This page was last updated on 05 January 2025, 1:12AM
Changelogs
Version 0.77.5
SkipBootingScreens: fixed issue with Route B not loading correctly (thanks to basti5555 for finding the fix!)
ManualCulling: added many new filters, thanks to basti5555's work on improving them!
H264: updated to CriMana v2.21.12
DisableFakeHDR: allows disabling the fakeHDR added in 2021, making it easier to retrofit with tools like SpecialK
LODMultiplier: fixed engels showing in water during intro section
ShadowForceAll: fixed shadowing during intro section
MakeIntroScreenLoadGame: allows skipping intro/main menu, showing "load game" menu immediately
Version 0.77.4
DisableVignette: allows disabling the on-screen vignette effect, this only affects the in-game 3D view, 2D things like menus seem to use a vignette texture instead
ShadowCascadeAlgorithm: lets you define a custom algorithm to set up the shadow cascade distances, mostly for advanced users, the default algo used by LodMod should be good enough for most people
ShadowCascadePSS: if set, will calculate shadow distances using PSS (practical split scheme), seems to work great in some areas, but falls apart in others... maybe worth playing around with more
Version 0.77.1
Added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
SkipIntroMovies & SkipBootingScreens options: these work how you'd expect, should let you load into the game much quicker!
TranslateEnable: translates some hardcoded Japanese text, in retail builds these are mostly just error dialogs, but on debug builds this can also translate a lot (~80%) of the Japanese debug menus for you, making them a lot more accessible to people.
FixJapaneseEncoding: converts the Japanese texts Shift-JIS over to UTF8 instead. In retail this will again mostly just affect error messages, but on debug builds this can also fix the debug output given to any attached debugger too.
Added a way to open debug-build menu on keyboard: HOME + END - unfortunately the debug menus themselves only accept controller input, hoping to add in support for keyboard to all the menus eventually (have something working locally already, but doesn't work with all of them yet)
EnableH264 & Movies.EncryptionKey settings: if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
Version 0.76.5
Add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
(bugfix) Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...)
Version 0.76.4
Added buffer-size changes for movie related buffers, allows larger-than-1080p (1440p/4K) movies to play fine, seemingly without issues
Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
Allow loading settings overrides from any LodMod.ini found in a game subfolder - any movie mods could easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini (on github) gives an example of a LodMod.ini for 4K movies.
Version 0.76.2
Fix chainloading issue with settings not being loaded, reimpl. GetSaveFolder (many thanks to Kyhze for reporting this issue!)
ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without issues
Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
Version 0.76.1
ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active (recommend using them both though, but it's useful for testing stuff)
Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see notes at https://github.com/emoose/NieRAutomata-LodMod/commit/4ec240c4ae3b484a2dae12bffa3c56f9f99400f0)
Version 0.76
Added ShadowModelHQ & ShadowModelForceAll patches
DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)