I've updated CYRODILIC to version 1.2. This update fixed a black clipping bug with the Hable tonemapper and adds a new tonemapper (Uchimura). There is also a new "Aging" slider to mimic an old photo if you like.
As of CYRODILIC to version 1.1. I found and fixed a pretty significant bug in my code, with the side effect being that existing presets may visually change a bit and will need the preset authors to adjust. For users downloading for the first time, this does not matter.
Version 1.1 introduced custom branding support for preset authors:
For those of you looking for that OG vanilla look with just enough realism. So far I have gotten to a really nice spot with the following settings: Bypass Saturation: 150-170 Color Temp :70 Color Tint : -5 uchimura tone mapper image leveling: 25 Contrast: 8-15 Contrast point .333 Image Levels: -13 : 0 I adjusted the image levels to get my preferred darkness in caves, as i like to have a bit of a "need" for light spells/torches, more immersion
The screenshot is linked where it says "weird artifacting" (that's why it's orange), and image leveling is the only option that does this, I tested it even with all other sliders set to default.
I can't get the HUD Hider to show up in the add-on tab on ReShade with the correct ReShade installed. But you know what? It doesn't matter because this is the most lovingly-crafted ReShade option I've ever seen and will even be using it in other games when I can. Tracked, Endorsed and Voted. Thank you.
Just to be clear, we are adding in these line. They don't already exist in the engine.ini. Correct? [ConsoleVariables]r.EyeAdaptation.MethodOverride=2r.SkylightIntensityMultiplier=0.36
that's right [ConsoleVariables] r.EyeAdaptation.MethodOverride=2 r.SkylightIntensityMultiplier=0.36
this way
about the comand " r.SkylightIntensity=0.36 you may change the value , regardless your setting graphics in game or any mods that affect visuals ( lens , bloom , fog , lumen , traycaing .. ) and setting of your screen display . in my case i use now 0.39
I think I'm interested in this mod, but help me understand what it actually is. I know it's not a regular Reshade preset. Is this something that I just install and leave alone, or is it something I install then have to configure myself?
i'm using a lot isn't only a reshade :) the mod author build this reshade with a "custom unic " shader that let the user to have a total control to create his own preset reshade preset based on this tool mod .
after installing this mod , when open up the reshade overlay app , by enable the reshade "cyrodilic" , user can have acess to some sliders to tweak , like option to select LUT ( create by the mod author ) , differents sliders ( saturation , contrrast ..and more ) .
why this mod is great , each user having a differents display ( HDR or not HDR ) , differents state when in comes colors , light , so basically , with all features on this mod , we can customize quickly a good looking preset ^^ .. with no cost on performance in game ( 1-3 fps in my case on heavy scene exterior ) .
and the magic on this mod , reshade , since the approach to build the shaders , all visuals 're balanced , lut , gradiant color .. a must have on our modlist
and there's nothing to be afraid , its easy to setup , tweaking the setting
You're misunderstanding why I'm asking for the button. I want to benefit from the metadata for ease of access and notification purposes.
But since you brought it up.. technically, Vortex does have the ability to deploy reshade-shader assets 100% correctly. In fact, it can deploy ANY file/asset type correctly by virtue of the "Mod Type" feature. I believe the misconception of saying it cannot stems mostly from MO2 users, but I digress.
If you changed absolutely nothing to the current file path structure, the Vortex user would only need to change the "Mod Type" to "Binaries Folder", as seen in this image:
If you wanted to make it idiot proof, you would just have to append the following file path structure ahead of your current path structure: OblivionRemastered\Binaries\Win64\
This all said-- if you still do not want to toggle on the Vortex button out of fear that MO2 users will try to use it, or to avoid more comments from people trying to use your shader files like a reshade.ini preset, then I completely understand and won't bring it up again. <3
@NewThalos yes indeed vortex can manage "special" aka reshade stuff but i thing the mod author is doing right when a game have differents patchway if the game is on steam , gog or gamepass , adding a mod manager dl ( option ) will add more damage to the user that want this mod .
for example for steam user , reshade stuff will be on /steamap/oblivionremaster/binaries/win64 and for gamepass user , reshade stuff will be on Xboxgame/oblivionremaster/oblivionremaster
what i usually do when there's no dl vortex manager option dl dl the file ( manual ) create a new folder ( for example Mod Cyrodilic version x.x ) set the proper pathway , structure for the folder copy paste all file on my new folder Mod Cyrodilic import to vortex and add the missing ID
and if the user is more lazzy xD , just track the mod author ^^
I'm sorry zzzfrogzzz, but I respectfully disagree—especially with the idea of repackaging the mod and stripping out all original metadata. It’s just as easy, requires fewer clicks and keystrokes, and preserves 100% of the metadata and flexibility. This is about using the tools as intended and making the most of their built-in capabilities.
You do raise a valid point about GamePass vs. Steam (not available on GoG), but that's largely irrelevant—Vortex is agnostic to how you install the game because you already told Vortex where the game is installed. No need to restructure folders either; the current loose format works for everyone: manual installs, Vortex, Steam, and GamePass alike.
I'll also include the final chef's kiss here by adding that "following" a mod sucks because it spams you with notifications you don’t care about and requires an open browser just to check them. Vortex handles update checks with one click, no noise, no clutter.
That said, this is Trey's project. Whether it stays manual forever or not, people will still love the shader—and yes, some will always confuse it with a ReShade preset regardless. I'm just happy and appreciative that he shared it with us! 😂❤️
sometimes when browsing mods , we may miss some gemme ^^ , and this mod is one of this . i always gratefull to all community modders to provide mods . first time when it come to modding i've seen a mod about shader/lut so usefell and friendly user . we need this mod on Cyberpunk 2077 or other beteshda game
It does not currently play nicely together with RenoDX. I've been playing around with it for a bit but there are complications that bar them from truly playing nicely together, not the least of which being that RenoDX uses a modified version of reshade64.dll. It's also my understanding that Cyrodilic isn't currently stood up with HDR in mind, native or otherwise.
Okay I retrack my last statement. They do work just fine together. You'll have to do a lot of tweaking, but that is sort of to be expected when adding a new shader that doesn't have any preset for it-- but none the less, they work just fine together.
Now this is hands down the easiest tool to get the game looking right. I love this reshade tool and the way it works. Play around with it for 30 minutes and you'll have a really good grasp of how to achieve what you want.
91 comments
As of CYRODILIC to version 1.1. I found and fixed a pretty significant bug in my code, with the side effect being that existing presets may visually change a bit and will need the preset authors to adjust. For users downloading for the first time, this does not matter.
Version 1.1 introduced custom branding support for preset authors:
Cheers!
Bypass
Saturation: 150-170
Color Temp :70
Color Tint : -5
uchimura tone mapper
image leveling: 25
Contrast: 8-15
Contrast point .333
Image Levels: -13 : 0
I adjusted the image levels to get my preferred darkness in caves, as i like to have a bit of a "need" for light spells/torches, more immersion
[ConsoleVariables]
r.EyeAdaptation.MethodOverride=2
r.SkylightIntensityMultiplier=0.36
this way
about the comand " r.SkylightIntensity=0.36
you may change the value , regardless your setting graphics in game or any mods that affect visuals ( lens , bloom , fog , lumen , traycaing .. ) and setting of your screen display . in my case i use now 0.39
isn't only a reshade :)
the mod author build this reshade with a "custom unic " shader that let the user to have a total control to create his own preset reshade preset based on this tool mod .
after installing this mod , when open up the reshade overlay app , by enable the reshade "cyrodilic" , user can have acess to some sliders to tweak , like option to select LUT ( create by the mod author ) , differents sliders ( saturation , contrrast ..and more ) .
why this mod is great ,
each user having a differents display ( HDR or not HDR ) , differents state when in comes colors , light , so basically , with all features on this mod , we can customize quickly a good looking preset ^^ .. with no cost on performance in game ( 1-3 fps in my case on heavy scene exterior ) .
and the magic on this mod , reshade , since the approach to build the shaders , all visuals 're balanced , lut , gradiant color ..
a must have on our modlist
and there's nothing to be afraid , its easy to setup , tweaking the setting
EDIT: can we please get a Vortex download button? <3
But since you brought it up.. technically, Vortex does have the ability to deploy reshade-shader assets 100% correctly. In fact, it can deploy ANY file/asset type correctly by virtue of the "Mod Type" feature. I believe the misconception of saying it cannot stems mostly from MO2 users, but I digress.
If you changed absolutely nothing to the current file path structure, the Vortex user would only need to change the "Mod Type" to "Binaries Folder", as seen in this image:
If you wanted to make it idiot proof, you would just have to append the following file path structure ahead of your current path structure:
OblivionRemastered\Binaries\Win64\
This all said-- if you still do not want to toggle on the Vortex button out of fear that MO2 users will try to use it, or to avoid more comments from people trying to use your shader files like a reshade.ini preset, then I completely understand and won't bring it up again. <3
Edit: You know what, sure... we'll try it on the next update. It's likely going to be a complete trainwreck of people spamming the comments here...
yes indeed vortex can manage "special" aka reshade stuff but i thing the mod author is doing right
when a game have differents patchway if the game is on steam , gog or gamepass , adding a mod manager dl ( option ) will add more damage to the user that want this mod .
for example for steam user , reshade stuff will be on /steamap/oblivionremaster/binaries/win64
and for gamepass user , reshade stuff will be on Xboxgame/oblivionremaster/oblivionremaster
what i usually do when there's no dl vortex manager option dl
dl the file ( manual )
create a new folder ( for example Mod Cyrodilic version x.x )
set the proper pathway , structure for the folder
copy paste all file on my new folder Mod Cyrodilic
import to vortex
and add the missing ID
and if the user is more lazzy xD , just track the mod author ^^
You do raise a valid point about GamePass vs. Steam (not available on GoG), but that's largely irrelevant—Vortex is agnostic to how you install the game because you already told Vortex where the game is installed. No need to restructure folders either; the current loose format works for everyone: manual installs, Vortex, Steam, and GamePass alike.
I'll also include the final chef's kiss here by adding that "following" a mod sucks because it spams you with notifications you don’t care about and requires an open browser just to check them. Vortex handles update checks with one click, no noise, no clutter.
That said, this is Trey's project. Whether it stays manual forever or not, people will still love the shader—and yes, some will always confuse it with a ReShade preset regardless. I'm just happy and appreciative that he shared it with us! 😂❤️
i always gratefull to all community modders to provide mods .
first time when it come to modding i've seen a mod about shader/lut so usefell and friendly user .
we need this mod on Cyberpunk 2077 or other beteshda game
It does not currently play nicely together with RenoDX. I've been playing around with it for a bit but there are complications that bar them from truly playing nicely together, not the least of which being that RenoDX uses a modified version of reshade64.dll. It's also my understanding that Cyrodilic isn't currently stood up with HDR in mind, native or otherwise.You'll have to do a lot of tweaking, but that is sort of to be expected when adding a new shader that doesn't have any preset for it-- but none the less, they work just fine together.
Thanks so much for making and sharing this!