests from becoming blobs of pure black. And the harder you go on that tweaking, the more your game is going to look like baby's first reshade abomination. Adding this mod's shadow darkening just further exacerbates that problem. By themselves they're both great mods, but combined they're bad news.
Try it and take comparison shots, and see for yourself... Gamma is overall brightness (effectively)... it can't make shadows darker while keeping the same overall brightness...
Didn't meant to mock your mod if that's how it felt for you (apologies), I just couldn't understand the difference between this and the ingame gamma value. Visually it seemed to do the exact same.
I wouldn't mind a brighter AO version, I had to reduce the amount of SSAO as its honestly not looking good in many scenes, too much black blobs are objects especially in indirect light
You may also want to try adjusting these 2 values: e_svoTI_SkyColorMultiplier = 0 e_svoTI_TranslucentBrightness = -0.15Sky Color Multiplier affects how much the sky brightens shadows and AO... Higher values are brighter... It's a multiplier, so small changes make a kind of big difference... 0 is disabling the extra brightening from the sky entirely... I think the default is 1... TranslucentBrightness does the same, but for translucent (or semi-translucent) objects, such as tree leaves, so mainly only affects shadows/AO under trees and for grass, etc... This one isn't a multiplier, so you'll need to change it more drastically to notice differences...
Hi, no matter what I try I can not get the 'e_svoTI_Saturation' command to activate through any .cfg π€·ββοΈ It seems to 'want' to be loaded after I load up a save and I'm actually in-game. I even tried adding it as a command on the shortcut properties. At the moment I have to run a macro, would you happen to have any advice or suggestions about this? I confirmed even with your mod it doesnt change e_svoTI_Saturation for me as I changed the value to +40 which (for testing) would change everything blue. Thanks
*EDIT* In fact for me it may be ALL svoti commands not taking affect via .cfg
The only way I've found to do it is by adjusting the value in the [KCD2\Data\Levels\trosecko\mission_mission0.xml] file and packing it as a .pak with the same directory structure, but in the Mods folder (so [Mods\Data\Levels\trosecko\MyPackedMod.pak])... I personally won't release a modded version of that file, though, as it would be a heavily-conflicting file to edit (only one installed mod can edit that file or the params of it), but totally fine to edit for personal use...
AAhh π I understand now π I did some looking around the other day at the .pak files but didnt think to look in the Levels folder Thats cool, its just for my personal use, I'll be able to do that for myself. Thank you so much for that infoπ And I would need to do the same for kutnohorsko too
I've heard WH Studios should be releasing the official mod tools soon too This mod (Ultra Dark) makes night time actually feel more like night time π
One way I've had success is to add the command -devmodeto my shortcut and/or the steam launch commands. Many of the stuff in my autoexec didnt work until I did that.
Though tbf I find some areas too dark during daytime (like the top of the roof interior of the forge in your screenshot). Is this caused by AO darkening only ? I might try to keep darker shadows but vanilla AO, if it's easy to modify, hmm
22 comments
e_svoTI_SSAOAmount
r_ssdoAmountAmbient
Also play with these 2 "r_ssdoRadiusMin" and "r_ssdoRadiusMax" to change how SSDO is applied.
you can just use the console until you find values you find enjoyable.
e_svoTI_SkyColorMultiplier = 0
Sky Color Multiplier affects how much the sky brightens shadows and AO... Higher values are brighter... It's a multiplier, so small changes make a kind of big difference... 0 is disabling the extra brightening from the sky entirely... I think the default is 1...e_svoTI_TranslucentBrightness = -0.15
TranslucentBrightness does the same, but for translucent (or semi-translucent) objects, such as tree leaves, so mainly only affects shadows/AO under trees and for grass, etc... This one isn't a multiplier, so you'll need to change it more drastically to notice differences...
e_svoTI_TranslucentBrightness 0
Thanks, it actually does reduce the crazy AO at night on grass
It seems to 'want' to be loaded after I load up a save and I'm actually in-game.
I even tried adding it as a command on the shortcut properties.
At the moment I have to run a macro, would you happen to have any advice or suggestions about this?
I confirmed even with your mod it doesnt change e_svoTI_Saturation for me as I changed the value to +40 which (for testing) would change everything blue.
Thanks
*EDIT* In fact for me it may be ALL svoti commands not taking affect via .cfg
I understand now π I did some looking around the other day at the .pak files but didnt think to look in the Levels folder
Thats cool, its just for my personal use, I'll be able to do that for myself.
Thank you so much for that infoπ
And I would need to do the same for kutnohorsko too
I've heard WH Studios should be releasing the official mod tools soon too
This mod (Ultra Dark) makes night time actually feel more like night time π
-devmode
to my shortcut and/or the steam launch commands. Many of the stuff in my autoexec didnt work until I did that.Though tbf I find some areas too dark during daytime (like the top of the roof interior of the forge in your screenshot). Is this caused by AO darkening only ?
I might try to keep darker shadows but vanilla AO, if it's easy to modify, hmm