Hi, There is some remaining world geometry above the distant bridge in the flooded city, same location as the other amusement park stuff that has been removed. Tested in chapter 17 as A2, think its once the god box things have decended. Amazing job and really glad someone was able to clean up some of the last remaining issues with this mod. If this is already known/listed as difficult to fix, please disregard, didn't appear to correlate with other notes.
I checked and yes there are still floating objects. I didn't know that, I tried to add them to the list. It seems as if it is the broken building from the floating cylinders with a piece of building. There are three of them in the forest, the flooded city and the amusement park where you have to get in with 9s. This object is not recognized by LOD Mod, which means it is not loaded via LOD Mod and I don't have a name and even if I did have the name it would not be checked by LOD Mod, so unfortunately I can't do anything. If the floating cylinders are still intact you can see them from the forest or in the flooded city if you look towards the amusement park in the middle of the air. Unfortunately I can't get rid of them either.
for me few things dont work like: skipping the beginning logo movies if set will skip over the Booting screens shown by the game those two idc but i was checking them too
but i really like forces all models to allow shadows to be casted from them and it dont work
i think ShadowResolution AOmutliplier works but it can also be a placebo...
LODmod is being loaded becouse without it movies dont play so SpecialK dont overwrite this... hmmm hmmm
check whether the Lodmod.ini file in the NieR Automata\data\movie folder only contains 2 lines and not the other settings.
Only these lines should be there.
[Buffers] MovieMultiplier = 4
I had the same problem once. There is another Lodmod file somewhere in the Nier Automata directory with the same settings. If you change it in the normal lodmod.ini, it doesn't adopt it. Instead, it takes the settings from the other one.
Ok, that was a issue, because i have a spare default lodmod.ini in wallpaper folder "just in case" xD thanks buddy now lodmod.ini near .exe is loading at destroying my gpu to 99% because of 16382 shaders and "experimental: forces all models to allow shadows to be casted from them" XD
Thank you! now i need to find the way why specialK screenshot dont take it with reshade on it and few other little things and it will be a peak modded version of nier
I noticed your INI fixes was merged into the original LodMod by emoose. That's great! And I forgot to mention but great job on finding and fixing all of them. I still have no idea how that section of the INI even works. But with this merge, does that mean there is no differences at all anymore between the two mods? I remember you mentioned this specifically about modifications to the DLL: "What I changed only has something to do with the boot sequence when loading and when transitioning from the cut scenes of 9s with the graphics that freeze." Did these fixes make it into the official LodMod as well?
I already added in the description that this mod is identical to the original Lod mod 0.77.5. What exactly has changed? emoose took his source code from the last Lod mod version, I wrote in the fix for SkipBootingScreens bug, then he added a fix for LODMultiplier/ShadowForceAll in my ini. He will also have a newer version of h264 and has updated the old lod mod to the latest Visual Studio version like I have. He then said that I should maybe update mine too, so I took his new version and uploaded it to mine. At the beginning he asked me if he could use my ini or if he should link to me, I always like it to be quick when I download mods, so I told him to use the ini too. His mod is also much easier to find, I also wrote to the creator Petrarca22 of NAMH and he also made a new release with the new version. I also added in the description that you no longer need a LOD mod for Nahm.So it is now up to date everywhere, if there are any bugs with the list I will look into it, it is also in the original mod description, you can do it here under Bugs or just write a comment, which I don't think will happen. I will just leave my page up so people can see what I have fixed or maybe there are any other bugs.
I have this option on too but never really paid attention to it. I would have to see where it doesn't work or the difference on off with the old version of lod mod. In the Lod mod.ini it says (some parts of the game might have this effect baked into textures, eg. on loading screens - IIRC there's mods available that can fix those) so it doesn't work everywhere, you would have to overwrite each part with textures individually.
Yes, there are mods that remove the vignette texture that appears on the menus (Debanded UI Vignette or Removal, Remove Grid Grain and Vignette) but the 3D vignette, the one that lodmod removes, is still appearing instead of activating it on settings.
It's a issue present in original lodmod last version.
Oh sorry, maybe I'm blind cause I didn't see the instructions before.
My only question would be if I'm using controller does it still work if it's xinput1_4.dll? considering from what I read on Nahm that xinput1_4.dll is for KBM and dinput8.dll is for controller
You are not blind I added the instructions after your comment :D For me the controller works with xinput1_4.dll but not with Special K then I use DS4Windows
Okay thank you very much, I will try it then. I was confused at first cause I thought there will be a difference but I guess it's fine. Thank you for the answers :)
Nice work! Great to see DisableManualCulling finally working properly, thanks for going through it
btw would you be willing to share the code you changed in lodmod for SkipBootingScreens? Would be happy to merge it in (if you like you could make a PR on github instead too, happy to merge PRs there)
that shouldn't be a problem, just in namh at Lod mod settings, reset and change the name to dinput8.dll that will overwrite the file with the older file. the other settings can be changed in namh.
I don't know exactly what you mean by that, I play in 4k with anti-aliasing SMAA, (I don't use MSAA) texture filter 16x, shadows and effects and global illumination all 3 on high. Ambient occlusion on. I've taken a look at the Mathematically Correct Guide. When I change things in the Nvidia Control Panel settings, especially antialiasing settings and antialiasing transparency settings, then I see strange shadows through buildings. I don't know what it was but for me it's gone and I can now change everything in the Nvidia Control Panel without any errors. It must have been something else. I don't change any settings in the Nvidia Control Panel, I leave everything on standard. If I reset the settings in the Nvidia Control Panel, it might still appear in the game. Then just change the resolution and screen mode and restart the game a few times and it goes away for me.
If I reset the settings in the Nvidia Control Panel, it might still appear in the game
It makes no sense, if you close the game, reset settings in NCP and then boot the game the settings are instantly applied. Probably meaning that maybe the settings in NCP might not be the direct cause.
Or maybe it has also something to do with you mixing in-game SMAA with NCP anti-aliasing, I did not test it much with SMAA since it gives a poor result compared to MSAA 4x and the performance cost is negligible on 1440p=<, even tho if you are playing in 4k you may not need MSAA at all so it makes sense for you to use SMAA instead. A this point you can try to set in the NCP: 1. "Antialiasing - Mode" to "Enhance the application setting" or even "Override any application setting" 2. "Antialiasing - Setting" to "Application-controlled" 3. "Antialiasing - Transparency" to "4x (supersample)" or "Multisample"
Anyway the direct effect of having Antialiasing - Transparency ON can be easily seen on trees in this game, which look kinda bad without it on 1440p=<.
I've tried to get this bug again but it seems that it's gone, no matter what I set in the game or in the Nvidia Control Panel. I was able to recreate it three times and I don't know what it was. It's true that NCP should actually apply the settings immediately, but I can't do anything now because the bug has gone away for me.
I read how KiwiDaBorb tried to fix it but nobody managed to do it. So I thought I'd do it myself. With emoose's answer I managed it. It took a long time because I had no idea what I was doing but now it's solved. :D
37 comments
skipping the beginning logo movies
if set will skip over the Booting screens shown by the game
those two idc but i was checking them too
but i really like
forces all models to allow shadows to be casted from them
and it dont work
i think ShadowResolution AOmutliplier works but it can also be a placebo...
LODmod is being loaded becouse without it movies dont play so SpecialK dont overwrite this... hmmm hmmm
Only these lines should be there.
[Buffers]
MovieMultiplier = 4
I had the same problem once. There is another Lodmod file somewhere in the Nier Automata directory with the same settings. If you change it in the normal lodmod.ini, it doesn't adopt it. Instead, it takes the settings from the other one.
Thank you! now i need to find the way why specialK screenshot dont take it with reshade on it and few other little things and it will be a peak modded version of nier
One request, could you fix the DisableVignette option? It doesn't work for me and I see is happening to more people.
Thanks!!!
I would have to see where it doesn't work or the difference on off with the old version of lod mod.
In the Lod mod.ini it says (some parts of the game might have this effect baked into textures, eg. on loading screens - IIRC there's mods available that can fix those) so it doesn't work everywhere, you would have to overwrite each part with textures individually.
It's a issue present in original lodmod last version.
My only question would be if I'm using controller does it still work if it's xinput1_4.dll? considering from what I read on Nahm that xinput1_4.dll is for KBM and dinput8.dll is for controller
For me the controller works with xinput1_4.dll but not with Special K then I use DS4Windows
btw would you be willing to share the code you changed in lodmod for SkipBootingScreens? Would be happy to merge it in (if you like you could make a PR on github instead too, happy to merge PRs there)
the other settings can be changed in namh.
I don't change any settings in the Nvidia Control Panel, I leave everything on standard. If I reset the settings in the Nvidia Control Panel, it might still appear in the game. Then just change the resolution and screen mode and restart the game a few times and it goes away for me.Or maybe it has also something to do with you mixing in-game SMAA with NCP anti-aliasing, I did not test it much with SMAA since it gives a poor result compared to MSAA 4x and the performance cost is negligible on 1440p=<, even tho if you are playing in 4k you may not need MSAA at all so it makes sense for you to use SMAA instead.
A this point you can try to set in the NCP:
1. "Antialiasing - Mode" to "Enhance the application setting" or even "Override any application setting"
2. "Antialiasing - Setting" to "Application-controlled"
3. "Antialiasing - Transparency" to "4x (supersample)" or "Multisample"
Anyway the direct effect of having Antialiasing - Transparency ON can be easily seen on trees in this game, which look kinda bad without it on 1440p=<.
Anyway thanks for the great work you did with LodMod!