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TheManualEnhancer

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TheManualEnhancer

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22 comments

  1. LemonMan25
    LemonMan25
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    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.
  2. Baitswitch
    Baitswitch
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    Would it be best to keep troposphere on 0? Many scenes where hair becomes white when its set on 1.
  3. checker90
    checker90
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    Great mod, thank you! :)
  4. statesidebeast
    statesidebeast
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    Sweet! would this work well with the HDR mod? 
    1. TheManualEnhancer
      TheManualEnhancer
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      I assume you mean RenoDx? It should be, I think, but I can't use HDR to test/say for sure
    2. nunka
      nunka
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      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.
  5. Tideroo
    Tideroo
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    What's the difference between this mod and turning the gamma down in the settings ?
    1. TheManualEnhancer
      TheManualEnhancer
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      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...
    2. Tideroo
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      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.
  6. WinterElfeas
    WinterElfeas
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    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
    1. beethy
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      Just put global illumination on low. That setting also controls AO quality. 
    2. Freetobe
      Freetobe
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      I guess the easiest way would be to lower these 2 values : 

      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.
    3. TheManualEnhancer
      TheManualEnhancer
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      You may also want to try adjusting these 2 values:
      e_svoTI_SkyColorMultiplier = 0
      e_svoTI_TranslucentBrightness = -0.15
      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...
      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...
    4. WinterElfeas
      WinterElfeas
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      Yeah I already tweaked the AO Amount and reduced the SVTI one a bit

      e_svoTI_TranslucentBrightness 0

      Thanks, it actually does reduce the crazy AO at night on grass
  7. Mallakye1976
    Mallakye1976
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    Hi, no matter what I try I can not get the 'e_svoTI_Saturation' command to activate through any .cfg πŸ€·β€β™‚οΈ 
    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
    1. TheManualEnhancer
      TheManualEnhancer
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      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...
    2. Mallakye1976
      Mallakye1976
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      AAhh πŸ‘ 
      I understand now πŸ‘Œ 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 infoπŸ™ 
      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 πŸ‘ 
    3. snacktober
      snacktober
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      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.
  8. NolseFTW
    NolseFTW
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    Looks great at night

    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
  9. jh238800
    jh238800
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    Is there any fps loss?
  10. beethy
    beethy
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    Fantastic, man. So glad you're also modding KCD2. The very dark version looks great. 
    1. TheManualEnhancer
      TheManualEnhancer
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      Thanks, I'm liking that one myself at the moment :)