Hello! Can this be used with "E3 2018 Lighting MOD" without installing "Inplace Streamingsectrors Nulled"? I am asking because the author of that mod said that "Inplace Streamingsectrors Nulled" should no longer be used with their lighting mod but it is a requirement for this mod.
It can't be used without inplace streamingsectors nulled. But i also can't see how Inplace SN could conflict with e3 lighting mod. Even if it has some of those files modified - just give e3 mod higher priority to override whatever it needs. Everything else will work just fine
This should be a ray traced local shadow problem, I don't know if CDPR sets the distance of local shadows very close, at the moment only PT can solve this problem, or there is a mod to solve it but I didn't find it
If this mod requires Inplace Streamingsectors Nulled, and Inplace Streamingsectors Nulled requires Phantom Liberty, does this mod require Phantom Liberty to work properly?
Thank you so much for fixing all the problems that a multi-million dollar company doesn't want to fix. They always make excuses like it can't be fixed or the problem is the engine, but you modders have shown that it is possible. Seriously, thank you so much for all your fixes! <333
I'm just gonna tell you upfront cause I'm sick of people saying "modders are better than devs at their own games" after CP77 and DL2.
No, modders are not even the SAME as devs. They are 2 completely different jobs with entirely different workloads.
Modders have an entire engine pre-constructed for them, often with plenty of documentation to work from. Modders don't have oppressive time / resource / manpower constraints that requires management to make sure none of it is unnecessarily wasted. Modders don't have to communicate with entirely different departments to ensure they're all making a cohesive central vision without stepping on each other's toes that may cause brutal set-backs + stagnation.
Most importantly... Modders have the luxury of hyper-focusing on very specific aspects of the game (again with little if any constraints other than personal free time they dictate themselves) whereas devs have to work together to make an ENTIRE PRODUCT. Modders can afford to work on their own visions, devs have to work on the public's + company's vision.
This is why modders are rarely hired to become devs. And why devs rarely partake in modding. Because they're not the same job at all. Each with their own pros + cons.
Don't get me wrong, modders are talented and do amazing things. But they can afford to do those things because they're NOT developers of the actual product. I'm sure many of the devs would love to fix and refine every little detail about their work of passion. But they can't. It's not their job to. It's not cost-effective. It's simply not feasible for what is essentially only a few hundred people, many who arent actually coding, to do what a whole community of thousands of modders have taken years to do.
And lets remember. A lot of these mods impact performance. Not good and downright illegal if not handled appropriately for a mass-market commercial product to have performance creep trying to fix every minor engine quirk.
Game is plagued by broken shadows and bad LOD since release, hell, it became even worse with time. Its not "hyper-focusing on very specific aspects of the game", it is a huge part of the game. Anyone spending 5-10 minutes moving around will notice those problems.
Oh please just stop. These issues are obvious and it’s gotten way way worst. 1.63 was leagues more stable than current day vanilla cyberpunk. Thank god we have modders to fix the obvious issues this game has.
The changes are so subtle I've not been able to spot the differences between screenshots in my game (yet?). Maybe it's only really detectable at sunrise and sunset, when the shadows are long?
Aha, i just test it. Higher priority of IDS nullefied your HextGen Distant LOD impomements. But, if IDS priority will be lower, does it mean, that modified buildings won't cast distant shadows?
getting constant crashing after installing this and another of your recent mods, I couldn't get a crash if I played for 2 hrs now I get one after 5 minutes on the regular after multiple system reboots. Even after uninstalling the mod. Not blaming you but boy is it frustrating
And how is your Vram ? Maybe it was already at the limit of saturation, and adding some mods was perhaps too much (texture mods are particularly heavy, as well as playing at 1440 or 2160p with RT enabled)
all I know is that I would play hours at a time, crashes were as common as they would be on console, after installing (and uninstalling) these mods, I can't last 5 minutes in the game, something random like bringing up the map, calling an elevator, or really just anything at all will cause a CTD. I'm reinstalling the game on steam as well as all my mods one by one
86 comments
Thanks in advance!
is there any difference between the megabuilding meshes from here vs the ones from NextGenDistantLODS?
No, modders are not even the SAME as devs. They are 2 completely different jobs with entirely different workloads.
Modders have an entire engine pre-constructed for them, often with plenty of documentation to work from. Modders don't have oppressive time / resource / manpower constraints that requires management to make sure none of it is unnecessarily wasted. Modders don't have to communicate with entirely different departments to ensure they're all making a cohesive central vision without stepping on each other's toes that may cause brutal set-backs + stagnation.
Most importantly... Modders have the luxury of hyper-focusing on very specific aspects of the game (again with little if any constraints other than personal free time they dictate themselves) whereas devs have to work together to make an ENTIRE PRODUCT. Modders can afford to work on their own visions, devs have to work on the public's + company's vision.
This is why modders are rarely hired to become devs. And why devs rarely partake in modding. Because they're not the same job at all. Each with their own pros + cons.
Don't get me wrong, modders are talented and do amazing things. But they can afford to do those things because they're NOT developers of the actual product. I'm sure many of the devs would love to fix and refine every little detail about their work of passion. But they can't. It's not their job to. It's not cost-effective. It's simply not feasible for what is essentially only a few hundred people, many who arent actually coding, to do what a whole community of thousands of modders have taken years to do.
And lets remember. A lot of these mods impact performance. Not good and downright illegal if not handled appropriately for a mass-market commercial product to have performance creep trying to fix every minor engine quirk.
Thanks Sosuine, Deceptious, DBK01, TheCyanidex, and modders!!! <3
Maybe it's only really detectable at sunrise and sunset, when the shadows are long?
Do you have any tips about load order? Because i see conflicts with your other LOD mods.
But, if IDS priority will be lower, does it mean, that modified buildings won't cast distant shadows?
Maybe it was already at the limit of saturation, and adding some mods was perhaps too much (texture mods are particularly heavy, as well as playing at 1440 or 2160p with RT enabled)
This is the first time I've gotten a crash in fact.
Damn I really wanted to use this mod, looks great.
Edit:
Had only local RT shadows enabled and now I'm trying the mod with RT disabled completely. No crashes so far, fingers crossed.