Fallout New Vegas
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Xilandro

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¯\_(ツ)_/¯

15 comments

  1. willinger1
    willinger1
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    Is this possible to port standard wheather settings, types from Fallout 3 to fix this bug? I'have never such things before
    1. Xilandro
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      Nope.
  2. deleted64807506
    deleted64807506
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    you can create the same issus if the day and sunset/sunrise drastically different
    1. Xilandro
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      No, it's not the same issue.
    2. deleted64807506
      deleted64807506
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      language barrier i try with other words

      i notice a simliar issus general with Day and sunset/sunrise the only different is the Color Tint. 150/225 /225 Day. 100/255/255 Sunset. but its feel exactly like your video. this IMS system general work not perfect. but its still better as nothing
    3. Xilandro
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      Let me explain. Imagine a line from 0 to 1. In this case, transition is a process when the value is going from 0 to 1 over time, like this: 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1. ALL values of 2 different imods are remapped on this 0 to 1 line. Certain imod settings are very sensitive to changes if they're used in combo with other sensitive settings. Like contrast average luminance mixed with big brightness changes. Or target luminance with bright scale and bright clamp mix. Or all of them together. The more different these settings are in the imods that are about to undergo transition, the bigger is the chance you'll get messed up visuals. But that is how it's supposed to work, transition itself is 100% correct. So the issue is 100% on the person who made these imods without giving it proper attention, or without knowledge what each setting is doing exactly. It can be fixed just by sticking to some standardized contrast and luminance range for the whole mod (ie, no negative values and no values higher than 1.8) But again, the code behind the transition is working properly there.
      Issue I have explained in the video is caused by the code not working properly at all. Remember the transition 0-1 line I described? High noon looks a bit different. It's 0 - 1 - 0. High noon imod transitions into the day imod and back, like this: values *should* start as 0 (starts at the end of sunrise/start of day), move to 1 (~12pm) and then move back to 0 (at the sunset start/day end). Whole transition *should* work like this:
      0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1 (12pm peak), 0.9, 0.8, 0.7, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1, 0.
      But the code is broken and it works as 1 - 0 - 1:
      1, 0.9, 0.8, 0.7, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1, 0 (12pm peak), 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1
      That's the issue I'm talking about.
    4. Xilandro
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      "i notice a simliar issus general with Day and sunset/sunrise the only different is the Color Tint. 150/225 /225 Day. 100/255/255 Sunset"
      No, I just tested it. Works fine. You might actually see the bug I described in the video because you have a high noon imod different to the day imod
    5. Xilandro
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      basically, do this, until the bug is fixed (which I doubt will ever be)
    6. deleted7103646
      deleted7103646
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      " It can be fixed just by sticking to some standardized contrast and luminance range for the whole mod "
      this is correct..noticed this years ago..

      but i never noticed adverse effects with different ism's with the same settings.
      you saying that a copy of a ism would have the same bug, even if all settings on the second are a exact match of the first ?
      Not that it would serve any purpose other than naming.
    7. Xilandro
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      No, you can use different IMOD forms for day and noon, if they have 100% identical settings, that's totally viable option. But there's no real point doing it except for the naming.
    8. deleted7103646
      deleted7103646
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      Maybe JIP can fix that stuff in the code ?
    9. deleted64807506
      deleted64807506
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      thanks for the explain @Xilandro
      nevada skies dont use High Noon

      @printerkop
      nope
    10. Xilandro
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      @printerkop
      New age nvse devs are looking into the issue. But obsidian made a big mess with the code, and that makes the fix extremely hard or even impossible. Time will tell.
    11. deleted7103646
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      Ah, has NVSE got some new programming talent ?
      Nice to hear there are still people working on improving stuff.
    12. Xilandro
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      @printerkop
      Yup. JohnnyGuitar team diggin that stuff. Over the past few months they've been making some insane things.
    13. deleted7103646
      deleted7103646
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      Noice !