Sounds like the shader is referencing a package you don't have installed. I recommend reinstalling the latest version of ReShade. When you do, make sure you're checking off all packages except Depth3D, OtisFX, and Fubax. Let me know how it goes.
Glad to hear it. Just know that installing all the optional shader packages will create several duplicate .fx files. What this means is any saved preset you have that uses one of these duplicated shaders will automatically load both into the preset by default, resulting in twice the effect of that shader (and it always makes it look bad, in my experience). You can fix this by opening the ReShade menu while the game is running and manually disabling the duplicate shader, but you'll have to do this every time you run the game.
The best way to handle this that I've found is to install all optional shader packages except for Depth3D, OtisFX, and Fubax. Other than the fact that I've never used anything from these packages, installing ReShade in this manner only creates one duplicate file - Clarity.fx. Once it's installed, navigate to the game's shader folder and toss one of the clarity.fx files in the trash and bam - no more duplicates.
Yeah, I'd like to see daytime screens, as well as day/night screens in more diverse areas. These screens show it looks great at night with the city lights, but it looks weird in the menu (imo), so I'm curious about other areas and different lighting, etc. Like how does it look in the badlands at high noon? How does it look at the end of a dark tunnel with the daylight shining in? How does it look in just a generally dimly-lit area (no city lights, etc.)? Judging from the other reshade presets I've been looking at, it seems challenging to combat the games default gray/green tint in some spots without over-compensating in others.
I'd just test it myself, but the reshade I'm currently using requires v4.7.0 with some overwritten files, so I'd have to do more than just copy the .ini's and I can't tell yet if it's worth the effort.
Alright, I tried it out and uploaded (pending author approval) some additional comparisons between vanilla/synthwave/lite in other types of areas/lighting. I think even the lite is too strong of a tint in daylight, and the scanlines have a more noticeable effect in daylight as well. I found some success with editing the gradients fx and dropping down the opacity for Dark Scene: Midtone Color from 1.0 to around 0.53 and that helped reduce the overall purple tint across the whole screen, while still retaining some of the aesthetic. Ultimately though, I realized that this gradient effect would pair really well with the Dystopian 1.3 reshade, so I copied the gradient effect values over to that and put it at the top, and changed Dark Scene: Midtone Color to 0.575. I did not upload any screens from this however, to avoid confusion for people looking at the images without seeing this comment. I'm really liking it so far though and will continue to evaluate/tweak my merge of Dystopian 1.3 and Synthwave 2077 and maybe if I think it's solid enough in all situations I'll ask the authors for permission to upload it.
Yeah the brighter the scene the noisier it can be, but even looks good in the day, in indirect lighting e.g. between buildings etc. Even roaming the Badlands isn't bad, as long as you're not looking toward the Sun. Or first person viewing from your car, where it is even brighter. I find it's worth it for the night though--it looks amazing in contrasted scenes with darks and brights together...it also gets rid of that greenish cyan cast that the game seems to have at night a lot ...And definitely use SMAA, as the scan lines can make for a little more aliasing.
Thanks for the screenshots, especially the ones showing what it looks like during the day. I made this preset as more of a novelty option and wasn't even sure I was going to release it because of how drastic of a change it is. Plus I just figured someone who knows this stuff better than me would have released a similar looking preset by now and I was kind of surprised that it hadn't been done yet. Same thing with my Deus Ex preset. I know it they aren't perfect but no one else had done them so I figured why not.
Honestly I just really like how this makes Night City look. Outside the city limits however, particularly during the day, it's probably not be the best option like you were saying. That being said, if you want to send me what you've made then I'd love to see it
I appreciate that you did release it because it inspired me to dig into tweaking stuff and find my own personal sweet-spot for all areas (at the expense of not being as pretty in the neon-lit city). I knew I wanted to apply a sorta overall tint like this (especially to combat that ugly gray/green hue), but wasn't sure what fx to mess with in reshade. This gave me a good reference to use. I'm now wondering if maybe there would be a way to script checking game environment status and adjusting reshade fx values smoothly in an automated fashion. Like really, I'd love to have it change just that 1 opacity slider based on like time of day or something, so it's at 1.0 during the darkest hours and like 0.5 during the brightest, and slowly transitions during the other hours. Maybe we can do something similar once proper modding support comes.
If I turned up the saturation on my monitor, the colors wouldn't change, the vibrancy of those colors would. That isn't the same as the effects of a reshade. There is a difference between changing how saturated a color is and changing the shade of a color or the color itself.
The word "mod" is loosely defined, particularly on sites such as this. Here, "mod" is a term that is typically defined as something that an independent user has created which purposely alters a player's experience with a video game in some way. I think it's safe to assume that the userbase of sites that would host these files, such as the Nexus, understand what is meant by the word mod. How the mod was created is irrelevant in this context. Indeed, the Nexus site itself appears to acknowledge this definition, loose as it may be, due to the fact that the button that is pressed in order to submit anything to this site says "Upload a mod".
That being said, if you're upset that I didn't use the correct word even though everyone still understands what is meant by the word I used, then I don't know what to tell you. It's nitpicking at best and gatekeeping at worst.
First thought that came to mind "Far Cry - Blood Dragon!" I kind of think it might be night to have an "always night" mod. I mean, we never see these worlds in the day much, in movies.
36 comments
The best way to handle this that I've found is to install all optional shader packages except for Depth3D, OtisFX, and Fubax. Other than the fact that I've never used anything from these packages, installing ReShade in this manner only creates one duplicate file - Clarity.fx. Once it's installed, navigate to the game's shader folder and toss one of the clarity.fx files in the trash and bam - no more duplicates.
Seriously tho, nice looking preset. I do wish there was a way to make the interface/menus look better with it. Maybe a HUD color replacer would help
I'd just test it myself, but the reshade I'm currently using requires v4.7.0 with some overwritten files, so I'd have to do more than just copy the .ini's and I can't tell yet if it's worth the effort.
Alright, I tried it out and uploaded (pending author approval) some additional comparisons between vanilla/synthwave/lite in other types of areas/lighting. I think even the lite is too strong of a tint in daylight, and the scanlines have a more noticeable effect in daylight as well. I found some success with editing the gradients fx and dropping down the opacity for Dark Scene: Midtone Color from 1.0 to around 0.53 and that helped reduce the overall purple tint across the whole screen, while still retaining some of the aesthetic. Ultimately though, I realized that this gradient effect would pair really well with the Dystopian 1.3 reshade, so I copied the gradient effect values over to that and put it at the top, and changed Dark Scene: Midtone Color to 0.575. I did not upload any screens from this however, to avoid confusion for people looking at the images without seeing this comment. I'm really liking it so far though and will continue to evaluate/tweak my merge of Dystopian 1.3 and Synthwave 2077 and maybe if I think it's solid enough in all situations I'll ask the authors for permission to upload it.Honestly I just really like how this makes Night City look. Outside the city limits however, particularly during the day, it's probably not be the best option like you were saying. That being said, if you want to send me what you've made then I'd love to see it
ReShade works by modifying render function calls of the game and applies additional effects. It is a mod, whether you like it or not.
Why so much hate? Funny how no one complained about all of the ENB's and ReShades for Skyrim/Fallout/Witcher3.
Bingo.
Reshade does not modify the game's rendering.
It's a post-process injector that works on the final output frame.
All of which is besides the point, since this is a PRESET for Reshade.
Plenty of people complain about Reshade preset littering on Nexus. Especially those who make actual MODS, the thing this website was made for.
Also don't place Reshade presets and ENB on the same level, the latter can actually alter a game's rendering in all sorts of complex ways.
This isn't a modification of the game. It does not modify the game files nor anything within the game's inner workings.
It's as much of a mod as turning up saturation on your monitor.
This isn't content, it adds nothing to the game.
That being said, if you're upset that I didn't use the correct word even though everyone still understands what is meant by the word I used, then I don't know what to tell you. It's nitpicking at best and gatekeeping at worst.
I kind of think it might be night to have an "always night" mod. I mean, we never see these worlds in the day much, in movies.