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Showing results for tags 'visuals'.
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Please, please, PLEASE. I would love someone to make a mod (or tell me what file do I need to remove) to get rid of that annoying Purple/Pink glow and electric like particles from both regular and Shaman Crest powered spells when equiping Volt Filament. I love spells and how the base runes look on their own which is why I want to make a mod in relation to them without having to give up the Volt Filament buff. A million thanks in advance! P.S. I checked every single sprite of the game, even if you recolor the few purple/pink ones from the Texture2D folder, that annoing glow and particles won't disappear. Which is why I assume something else needs to be deleted or overwritten
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I've already posted this elsewhere but I realised that it probably won't get seen in that place so I'm putting it here too. I've been thinking quite a lot lately about how the Militech Canto works visually. The cyberdeck is great, with or without mods, but what's always annoyed me is the fact that quickhacks on other things, like cameras and turrets, don't apply the blackwall effect despite the fact that it does when Songbird uses it on objects and machinery (assuming she uses the Canto). I think it would be brilliant if all device quickhacks carried Blackwall residue. I understand that this might not make complete sense considering that it doesn't require the Blackwall to do these quickhacks however I feel it would heavily add to the aesthetic of the Canto to have those lingering effects after quickhacks the same way Songbird has the lingering effects on hers. In theory this would also include the sound design, however I feel like that's not as crucial of an element. I wasn't really sure what to do with this because I'm not capable of modding this in but I still feel like not sharing it could be a waste. I'd also love to read other people's input on this. To add to this, things like turrets could potentially have glowing red lights similar to the Chimera during it's possession, not sure how difficult adding that would be though and how exactly it would work or if it's even a good idea. Also, if someone wanted to go all out with this mod, they could rework the canto to work in a specific way. Here’s the idea. Since the Militech Canto is supposed to be an endgame item, it could have no quickhack timers and delay since the entire point is that you’d be using the Blackwall to hack into the devices which would be much much faster. This would actually turn the Canto into what I believe it’s actually supposed to be combined with the added effects of the Blackwall to signify how you’re hacking things with such ease. Also, you could make it so it either has more ram or doesn’t use ram at all but that’s a big maybe as I think the Blackwall gateway quickhack is supposed to eat into your health via overclock and that makes complete sense canonically so maybe just on devices or something.
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- cyberpunk 2077
- songbird
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Hey! Just a quick question. Is there a way to reduce the bloom effect instead of turning it off completely. I would like the effect to be somewhere in between "off" and "default". Maybe there is an .ini edit a can do, but I have no idea what I should type or if it's even possible at all.
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I am not a Modder so I cannot attest for the amount of effort this could really take but ever since I discovered stalker as a franchise I've always loved the lore and idea behind the Controllers and how the various ways that they attack you in the games, however I feel a tad disappointed in the vanilla controller's visual effects and sounds when attacking you or generally near you because it seems like the game has a lot of cool visual effects that in my opinion would much better suit controller encounters such as; * The random 'fuzzy brain' trippy anomalies that bowl the audio and make you see the RGB split color effect around things as well as that annoying color saturation boost from vodka should be effects the controller has when within less that 7-10 meters to you on top of the blurry effect that he already does. -I Personally believe this better suits the Controller because I feel that that effect is a good representation of the brain being messed with, or tripping like the controller's effects and or psi damage to SoC. -In my opinion I believe the Psi damage effects were and are meant to be extremely reminiscent and or 1 to 1s of visuals and sensations people often experience under psychedelic drugs. -And albeit permanently unique to myself in memory, I can say that its INSANE how many visuals, noises, and effects in lore were exactly like ones I've felt in experiences with psychedelics I had in my life long before i had never seen or even heard of the Stalker franchise, but maybe that's just me & really strange coincidence. But I always hoped I wasn't the only one who thought that that's what they were going for. * I also think the emissions should slowly show these affects stronger and stronger on you as the emission comes closer to the wave of damage, panicking the player more and more to find shelter as fast as possible. -I don't believe Emissions or Controllers should make you shakey, wobbly, or drunk like alcohol can or anything, just the visual effects should be re-organized and used more in different scenarios. Again, I'm not a Modder so idk how strenuous making something like this would be nor would I have any idea how to do it myself but it'd be so cool to see a mod that does this or something like this come out for the game or even the next Anomaly / Gamma to come out.
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- mutants
- controller
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Hey there modding community! I've been enjoying MH Rise on the PC quite a lot lately. My experience so far has been mostly flawless, but there's one problem in particular that bugs me a lot. I'm noticing that there is a certain area around the character that is rendered at a higher resolution, while everything further than that area seems lower quality. The quality difference isn't really noticable but the problem is that the lower quality render seems to be a bit darker so there is this line that you can clearly see in lit up areas without too much details. I'm attaching a link with 4 screenshots that demonstrate what I'm talking about LINK This seems to be related to the way the game handles shadows since one of the main things I noticed is that shadows beyond that point are really low quality. Also disabling the "dynamic shadows" from the graphics menu seems to mostly fix the issue (it's still visible but it's barely noticable). I'm currently playing with this setting disabled, but I'd like to turn it on since it makes the world come to life. I don't like shadows being burnt into the textures. Does anyone have any idea how to remedy it? If you could come up with a mod that extends this render distance I'd really appreciate that!
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Simple enough idea-- Night Maiden's Mist causes a huge dip in performance, seemingly regardless of hardware (5800x+3080 combo for me, still causes my framerate to dip down to 48). I can't be certain, but my assumption is that the visuals for the sorcery involve a lot of alpha transparent effects. As a point of contrast, freezing mist does not affect performance. If this could be worked out, where we still get an accurate visualization of the spell without tanking perofrmance, A lot of horrible, scummy, graceless sorcery builds would be very appreciative.
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- mod request
- visuals
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SSE Does the Engine Support Lightmaps?
ScrollSerrayt posted a topic in Skyrim's Creation Kit and Modders
Modded Skyrim lags behind current-gen graphics primarily in my opinion due to the lack of lightmaps. Lightmaps can look even better than live ray-tracing at a much lower performance cost. The only downside is they are less effective at simulating dynamic light such as moving light sources (mostly the sun) than something like rtx ray-tracing or UE5's lumen. Skyrim has a lot of interior areas where lightmaps would work perfectly, so why haven't I've seen any of that tech in Skyrim mods? I understand such a feature is technically challenging to code, but I've seen the great work ENB and Marty McFly's ray-traced ReShade shaders so baked lightmaps seem possible. Is any talented modder currently working on injecting pre-baked lightmap tech into Skyrim? I even think some basic lightmap could look nice in the overworld if it's only used to create those shadows that aren't well illuminated any time during the day (like under roofs and stairs). If not, is there a technical reason that I'm not aware of that makes this tech impossible to implement? If so I'd like this limitation explained in detail so I can learn more.-
- light map
- ray-tracing
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I've experimented a lot with Skyrim graphics mods and ini settings, one thing that always bothers me is the grass. A lot of grass retextures look really cool in the screenshots. But that's because the screenshots are taken at low angles in dense grass fields, I've noticed that in places where the grass is sparse there's no natural transition between the grass and the ground texture making it look jarring. It's especially ugly when the color of the grass doesn't perfectly match the ground because it makes grass pop-in extremely noticeable and distracting. And sometimes grass mods don't care about color at all and just put green grass everywhere even in brown landscapes. Another annoyance with the way grass looks is ENB ambient occlusion, I find myself turning off ENB AO entirely just because it makes the shading on grass too dark. I just can't find a grass mod or combination of mods and settings that makes grass look seamless with the rest of the game. Ideally something faithful to the color palette of the vanilla region instead of turning everything bright green. I'm also looking for some dynamic grass features that can be found in modern games. Stuff like: grass wind at different speeds depending on weather, grass reacting to player/enemy collision, grass being cut or burnt, etc. I doubt such dynamic features exist, but if they do I'd be grateful if someone can point me in the direction. Another thing I'm looking for is an ENB that does ambient occlusions and shadows on everything but grass.
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By now, most Skyrim optimizers have seen this video demonstrating what Dawnstar might look like using the Unreal Engine: Unreal Dawnstar It is serene and magical, until you get to this point in the video: Player First Person At that point, the player and their mouse/controller take over and you start getting the jerkiness that ruin most videos of Skyrim play, and I'll argue the experience in general (although I give our brains credit for overlooking this most of the time). I would like the modding geniuses here to consider, when NOT in combat, to limit the amount of change in angular acceleration the 1st person camera can have. I'd ask you to experiment with 2 to 20 degrees per second per second, or even make this parameter editable in the MCM. (also needs seagulls)
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As the title says I'd like to see or make a full Terrabrew replacement mod... I know there's a Starbucks mod that already has some of the parts, which I've so far taken a step further to introduce another real life coffee brand... My issue is now that I can't find the textures for the shop buildings themselves... I've managed to find some of the shop signs, especially for Neon and Akila, but nothing for the Terrabrew shops themselves... I have found their uniforms, the thermos and coffee cup that aren't in the picture... It kinda of works as is with a lot of real life cafe's not having their own brand of coffee and rely on one of many brands to supply their beans...
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Sorry if there was the same topic, I didn't find it The basic idea is that I want to make certain animations appear at certain places. It looks like there are several "packs" of files spawning randomly: atl_portrait_16_a, atl_portrait_25_mixed_a, atl_portrait_25_mixed_b. Maybe somebody tested this? I created bk2 files with numbers and letters and was hoping to see some pattern ... but no luck so far. Also I bumped into reversed image once, just for the record
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Vanilla NVIDIA ENB Vanilla NVIDIA ENB Vanilla NVIDIA ENB Vanilla NVIDIA ENB Vanilla NVIDIA ENB
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I am currently making my own mod called Custom Food (Because I love food in video games). I was going to create a set of food that had visual effects (Ghost, Fire, etc.) However, I can only put result effects in. I did see a script option, but I don't know what to put in. Can anyone help me?
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Why are all the trees dead? It's nuclear fallout, not the no-plants-allowed-zone! Give me mutant trees, mutant flowers, mutant vines that want to kill you, mutant seaweed, et cetera! I mean, seriously? As far as plants go, there's only dead stuff, hubflowers, bloodleaf, tarberries, mutfruit, tatos, corn, razorgrain, and a small handful of others. There should be more flora than that! How about we answer the questions on everybody's minds with a mod: what is the answer to the equation tree + FEV? Or tree + gene splicing? And what about tree + nuclear radiation over hundreds of years?
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- environment
- plants
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Skyrim Special Edition or Old Skyrim 2016 graphical setup? I make this tread thread to help players who still love to play skyrim till late 2016 and to experience new visuals for the game. http://i.imgur.com/NStxez1.jpg Follow this guide : http://www.nexusmods.com/skyrim/mods/80230? Page loaded in: 0.821 seconds
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So, here's the deal. I'm a newbie when it comes to modding and this is my first attempt. What I'm wondering if I can do is the following: I want to put a spell effect that usually makes the character glow a golden shimmer (the dawnguard light spell that's a component of Stendarr's Aura) onto a ring in such a way that the ring is the object that's glowing and emitting the light instead of the character wearing the ring. I already managed to put the light spell itself onto a ring as an enchantment and it makes my character glow and emit light, which is fine. But ideally, I'd like to switch it over onto the ring. Is there a way to put the effect along it's visuals onto the ring? Or maybe make a custom magic effect/enchantment that uses those effect shaders/art on the ring itself? Attached images with effect on and off, for clarity: http://i.imgur.com/OUqyE4j.png http://i.imgur.com/o73PiIB.png
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- spell effectring
- visuals
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Just curious to see the general opinion on photo editing before posting a screenshot - is it generally accepted? I can't run ENB but I can use sweetfx and do some decent editing.
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- screenshots
- images
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All I want is to make rings not show up in first person on my hands, I found one mod from an older thread here that did it but it only hid vanilla rings and not DLC rings. Specifically I want to hide the ring of the beast from dawnguard because it's like.. absurdly large but I need to use it as I'm playing an unarmed fighter. edit: nevermind figured it out just made it have no model it was super easy afterall :d
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Hello everyone. I'm the author of PATHOS Enb and Reshade for Fallout 4 found here. I currently looking to release PATHOS for the Witcher 3, but still need some screenshots, videos and feedback before I'm ready to release it. If you are interested in collaborating, I would greatly appreciate your help and will of course give you credit on the mod page. Please just PM me and I will send you a link to the current Beta I'm working with. Thanks to everyone in advance, I'm looking forward to your messages! Cheers.
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I've been looking at Gophers Fallout NV modding tutorial and I love the 4 tools that he uses: Cinematech, Imaginator, Directors chair and Dynavision. Both all around great mods to edit the visuals of your game without ever using an enb, while still preventing CTD in some way. Now I'm just wondering, Fallout 4 has just passed NV for having more files. But, I'm also wondering, where are these mods in fallout 4. Now I know Gopher put Dynavision as a mod, but where the other 3 mods. imaginator edits the color, brightness, contrast and saturation of the game, Cinematech adds film grains to capture shots and directors chair controls all these elements. However, their is a visual editor mod called NAC on the nexus and bethesda. It does what these things do, but is still a work in progress. and is incompatible with my favorite weather mod vivid weathers. All im saying is that I want these mods to come to fallout 4. They came on fallout 3 and new vegas and they have less files than fallout 4. Oh and they have hotkeys to activate the mods and you can edit all what you want. for now, Ill wait for these to come to fallout 4 and use NAC, as that does some of the things youd want
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- visuals
- environment
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Hi, I'm not new to the modding community since I've been modding my Bethesda games ever since but I never really got super advance into it and I would take a break for a couple of months and so on then play again and start modding. This time since I've gotten a brand new pc and can handle almost every mod for my SSE, I've decided to find a guide to mod my game properly. I followed the Tucoguide 3.1, finished it with almost 90% of the mods there I've downloaded and I have some personal mods that I downloaded too. So getting to the problem I will provide images of my Mod list, (Load order if needed). In game when I'm using a female character and the Joy of perspective mod does not work properly in first person viewing when my character is not wearing any clothes. The breasts become invisible, and when wearing some armor mods the feet becomes invisible too. My player character female and male also doesn't seem to have the hd facial textures that the npc's have, and female avatars breast also doesn't bounce even though the female npc's breasts bounces. Plus the animation mods, I'm not quite sure if the animation mods that I use are compatible or overwrite the wrong files or such, I'm kinda confused with the animation mods and it's the most that I have time with installing. Like dual sheath redux not really working on the player character/ followers only, and the arrow quivers/bolts (on everyone) not placed on my back hip even though I've got it installed. I also use Schlongs of Skyrim Lite, and some of the male followers are not affected by that mod. I'm pretty sure it's a mod list problem but I'm unsure of where to put the needed mods or if it is in the right orders. If there are any incompatibilities that I have mislooked or don't know kindly please tell me, I really just wanna play at this point but my semester had already started and I just really need a quick fix/help. Lastly can someone help me about what executable to use consecutively every time I patch up/update the mod list in what order should I use these. *Dual Sheath Redux Patcher *LOOT *FNIS *Wrye Bash If you require any necessary information I will be willing to provide. Thank you guys in advance! ^_^ If I have missed something I will just edit it or comment about it. (https://imgur.com/a/VyPCHCr) Here is the link of my Load and Mod order consecutively.
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So as far as visual/graphic mods I have downloaded/installed, I have these: FAR- Faraway Area Reform Vivid Fallout (fine text edition) Enhanced Blood Textures Enhanced Wasteland Preset Trees Have Colorful Leaves WET True Storms Realistic Death Physics 3 different gun skins Also I'm pretty inexperienced as far as mods go. So will any of these conflict with each other? If so, recommendations on which to use (optional explanation if you would like to).
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A mod like skyrim's SkyJubs Invisible Helmets - No Helmet Mod - Hide Helmet Mod http://www.nexusmods.com/skyrim/mods/18250/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D18250%26preview%3D&pUp=1 Where a player can gain the stats and perks of a head piece without the armor showing up on the characters face. Basically a mod that hides helmets in the game.
