Fallout 4

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Sonic Ether

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SonicEther

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111 comments

  1. bchick1
    bchick1
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    Howdy !

    I am getting two lines on the startup screen that indicate an 'error' or some kind although it appears to be concerning the syntax used in the command(s). The two lines of text appear in yellow.

    However, the ENB seems to work as other indications do not indicate a real 'failure'.

    I tried to make a SS of this but it is obvious that the startup command lines are in console mode superimposed on the game startup so it could not be captured.

    If anyone knows of what I am speaking of: Does anyone know how to edit so that these errors do not occur?

    No biggie but just annoying to see errors ...

    Thanx !
    1. ArtaniS84
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      Same here although it does not seem to hurt anything. Useing ENboost alongside
  2. NomadsReach
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    I'd pick this over an ENB any day. Will be trying this with Natural and Atmospheric mod.
  3. itsbooby
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    Hi. I never even heard of "Tone Mapping" before. Learn something new every other day, huh?
    Judging by the pictures, though, I've needed this mod since it was first created... Cheers!
  4. MAxMAster99
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    Is this one Performance heavy?
    1. SMB92
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      Nah its great
  5. Sanriken
    Sanriken
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    Any chance converting this shader to ReShade 3.0 + ?
  6. defmech
    defmech
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    I found that changing the line in custom.h from:

    color = pow(color = 0.6);

    to:

    color = pow(abs(color) = 0.;

    makes the appearance not so washed out and gets rid of the warning message. Still feels a little underexposed, but worth a try for those who feel that the defaults are a bit off.
    1. riversavalon
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      So I noticed that where you wrote

      color = pow(abs(color) = 0.;

      The emoji thing overtakes what the numbers are.
    2. riversavalon
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      color = pow(abs(color) = 0.8);

      is the actual line there.
    3. Vexsanity
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      That line doesnt seem to work for me, I just get an error and it doesnt compile

      color = pow(abs(color) , 0.;

      this line however compiled fine.
    4. Selphadur
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      Hi!
      I played a little with this shader file and edited it.
      You may try if you wish. I too felt that it is underexposed and somewhat dull.
      Edit Custom.h like this:
      float3 CustomPass(float4 position : SV_Position, float2 texcoord : TEXCOORD0) : SV_Target
      {
      float3 colorInput = tex2Dlod(s0, float4(texcoord, 0, 2)).rgb;

      const float scale = 0.8;

      float3 color = saturate(colorInput * scale);

      color = -(color/(color - 3.33));

      const float normalizer = -(scale/(scale - 3.33));
      color /= normalizer;

      color = pow(color, 1);

      return saturate(color * 1);
      }

      It removes Bethesda's that grayish/whiteish tonemap and fortifies colors. I use IPS monitor, people may with TN panels may not notice this much as a change is subtle, but noticable.
      Also I edited it while using Realistic Lights mod.

      Regards

      EDIT:
      If you feel that it is too dark change two values of 3.33 to 5.01 or 8.37.
      8.37 will have almost the same brightness as vanilla, but with proper tonemap :)

    5. ivanfabric
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      Lovely tweak, suits me better than original. Do you happen to know how can i desaturate colors a bit?
      Shall i lower this value? : return saturate(color * 1) Sorry for a newbie question.
    6. Selphadur
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      Hi!
      Yes, you can lover that value.
      return saturate(color * 1); you can put 0.9, or 0.8 or whatever it suits you best instead of 1.
      It would be like that: return saturate(color * 0.9); and etc.
      EDIT:
      Also in this section
      color = -(color/(color - 3.33));

      const float normalizer = -(scale/(scale - 3.33));
      I am using value of 6.68 instead of 3.33. It has a nice balance. A little bit darker than vanilla, but not too dark (after some playing I find 3.33 too dark, but it may be because "Realistic Lights" mod that I am using, so results may vary )
      EDIT EDIT:
      Actually lovering "saturate" value at the bottom as I was suggesting before darkens the game. I will look into how to de-saturate without darkening the game
      EDIT x3:
      Actually the easiest and best way to desurate I found to be through SweetFX_Settings.txt file. Change #define USE_VIBRANCE to 1 then go to "Vibrance settings " part and edit #define Vibrance value so it is negative and use small numbers, for example -0.15. Going for too big numbers, such as -0.5 may cause game to change colors (I found that it changes UI to magenta and also it vandalizes all the colors of the game). So the value of between -0.01 to -0.25 should be used.
    7. ivanfabric
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      Didn't expect such an exhaustive answer - very helpful. Kudos to you Thank you!
    8. BullHorn
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      None of the above...

      It's crashing because he missed a semicolon on line 18

      This:
      const float normalizer = -(scale/(scale - 8.37))
      Should be this:
      const float normalizer = -(scale/(scale - 8.37));
    9. Selphadur
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      It was. :)
      But also it gives error because of color = pow(color, 0.6);
      Because this value returns a negative. So it should be equal or above 1.
      Also because of this there is a need to re-adjust
      color = -(color/(color - 1));

      const float normalizer = -(scale/(scale - 1));
      color /= normalizer;
      As you stated to the value such as 8.37. This value is closest to vanilla brightness except it neutralizes vanilla's tonemap, which is good and improves picture quality :)
      Also as you can see in the code I provided above there is already a semicolon fix in place :)
    10. ivanfabric
      ivanfabric
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      Well mine didn't crash because it had semicolon in it! Chill out
    11. BullHorn
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      Is there a way to make it slightly brighter than 8.37?
    12. Selphadur
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      Yes, there is :)
      You can use whatever value you like, actually :D But I prefer increasing it by 1.67 (because of my own calculations which may not be very logical, but they work :D).
      So you may try 8.37+1.67 which equals to 10.04. Or if it is too bright, you may use 9 or 9.25 and such. :) Value 8.37 is the same brightness as vanilla (maybe even a bit brighter) :)
      Just remember that you need to change both values of "color = -(color/(color - x.xx));" and "const float normalizer = -(scale/(scale - x.xx));". Where x.xx you put your desired value. Both values must be the same (for example if you use 9.00 in "const float normalizer = -(scale/(scale - 9.00));" the same must be in "color = -(color/(color - 9.00));").
      Have a nice day :)
    13. BullHorn
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      From my experiences, 8.37 is a tiny bit darker than vanilla and any value higher than it has no effect whatsoever...
    14. Selphadur
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      Try 10.4. It surely works. Makes it brighter
      Also it may seem darker because vanilla's milky tonemap is removed. You can compare by pressing "Scroll Lock" and see the difference between SweetFX and vanilla.
    15. ivanfabric
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      10.4??? What is wrong with me then? I am using 3.33 and Realistic Lights and it is still too bright for me...
    16. Selphadur
      Selphadur
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      It may and will be different on which monitor you use and what brightness settings you use
      I use 6.68 value and it is darker than vanilla. Not too much. Looks great. But I also use monitor with IPS panel. Using monitor with TN or VA panel it should be more darker.
      Also any windows color, gamma and brightness settings apart default will impact this values in Custom.h file.
      And nevertheless settings in Sweetfx_settings.txt file will have impact to this custom shader (using different preset than SonicEther provided with this mod will bring different results).
      By the way, BullHorn, make sure Reshade SweetFX are properly installed and activates properly. For me value above 8.37 is really a lot brighter than vanilla and personally I would not recommend value above 8.37 as it makes picture absurdly bright.
      Also Godrays make game very bright, and with them turned off game becomes darker.
    17. roamwild
      roamwild
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      Thanks a lot! This fixes it right up for me; now I can actually use this package that SonicEther was good enough to provide for us. I appreciate your including alternate values too as I do like it a bit brighter than your base setting. Cheers!
    18. Selphadur
      Selphadur
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      For people to know I am not associated with SonicEther in any way. I am just random guy who provided alternative values for SonicEther's mod. That is all
      This mod is really great, but for me it was a bit off so I tweaked it a little and decided to share with people who like this mod, but wanted it a bit different
    19. BullHorn
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      I highly doubt this is the actual SonicEther, it's a bit douchy of him to throw this here in a broken state and expect someone in the comments to fix it for him...
    20. Morwyn Kelm
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      Using 8.67 effectively negates the hideous Beth tonemap. In fact, it makes things slightly brighter. If your image is drastically dark/light, something else is going on.
    21. FalloutMember
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      For some reason I can't change the values, or at least they don't work.
      If I change color = pow(abs(color) = 0.6); to 0.8 it looks like the contrast is higher, more color.
      But if I change const float normalizer = -(scale/(scale - 1)) to 3.33 or any other number, it seems the whole mod stops working..
      Any idea what might cause this to stop working? Because the default is a bit too dark/dull and I want to make it a bit brighter.
    22. SMB92
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      Setting at .668 is fantastic for me, using Vivid weather and darkest nights. Cheers for the recommendation.
  7. SMB92
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    I cannot believe how effective this little reshade is. I didn't realise how bad it was, now I can actually see the details in the textures. Author is not wrong about "all that tonemapping in my face".

    On top of that, I have ENB 3.11 installed for it's fixes (No preset), and it seems to me I get better performance now. I can't understand how that is (not familiar with Reshade internals) but surely things are smoother, especially in my heavy Sancuary settlement. I'd very much like to see an explanation for this!
  8. 333Aleksey
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    It's great !!!

    My recommendations for file SweetFX_settings.txt :

    USE_LUMASHARPEN 1
    USE_TONEMAP 1
    USE_CUSTOM 1

    sharp_strength 1.60
    sharp_clam 0.1

    Saturation 0.4

    custom_strength 0.8

    It is the balance between day and night.

    Write your suggestions.
  9. onelunglee
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    Very useful on it's own. A godsend if combined with a few other mods. Any chance I can get the mod creator to list which features it's using? Nevermind, it's listed right at the top of the sweetfx settings config.
  10. MarkReal
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    Hey, I'm really interested in applying this mod to my own personal ReShade setup. However I'm using ReShade Framework and could not figure out how to get your Custom effect to work within the newer ReShade file structure. So I know I'd be asking alot but could you do the same thing using ReShade Framework?
    1. nexusgolem1
      nexusgolem1
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      I have the same problem. I have LUMAsharpen set just right with the new ReShade Framework, and I have no idea how to add this mod (or the essential changes) on!

      EDIT:

      I figured out the obvious solution. Instead of working against the old SweetFx system, work with it. I abandoned the ReShade Framework, and simply used Sonic's files. The funny thing is he already has lumasharpen activated. All you have to do is open SweetFX_Settings.txt within the SweetFX folder, and change
      #define sharp_strength 1.00
      to:
      #define sharp_strength 1.70