My current Keysettings, working good with dot-aiming and key for Pitboy/Terminal convergence and reset it:
[KeyAimingXboxController]
Key = XB_LEFT_TRIGGER
convergence = 220
separation = 18
y = 0.7
type = hold
release_transition = 150
release_transition_type = cosine
;reset kicked in Settings
[Key2]
Key = XB_LEFT_THUMB
convergence = 150.71975708
y = 0.3
separation = 43
;Pitboy_Convergence
[Key4]
Key = XB_BACK
y = 0.3
convergence = 5
separation = 43
[quote="DHR"][quote="DarkStarSword"][quote="DHR"]mike...yesterday i look the HUD for a few hours and is very difficult...i have to say is the most difficut HUD i ever see in a game. If only we have more textures per shader (right now is one on one) we can do something....also that the same shaders are related to some object in the world, make this more difficult.[/quote]I can't be sure if it will help this game or not, but just a heads up that I've been working on some new features in 3DMigoto that will open up some new possibilites for adjusting HUDs... Like finding the center of a UI element and a brand new workflow for filtering different icons when texture filtering alone is insufficient (forget texture coordinate filtering, this is way better and way faster)... I'll be releasing an update to the Far Cry 4 fix in the near future demonstrating these new capabilities.
[/quote]
Fantastic news DarkStarSword!!
waiting for this new feature...[/quote]
@DHR I managed to implement some shader separation using a feature in 3DMigoto I did not know was there lol. You can set whether a VS is overidden depending on the PS it is connected to. I was able to separate my issue with power armour hud and lights this way: the VS affects both hud and some lights objects, so I found the PS for the HUD and specified the VS only to be overridden for that one.
[code]
[ShaderOverride1]
Hash=62c90ae330438ec0
; Custom stereo separation value while rendering objects using this shader.
;Separation=0
; Custom stereo convergence value while rendering objects using this
; shader (e.g. convergence=0 will move an object to infinity).
;Convergence=0
; don't draw anything using this shader.
;Handling=skip
; advanced option: use this to override only if this shader is used rendering the given index buffer.
;IndexBufferFilter=b3e56ebc
; Use replaced shader only when there is no active depth buffer (for UI filtering)
;depth_filter = depth_inactive
; Use replaced shader only when there *IS* an active depth buffer (for UI filtering)
;depth_filter = depth_active
; Only use replaced shader when it is used in conjunction with a specific shader
; (e.g. to adjust a vertex shader ONLY when it is used with a specific pixel shader)
partner=c3e2f8176e4dd4bf
; Assignes a dummy render target to o0. Use to fix one-eye rendering issues in
; shaders that only write to a depth target:
;fake_o0=1
; Override a value from [Constants] when this shader is used:
;x=2.0
; Pass the dimensions of the active render target and resolution (obtained with
; get_resolution_from) into the shader:
;x1=rt_width
;y1=rt_height
;z1=res_width
;w1=res_height
; Use t0 from active pixel shader for texture filtering. Will be 0 if no
; [TextureOverride*] section exists for the texture or 1 if one does. For advanced
; filtering, set a value for filter_index in the [TextureOverride] section.
;x2=ps-t0
[/code]
I quickly had a look at how this could be used to separate other HUD elements, but I don;t really have time. I do however think it will be one way to certainly separate the coupling between world elements and HUD in general, which is still a big win.
Do you want to have a look at it? It's my daughters birthday today so I won;t be working on this today.
DHR said:mike...yesterday i look the HUD for a few hours and is very difficult...i have to say is the most difficut HUD i ever see in a game. If only we have more textures per shader (right now is one on one) we can do something....also that the same shaders are related to some object in the world, make this more difficult.
I can't be sure if it will help this game or not, but just a heads up that I've been working on some new features in 3DMigoto that will open up some new possibilites for adjusting HUDs... Like finding the center of a UI element and a brand new workflow for filtering different icons when texture filtering alone is insufficient (forget texture coordinate filtering, this is way better and way faster)... I'll be releasing an update to the Far Cry 4 fix in the near future demonstrating these new capabilities.
Fantastic news DarkStarSword!!
waiting for this new feature...
@DHR I managed to implement some shader separation using a feature in 3DMigoto I did not know was there lol. You can set whether a VS is overidden depending on the PS it is connected to. I was able to separate my issue with power armour hud and lights this way: the VS affects both hud and some lights objects, so I found the PS for the HUD and specified the VS only to be overridden for that one.
[ShaderOverride1]
Hash=62c90ae330438ec0
; Custom stereo separation value while rendering objects using this shader.
;Separation=0
; Custom stereo convergence value while rendering objects using this
; shader (e.g. convergence=0 will move an object to infinity).
;Convergence=0
; don't draw anything using this shader.
;Handling=skip
; advanced option: use this to override only if this shader is used rendering the given index buffer.
;IndexBufferFilter=b3e56ebc
; Use replaced shader only when there is no active depth buffer (for UI filtering)
;depth_filter = depth_inactive
; Use replaced shader only when there *IS* an active depth buffer (for UI filtering)
;depth_filter = depth_active
; Only use replaced shader when it is used in conjunction with a specific shader
; (e.g. to adjust a vertex shader ONLY when it is used with a specific pixel shader)
partner=c3e2f8176e4dd4bf
; Assignes a dummy render target to o0. Use to fix one-eye rendering issues in
; shaders that only write to a depth target:
;fake_o0=1
; Override a value from [Constants] when this shader is used:
;x=2.0
; Pass the dimensions of the active render target and resolution (obtained with
; get_resolution_from) into the shader:
;x1=rt_width
;y1=rt_height
;z1=res_width
;w1=res_height
; Use t0 from active pixel shader for texture filtering. Will be 0 if no
; [TextureOverride*] section exists for the texture or 1 if one does. For advanced
; filtering, set a value for filter_index in the [TextureOverride] section.
;x2=ps-t0
I quickly had a look at how this could be used to separate other HUD elements, but I don;t really have time. I do however think it will be one way to certainly separate the coupling between world elements and HUD in general, which is still a big win.
Do you want to have a look at it? It's my daughters birthday today so I won;t be working on this today.
The other day i try using "partner=XXXX" but don't work, suppose i do something wrong.
I will try again tonight, right now i'm not home.
Have fun in birthday!!
[quote="Losti"]Hint:
Using this mod (http://www.nexusmods.com/fallout4/download/4288) will only remove the "not-aiming-crosshair". The DOT when aiming is stil present, so that a low UI depth while walking is not bother you.[/quote]
http://www.nexusmods.com/fallout4/mods/1344/?
Using this mod (http://www.nexusmods.com/fallout4/download/4288) will only remove the "not-aiming-crosshair". The DOT when aiming is stil present, so that a low UI depth while walking is not bother you.
[quote="DHR"]The other day i try using "partner=XXXX" but don't work, suppose i do something wrong.
I will try again tonight, right now i'm not home.
Have fun in birthday!! [/quote]
It definitely works. I guess you need to make sure that the partner shader is obtained from ShaderUsage.txt, and not just manual shader hunting.
That's the "simple" form of partner shader filtering - it uses your modified shader when the parter is in use, and the original otherwise.
There's a few restrictions:
- It can only match a single pair of shaders. If you needed to change the vertex shader in two or more different ways depending on which out of several distinct pixel shaders were in use it won't work.
- It only works between vertex and pixel shaders (in either direction), but cannot work if you wanted to match on a hull, domain or geometry shader as the partner.
If that's all you need feel free to use it, but if you need something more advanced I suggest using the ability to set an ini param for the duration of a draw call (requires 3DMigoto 1.2.5 or later for the "post" keyword, though there was a different trick I used to do something similar before that):
[code]
[ShaderOverrideSharedVertexShader]
Hash = ....
; Allow use of frame analysis to identify matching shaders (be sure to enable
; the analyse_frame key and set the global analyse_options to blank):
analyse_options = dump_rt
[ShaderOverridePowerArmourHudPixelShader]
Hash = ....
w = 1
post w = 0
[ShaderOverrideLightsPixelShader]
Hash = ....
w = 2
post w = 0
[/code]Then you can test w (or whichever ini param you chose, remembering we extended them to 8 of each letter) from any of the shaders in the draw call to determine which of the two pixel shaders were in use.
[quote="mike_ar69"]I guess you need to make sure that the partner shader is obtained from ShaderUsage.txt, and not just manual shader hunting.[/quote]Hunting should work to find partner shaders, but it's easy to get a shader for a different effect or part of the effect by mistake. Don't forget that ShaderUsage.txt is only updated when dumping out a shader and only reports matching vertex and pixel shaders (for now) - that's usually fine, but if you needed to match on one of the rarer shader types you can find them with frame analysis instead.
That's the "simple" form of partner shader filtering - it uses your modified shader when the parter is in use, and the original otherwise.
There's a few restrictions:
- It can only match a single pair of shaders. If you needed to change the vertex shader in two or more different ways depending on which out of several distinct pixel shaders were in use it won't work.
- It only works between vertex and pixel shaders (in either direction), but cannot work if you wanted to match on a hull, domain or geometry shader as the partner.
If that's all you need feel free to use it, but if you need something more advanced I suggest using the ability to set an ini param for the duration of a draw call (requires 3DMigoto 1.2.5 or later for the "post" keyword, though there was a different trick I used to do something similar before that):
[ShaderOverrideSharedVertexShader]
Hash = ....
; Allow use of frame analysis to identify matching shaders (be sure to enable
; the analyse_frame key and set the global analyse_options to blank):
analyse_options = dump_rt
[ShaderOverridePowerArmourHudPixelShader]
Hash = ....
w = 1
post w = 0
[ShaderOverrideLightsPixelShader]
Hash = ....
w = 2
post w = 0
Then you can test w (or whichever ini param you chose, remembering we extended them to 8 of each letter) from any of the shaders in the draw call to determine which of the two pixel shaders were in use.
mike_ar69 said:I guess you need to make sure that the partner shader is obtained from ShaderUsage.txt, and not just manual shader hunting.
Hunting should work to find partner shaders, but it's easy to get a shader for a different effect or part of the effect by mistake. Don't forget that ShaderUsage.txt is only updated when dumping out a shader and only reports matching vertex and pixel shaders (for now) - that's usually fine, but if you needed to match on one of the rarer shader types you can find them with frame analysis instead.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword"]That's the "simple" form of partner shader filtering - it uses your modified shader when the parter is in use, and the original otherwise.
There's a few restrictions:
- It can only match a single pair of shaders. If you needed to change the vertex shader in two or more different ways depending on which out of several distinct pixel shaders were in use it won't work.
- It only works between vertex and pixel shaders (in either direction), but cannot work if you wanted to match on a hull, domain or geometry shader as the partner.
If that's all you need feel free to use it, but if you need something more advanced I suggest using the ability to set an ini param for the duration of a draw call (requires 3DMigoto 1.2.5 or later for the "post" keyword, though there was a different trick I used to do something similar before that):
[code]
[ShaderOverrideSharedVertexShader]
Hash = ....
; Allow use of frame analysis to identify matching shaders (be sure to enable
; the analyse_frame key and set the global analyse_options to blank):
analyse_options = dump_rt
[ShaderOverridePowerArmourHudPixelShader]
Hash = ....
w = 1
post w = 0
[ShaderOverrideLightsPixelShader]
Hash = ....
w = 2
post w = 0
[/code]Then you can test w (or whichever ini param you chose, remembering we extended them to 8 of each letter) from any of the shaders in the draw call to determine which of the two pixel shaders were in use.
[quote="mike_ar69"]I guess you need to make sure that the partner shader is obtained from ShaderUsage.txt, and not just manual shader hunting.[/quote]Hunting should work to find partner shaders, but it's easy to get a shader for a different effect or part of the effect by mistake. Don't forget that ShaderUsage.txt is only updated when dumping out a shader and only reports matching vertex and pixel shaders (for now) - that's usually fine, but if you needed to match on one of the rarer shader types you can find them with frame analysis instead.
[/quote]
Thanks - I'll see if I can separate out the HUD this way.
I still have not had time to play with options to remove the HUD clipping we get at depth. That's a real pain for the cross-hair, and I can't seem to play without it (I tried...)
DarkStarSword said:That's the "simple" form of partner shader filtering - it uses your modified shader when the parter is in use, and the original otherwise.
There's a few restrictions:
- It can only match a single pair of shaders. If you needed to change the vertex shader in two or more different ways depending on which out of several distinct pixel shaders were in use it won't work.
- It only works between vertex and pixel shaders (in either direction), but cannot work if you wanted to match on a hull, domain or geometry shader as the partner.
If that's all you need feel free to use it, but if you need something more advanced I suggest using the ability to set an ini param for the duration of a draw call (requires 3DMigoto 1.2.5 or later for the "post" keyword, though there was a different trick I used to do something similar before that):
[ShaderOverrideSharedVertexShader]
Hash = ....
; Allow use of frame analysis to identify matching shaders (be sure to enable
; the analyse_frame key and set the global analyse_options to blank):
analyse_options = dump_rt
[ShaderOverridePowerArmourHudPixelShader]
Hash = ....
w = 1
post w = 0
[ShaderOverrideLightsPixelShader]
Hash = ....
w = 2
post w = 0
Then you can test w (or whichever ini param you chose, remembering we extended them to 8 of each letter) from any of the shaders in the draw call to determine which of the two pixel shaders were in use.
mike_ar69 said:I guess you need to make sure that the partner shader is obtained from ShaderUsage.txt, and not just manual shader hunting.
Hunting should work to find partner shaders, but it's easy to get a shader for a different effect or part of the effect by mistake. Don't forget that ShaderUsage.txt is only updated when dumping out a shader and only reports matching vertex and pixel shaders (for now) - that's usually fine, but if you needed to match on one of the rarer shader types you can find them with frame analysis instead.
Thanks - I'll see if I can separate out the HUD this way.
I still have not had time to play with options to remove the HUD clipping we get at depth. That's a real pain for the cross-hair, and I can't seem to play without it (I tried...)
[quote="mike_ar69"][quote="DarkStarSword"]That's the "simple" form of partner shader filtering - it uses your modified shader when the parter is in use, and the original otherwise.
There's a few restrictions:
- It can only match a single pair of shaders. If you needed to change the vertex shader in two or more different ways depending on which out of several distinct pixel shaders were in use it won't work.
- It only works between vertex and pixel shaders (in either direction), but cannot work if you wanted to match on a hull, domain or geometry shader as the partner.
If that's all you need feel free to use it, but if you need something more advanced I suggest using the ability to set an ini param for the duration of a draw call (requires 3DMigoto 1.2.5 or later for the "post" keyword, though there was a different trick I used to do something similar before that):
[code]
[ShaderOverrideSharedVertexShader]
Hash = ....
; Allow use of frame analysis to identify matching shaders (be sure to enable
; the analyse_frame key and set the global analyse_options to blank):
analyse_options = dump_rt
[ShaderOverridePowerArmourHudPixelShader]
Hash = ....
w = 1
post w = 0
[ShaderOverrideLightsPixelShader]
Hash = ....
w = 2
post w = 0
[/code]Then you can test w (or whichever ini param you chose, remembering we extended them to 8 of each letter) from any of the shaders in the draw call to determine which of the two pixel shaders were in use.
[quote="mike_ar69"]I guess you need to make sure that the partner shader is obtained from ShaderUsage.txt, and not just manual shader hunting.[/quote]Hunting should work to find partner shaders, but it's easy to get a shader for a different effect or part of the effect by mistake. Don't forget that ShaderUsage.txt is only updated when dumping out a shader and only reports matching vertex and pixel shaders (for now) - that's usually fine, but if you needed to match on one of the rarer shader types you can find them with frame analysis instead.
[/quote]
Thanks - I'll see if I can separate out the HUD this way.
I still have not had time to play with options to remove the HUD clipping we get at depth. That's a real pain for the cross-hair, and I can't seem to play without it (I tried...)[/quote]
May I suggest NVidia Laser Cross-hair, Works fine for me..
DarkStarSword said:That's the "simple" form of partner shader filtering - it uses your modified shader when the parter is in use, and the original otherwise.
There's a few restrictions:
- It can only match a single pair of shaders. If you needed to change the vertex shader in two or more different ways depending on which out of several distinct pixel shaders were in use it won't work.
- It only works between vertex and pixel shaders (in either direction), but cannot work if you wanted to match on a hull, domain or geometry shader as the partner.
If that's all you need feel free to use it, but if you need something more advanced I suggest using the ability to set an ini param for the duration of a draw call (requires 3DMigoto 1.2.5 or later for the "post" keyword, though there was a different trick I used to do something similar before that):
[ShaderOverrideSharedVertexShader]
Hash = ....
; Allow use of frame analysis to identify matching shaders (be sure to enable
; the analyse_frame key and set the global analyse_options to blank):
analyse_options = dump_rt
[ShaderOverridePowerArmourHudPixelShader]
Hash = ....
w = 1
post w = 0
[ShaderOverrideLightsPixelShader]
Hash = ....
w = 2
post w = 0
Then you can test w (or whichever ini param you chose, remembering we extended them to 8 of each letter) from any of the shaders in the draw call to determine which of the two pixel shaders were in use.
mike_ar69 said:I guess you need to make sure that the partner shader is obtained from ShaderUsage.txt, and not just manual shader hunting.
Hunting should work to find partner shaders, but it's easy to get a shader for a different effect or part of the effect by mistake. Don't forget that ShaderUsage.txt is only updated when dumping out a shader and only reports matching vertex and pixel shaders (for now) - that's usually fine, but if you needed to match on one of the rarer shader types you can find them with frame analysis instead.
Thanks - I'll see if I can separate out the HUD this way.
I still have not had time to play with options to remove the HUD clipping we get at depth. That's a real pain for the cross-hair, and I can't seem to play without it (I tried...)
May I suggest NVidia Laser Cross-hair, Works fine for me..
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
[quote="bo3b"][quote="mike_ar69"]To be honest it's not going to get much different at this stage - there does not seem to be any major rendering issues being reported (I know of a couple). The HUD needs a new approach, but I don't have time at the moment to look at that. I am just using more key toggles to deal with shaders that get affected by the HUD. One that really surprised me was a shader to bring the power armour hud into less depth, and that affected a particular lighting shader so lights would shine through a wall. This is crazy. But for now, I have a toggle key. Later I will try something more sophisticated.[/quote]
When you or DHR package the fix for release on HelixMod, you might want to include the .ini file for the game that sets the compute shaders off. With that as part of the install, it would make it less likely for people to miss it. Could also set any other settings to preferred choices.[/quote]
@bo3b We are going to look at making a few updates to the HUD fix (the rotating 3d objects in the Inventory and workshop) and then put this on helixblog as a first release. I will provide information on the Fallout4Prefs.ini, but given the number of perfromance tweaks that are recommended for this game, I won't provide an actual ini file, lest that overwrite other changes users have made.
If we fix the workbench/inventory issues then the game is going to look pretty good in my view. I wish I could sort out the cross-hair, but for now it can either be disabled, or used at the partial depth setting.
mike_ar69 said:To be honest it's not going to get much different at this stage - there does not seem to be any major rendering issues being reported (I know of a couple). The HUD needs a new approach, but I don't have time at the moment to look at that. I am just using more key toggles to deal with shaders that get affected by the HUD. One that really surprised me was a shader to bring the power armour hud into less depth, and that affected a particular lighting shader so lights would shine through a wall. This is crazy. But for now, I have a toggle key. Later I will try something more sophisticated.
When you or DHR package the fix for release on HelixMod, you might want to include the .ini file for the game that sets the compute shaders off. With that as part of the install, it would make it less likely for people to miss it. Could also set any other settings to preferred choices.
@bo3b We are going to look at making a few updates to the HUD fix (the rotating 3d objects in the Inventory and workshop) and then put this on helixblog as a first release. I will provide information on the Fallout4Prefs.ini, but given the number of perfromance tweaks that are recommended for this game, I won't provide an actual ini file, lest that overwrite other changes users have made.
If we fix the workbench/inventory issues then the game is going to look pretty good in my view. I wish I could sort out the cross-hair, but for now it can either be disabled, or used at the partial depth setting.
Nearly 8 GB of textures and some graphic tewaks and improvements later ... some picture in the dark with PitPoyLight (except the last two ones):
1. ORIGINAL / 2. SAME PIC, WITH 8 GB of textures and some graphic tewaks (inc. SweetFX Losti-Profile) and improvements:(PitBoy-Light = on (not the last 2 pictures, these where taken without light)):
[img]http://web396.inetseite.de/3_2.png[/img]
[img]http://web396.inetseite.de/3_1.png[/img]
[img]http://web396.inetseite.de/7_2.png[/img]
[img]http://web396.inetseite.de/7_1.png[/img]
[img]http://web396.inetseite.de/5_2.png[/img]
[img]http://web396.inetseite.de/5_1.png[/img]
Performance: no recognized/annoying FPS drops, some more increased loading times.
Mods i have used ??? Tons of ... I will provide a download for anyone interested but its only on share-online and will take some time (only have 100 kb/s upstream).
Most impressive mods: PipBoyShadows / pipboy light change to headlamp / SweetFX 2.0 (Losti Preset or one of your choice) / Rock On / Gore an enhanced Blood mod / GraFix / New Road Enhanced - dark version / Radiant Clouds and Fogs / Simple Heavy Ambient Occlusion ..... and tonns of more mods making this game AMAZING ..... cant get that this isnt made by Bethesda... AND:
ALL is working fine with the ALPHA fix !!! even shadows !! Thx 3D to all GURUS ^^
Nearly 8 GB of textures and some graphic tewaks and improvements later ... some picture in the dark with PitPoyLight (except the last two ones):
1. ORIGINAL / 2. SAME PIC, WITH 8 GB of textures and some graphic tewaks (inc. SweetFX Losti-Profile) and improvements:(PitBoy-Light = on (not the last 2 pictures, these where taken without light)):
Performance: no recognized/annoying FPS drops, some more increased loading times.
Mods i have used ??? Tons of ... I will provide a download for anyone interested but its only on share-online and will take some time (only have 100 kb/s upstream).
Most impressive mods: PipBoyShadows / pipboy light change to headlamp / SweetFX 2.0 (Losti Preset or one of your choice) / Rock On / Gore an enhanced Blood mod / GraFix / New Road Enhanced - dark version / Radiant Clouds and Fogs / Simple Heavy Ambient Occlusion ..... and tonns of more mods making this game AMAZING ..... cant get that this isnt made by Bethesda... AND:
ALL is working fine with the ALPHA fix !!! even shadows !! Thx 3D to all GURUS ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[color="green"]Losti said: [/color]
and tonns of more mods making this game AMAZING ..... cant get that this isnt made by Bethesda...
Perhaps we like it this way - I have spent many night modding the previous Bethesda games, and had countless hours of FUN - the exitement when you load the game after adding a few more mods is amazing - will it Work, how does it look etc.
And that is truly what Bethesda Gives us - not a perfect game - but a game build to satisfy our individual preferences for a perfect game..
And by the way - It looks great Losti ! I would like to try your SweetFX Losti-Profile :)
Losti said:
and tonns of more mods making this game AMAZING ..... cant get that this isnt made by Bethesda...
Perhaps we like it this way - I have spent many night modding the previous Bethesda games, and had countless hours of FUN - the exitement when you load the game after adding a few more mods is amazing - will it Work, how does it look etc.
And that is truly what Bethesda Gives us - not a perfect game - but a game build to satisfy our individual preferences for a perfect game..
And by the way - It looks great Losti ! I would like to try your SweetFX Losti-Profile :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
@Losti: thanks! But it would be way better if you would compile a list with full mod names (this would also give well-deserved credit to mods authors), preferably with link to Nexus :) This way your list would be SUPER useful! Perhaps Nexus Mod Manager has some feature to export mod list somehow (though I didn't found it yet)...
[b]EDIT:[/b] Probably saving and posting your Nexus Mod Manager profile would suffice! ;) Attaching my profile (18 mods). Just extract it into (backup your settings first!) [code]..\Nexus Mod Manager\Fallout4\Mods\ModProfiles[/code]
@Losti: thanks! But it would be way better if you would compile a list with full mod names (this would also give well-deserved credit to mods authors), preferably with link to Nexus :) This way your list would be SUPER useful! Perhaps Nexus Mod Manager has some feature to export mod list somehow (though I didn't found it yet)...
EDIT: Probably saving and posting your Nexus Mod Manager profile would suffice! ;) Attaching my profile (18 mods). Just extract it into (backup your settings first!)
..\Nexus Mod Manager\Fallout4\Mods\ModProfiles
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="Blacksmith56"]
And by the way - It looks great Losti ! I would like to try your SweetFX Losti-Profile :)[/quote]
Also try these mods: "Simple Heavy Ambient Occlusion" / "PipBoyShadows " / "pipboy light change to headlamp" ... next to the new textures this are the most ambient/immersive mods out there!
I am so happy that the shadows from the mod are working with the 3D fix !! THIS is what Bethesda should implement @ release, because its very impressive and state of the art.
[quote="Seregin"]@Losti: thanks! But it would be way better if you would compile a list with full mod names (this would also give well-deserved credit to mods authors), preferably with link to Nexus :) This way your list would be SUPER useful! Perhaps Nexus Mod Manager has some feature to export mod list somehow (though I didn't found it yet)...
[b]EDIT:[/b] Probably saving and posting your Nexus Mod Manager profile would suffice! ;)[/quote]
I dont have used NMM :-(
And by the way - It looks great Losti ! I would like to try your SweetFX Losti-Profile :)
Also try these mods: "Simple Heavy Ambient Occlusion" / "PipBoyShadows " / "pipboy light change to headlamp" ... next to the new textures this are the most ambient/immersive mods out there!
I am so happy that the shadows from the mod are working with the 3D fix !! THIS is what Bethesda should implement @ release, because its very impressive and state of the art.
Seregin said:@Losti: thanks! But it would be way better if you would compile a list with full mod names (this would also give well-deserved credit to mods authors), preferably with link to Nexus :) This way your list would be SUPER useful! Perhaps Nexus Mod Manager has some feature to export mod list somehow (though I didn't found it yet)...
EDIT: Probably saving and posting your Nexus Mod Manager profile would suffice! ;)
I dont have used NMM :-(
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[KeyAimingXboxController]
Key = XB_LEFT_TRIGGER
convergence = 220
separation = 18
y = 0.7
type = hold
release_transition = 150
release_transition_type = cosine
;reset kicked in Settings
[Key2]
Key = XB_LEFT_THUMB
convergence = 150.71975708
y = 0.3
separation = 43
;Pitboy_Convergence
[Key4]
Key = XB_BACK
y = 0.3
convergence = 5
separation = 43
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
@DHR I managed to implement some shader separation using a feature in 3DMigoto I did not know was there lol. You can set whether a VS is overidden depending on the PS it is connected to. I was able to separate my issue with power armour hud and lights this way: the VS affects both hud and some lights objects, so I found the PS for the HUD and specified the VS only to be overridden for that one.
I quickly had a look at how this could be used to separate other HUD elements, but I don;t really have time. I do however think it will be one way to certainly separate the coupling between world elements and HUD in general, which is still a big win.
Do you want to have a look at it? It's my daughters birthday today so I won;t be working on this today.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I will try again tonight, right now i'm not home.
Have fun in birthday!!
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Helix Mod - Making 3D Better
My 3D Screenshot Gallery
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http://www.nexusmods.com/fallout4/mods/1344/?
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It definitely works. I guess you need to make sure that the partner shader is obtained from ShaderUsage.txt, and not just manual shader hunting.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
There's a few restrictions:
- It can only match a single pair of shaders. If you needed to change the vertex shader in two or more different ways depending on which out of several distinct pixel shaders were in use it won't work.
- It only works between vertex and pixel shaders (in either direction), but cannot work if you wanted to match on a hull, domain or geometry shader as the partner.
If that's all you need feel free to use it, but if you need something more advanced I suggest using the ability to set an ini param for the duration of a draw call (requires 3DMigoto 1.2.5 or later for the "post" keyword, though there was a different trick I used to do something similar before that):
Then you can test w (or whichever ini param you chose, remembering we extended them to 8 of each letter) from any of the shaders in the draw call to determine which of the two pixel shaders were in use.
Hunting should work to find partner shaders, but it's easy to get a shader for a different effect or part of the effect by mistake. Don't forget that ShaderUsage.txt is only updated when dumping out a shader and only reports matching vertex and pixel shaders (for now) - that's usually fine, but if you needed to match on one of the rarer shader types you can find them with frame analysis instead.
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Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Thanks - I'll see if I can separate out the HUD this way.
I still have not had time to play with options to remove the HUD clipping we get at depth. That's a real pain for the cross-hair, and I can't seem to play without it (I tried...)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
May I suggest NVidia Laser Cross-hair, Works fine for me..
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
@bo3b We are going to look at making a few updates to the HUD fix (the rotating 3d objects in the Inventory and workshop) and then put this on helixblog as a first release. I will provide information on the Fallout4Prefs.ini, but given the number of perfromance tweaks that are recommended for this game, I won't provide an actual ini file, lest that overwrite other changes users have made.
If we fix the workbench/inventory issues then the game is going to look pretty good in my view. I wish I could sort out the cross-hair, but for now it can either be disabled, or used at the partial depth setting.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
https://steamcommunity.com/profiles/76561198014296177/
1. ORIGINAL / 2. SAME PIC, WITH 8 GB of textures and some graphic tewaks (inc. SweetFX Losti-Profile) and improvements:(PitBoy-Light = on (not the last 2 pictures, these where taken without light)):
Performance: no recognized/annoying FPS drops, some more increased loading times.
Mods i have used ??? Tons of ... I will provide a download for anyone interested but its only on share-online and will take some time (only have 100 kb/s upstream).
Most impressive mods: PipBoyShadows / pipboy light change to headlamp / SweetFX 2.0 (Losti Preset or one of your choice) / Rock On / Gore an enhanced Blood mod / GraFix / New Road Enhanced - dark version / Radiant Clouds and Fogs / Simple Heavy Ambient Occlusion ..... and tonns of more mods making this game AMAZING ..... cant get that this isnt made by Bethesda... AND:
ALL is working fine with the ALPHA fix !!! even shadows !! Thx 3D to all GURUS ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
and tonns of more mods making this game AMAZING ..... cant get that this isnt made by Bethesda...
Perhaps we like it this way - I have spent many night modding the previous Bethesda games, and had countless hours of FUN - the exitement when you load the game after adding a few more mods is amazing - will it Work, how does it look etc.
And that is truly what Bethesda Gives us - not a perfect game - but a game build to satisfy our individual preferences for a perfect game..
And by the way - It looks great Losti ! I would like to try your SweetFX Losti-Profile :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
EDIT: Probably saving and posting your Nexus Mod Manager profile would suffice! ;) Attaching my profile (18 mods). Just extract it into (backup your settings first!)
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Also try these mods: "Simple Heavy Ambient Occlusion" / "PipBoyShadows " / "pipboy light change to headlamp" ... next to the new textures this are the most ambient/immersive mods out there!
I am so happy that the shadows from the mod are working with the 3D fix !! THIS is what Bethesda should implement @ release, because its very impressive and state of the art.
I dont have used NMM :-(
Like my work? Donations can be made via PayPal to: rauti@inetmx.de