Helloooo, unfortunately, I do not think this is currently possible because we don't have a way to distinguish interior from exterior regarding the shader edit for the black FOW, that I know of.
Is there a way that the grey area, which is where you've been, but you're not currently looking could also be blacked out? If you can send me where to find this stuff, I could probably do it myself, I'd just need some guidance
Meaning anywhere we are not looking should be black as well. Areas we saw, areas we have been should turn to full black because we aren't actively looking there, we aren't actively standing there anymore.
EDIT: After playing with this a little bit, I understand why this comment was made in the first place. Its almost impossible to figure out if my guys are able to see where I position them. If I stick them to a corner so they can bail out when necessary, the aim might be getting obstructed by the corner, and I am unable to be %100 sure if it's getting in the way or not. That is one of the examples. Sometimes I put my guys to hold an open door, and decide to work from a different entry point and its hard to figure out whether my guy at that open door is able to see what I want him to hold. So, something to fix/help this issue/problem is needed.
I load this last for anyone wondering, after Pan GUI, it then makes the whole map/outer map all black, making the world feel more immersive (No grid) It would be cool if the mod done that on it's own!
Removing some of the indicators and the glowing blue trooper FOV was a very cool idea. I understand some don't like it, though it is an amazing option for those of us who like something more immersive, also it makes the game's lighting and colours look more natural!!
I'm over a thousand hours in so I've kind of memorised what the effect radius of most items covers. Not seeing into rooms or areas before a trooper is looking into them makes a lot of sense, without knowing the map, there's no obvious way to know a rooms layout. I like it.
Perhaps you should have multiple tiers of Going in Blind. With indicators and what it is now. It would also be interesting to see the map fade to black again when nobody is looking. As it is, doors can be opened out of sight and that won't register unless a trooper sees the door again. Removing the film grain, removed the shaded but not black area that this happened in. While it's not a big deal because I know the game, there could be a deeper version of GiB that only reveals what is 'currently' seen and returns the area to black. Basically just make the old gilm grain black.
For anyone that wonders if that would be annoying while clearing large maps, a glow stick mod could be used to show cleared areas! And then glow sticks have a real use in DK2 :D
Will we be able to access an optional with trooper FOV? I liked the older version a bit more than the current without any trooper FOV, which was slightly lighter in colour than unseen areas (lightly grained).
I mean the original version where, if you hovered your mouse over a trooper you could see his FOV (in blue). Anything outside of your units FOV would remain in film-grain and anything you haven't seen would be black as usual.
Hi! Load order doesn't matter for the most part. The only time it matters is when you have mods which modify the files that GIB modifies. Though, I haven't found a mod which breaks GIB. But if you do find one that does, just load GIB after that mod.
Also, let me know which mod that is if you do end up finding one, thanks!
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Areas we saw, areas we have been should turn to full black because we aren't actively looking there, we aren't actively standing there anymore.
EDIT: After playing with this a little bit, I understand why this comment was made in the first place. Its almost impossible to figure out if my guys are able to see where I position them. If I stick them to a corner so they can bail out when necessary, the aim might be getting obstructed by the corner, and I am unable to be %100 sure if it's getting in the way or not.
That is one of the examples. Sometimes I put my guys to hold an open door, and decide to work from a different entry point and its hard to figure out whether my guy at that open door is able to see what I want him to hold.
So, something to fix/help this issue/problem is needed.
Removing some of the indicators and the glowing blue trooper FOV was a very cool idea. I understand some don't like it, though it is an amazing option for those of us who like something more immersive, also it makes the game's lighting and colours look more natural!!
I'm over a thousand hours in so I've kind of memorised what the effect radius of most items covers. Not seeing into rooms or areas before a trooper is looking into them makes a lot of sense, without knowing the map, there's no obvious way to know a rooms layout. I like it.
Perhaps you should have multiple tiers of Going in Blind. With indicators and what it is now. It would also be interesting to see the map fade to black again when nobody is looking. As it is, doors can be opened out of sight and that won't register unless a trooper sees the door again. Removing the film grain, removed the shaded but not black area that this happened in. While it's not a big deal because I know the game, there could be a deeper version of GiB that only reveals what is 'currently' seen and returns the area to black. Basically just make the old gilm grain black.
For anyone that wonders if that would be annoying while clearing large maps, a glow stick mod could be used to show cleared areas! And then glow sticks have a real use in DK2 :D
Anything outside of your units FOV would remain in film-grain and anything you haven't seen would be black as usual.
is this functionally purposed?
And I suppose to need a way as roll-back solution(old version of mods or something like that manual)
Also, let me know which mod that is if you do end up finding one, thanks!