I see a lot of people asking for a performance improving mod on the discord.
No Fade improves performance, sometimes by a lot depending on the situation or your hardware.
It removes the fade in shader effect but does not affect draw distance in any way.
Some (not all) objects will now instantly pop in instead of slowly fading in, that's it. This shader effect can be heavy on some systems, especially while moving fast.
This LUA script should work for people requesting it:
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NMS_MOD_DEFINITION_CONTAINER = { ["MOD_FILENAME"] = "No Fade 1.0.pak", ["MOD_AUTHOR"]= "WoodyMontana", ["NMS_VERSION"]= "3.62", ["MODIFICATIONS"] = { { ["PAK_FILE_SOURCE"] = "NMSARC.59B126E2.pak", ["MBIN_CHANGE_TABLE"] = { { ["MBIN_FILE_SOURCE"] = "GCENVIRONMENTGLOBALS.GLOBAL.MBIN", ["EXML_CHANGE_TABLE"] = { { ["VALUE_CHANGE_TABLE"] = { {"TerrainFadeTime","0"}, {"TerrainFadeTimeInShip","0"}, {"CreatureFadeTime","0"}, {"FloraFadeTimeMin","0"}, {"FloraFadeTimeMax","0"}, } } } } } } } } --NOTE: ANYTHING NOT in table NMS_MOD_DEFINITION_CONTAINER IS IGNORED AFTER THE SCRIPT IS LOADED --IT IS BETTER TO ADD THINGS AT THE TOP IF YOU NEED TO --DON'T ADD ANYTHING PASS THIS POINT HERE
Sooo.... Vortex says there's an omega update, clicked it, and it points to this page.... with no files and zero explanation upon scanning the description. is this a dead mod?
Its being supported with Babscoole's lua files for AMUMSS if you want an updated version. They listed the link in the sticky post above at the very bottom, but you can see it ( here ). You will still need AMUMSS and know how to use it to create an updated file.
One changes a .mbin file, while the other changes a .global file. Both have the same name, but different file type so I would assume yes.
However, just in case you can download the FineLOD .lua file from here https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/tree/main/Babscoole
Afterwards, look directly above your comment here and you will then notice the author of the mod you are talking about, Babscoole, actually made a comment for this mod, NoFade. Follow the instructions in his comment to download a NoFade .lua file and can just merge the two if you are worried about compatibility. Also if you havent learned to merge yet, highly recommend it. Its very easy but really annoying to learn at first. I may make a video on it because I have yet to find any good tutorials for 2023. Most of the video versions are very longwinded and outdated.
I tried merging mods, no fade doesn't seem to be working after the merge. according to amumss there is a conflict in the GCENVIRONMENTGLOBALS.GLOBAL.MBIN. I examined both the .lua files.
["VALUE_CHANGE_TABLE"] = { {"AnimationScale", "10"}, -- Original "50" {"TerrainFadeTime", "1"}, -- Original "2" {"TerrainFadeTimeInShip", "1"}, -- Original "2" {"CreatureFadeTime", "0.7"}, -- Original "1.5" {"FloraFadeTimeMin", "1"}, -- Original "0.6" {"FloraFadeTimeMax", "1.5"} -- Original "2.25"
These are fine lods settings, while no fade has all of them set to 0 and doesn't change anything else from what I can see.
Theoretically even though there is a conflict, wouldn't no fade just act as an overwrite for these settings and not really cause a crash since its just adjusting the values to 0?
I checked and the file names are structured as follows: _Fine_LOD_433 and __MOD_NO_FADE. According to the nms mods wiki, alphabetically _ comes before __, meaning no fade would load after it
I tried not merging them to see, but i am still seeing fade in. This seems to suggest to me that maybe no fade is not compatible with the most recent update, the fade is certainly less pronounced than before and stuff is instantly popping in instead of fading but some of it does still fade. This seems to me like fine lod is working as intended, while no fade is not
No fade only affects the global fade in values. Some objects have custom fade in values built in their spawn tables that will override the global ones.
112 comments
No Fade improves performance, sometimes by a lot depending on the situation or your hardware.
It removes the fade in shader effect but does not affect draw distance in any way.
Some (not all) objects will now instantly pop in instead of slowly fading in, that's it. This shader effect can be heavy on some systems, especially while moving fast.
NMS_MOD_DEFINITION_CONTAINER =
{
["MOD_FILENAME"] = "No Fade 1.0.pak",
["MOD_AUTHOR"]= "WoodyMontana",
["NMS_VERSION"]= "3.62",
["MODIFICATIONS"] =
{
{
["PAK_FILE_SOURCE"] = "NMSARC.59B126E2.pak",
["MBIN_CHANGE_TABLE"] =
{
{
["MBIN_FILE_SOURCE"] = "GCENVIRONMENTGLOBALS.GLOBAL.MBIN",
["EXML_CHANGE_TABLE"] =
{
{
["VALUE_CHANGE_TABLE"] =
{
{"TerrainFadeTime","0"},
{"TerrainFadeTimeInShip","0"},
{"CreatureFadeTime","0"},
{"FloraFadeTimeMin","0"},
{"FloraFadeTimeMax","0"},
}
}
}
}
}
}
}
}
--NOTE: ANYTHING NOT in table NMS_MOD_DEFINITION_CONTAINER IS IGNORED AFTER THE SCRIPT IS LOADED
--IT IS BETTER TO ADD THINGS AT THE TOP IF YOU NEED TO
--DON'T ADD ANYTHING PASS THIS POINT HERE
nms-amumss-lua-mod-script-collection/__MOD_NO_FADE.lua at main · MetaIdea/nms-amumss-lua-mod-script-collection · GitHub
Click on the raw button, right-click on page, choose Save as, save with extension .lua
They listed the link in the sticky post above at the very bottom, but you can see it ( here ).
You will still need AMUMSS and know how to use it to create an updated file.
1-FastShip_FastWarp_FastLanding
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__MOD_NO_FADE
按照以上MOD配置进行游戏,会卡在载入存档时的星图动画
删除__MOD_NO_FADE后可正常进入游戏
win11,steam,i7 127h,4050l,16G,非离电,网络正常,性能正常
载入时会锁定帧数为30,载入完成后恢复60,可以通过这个变化判断载入是否完成。
通常情况下载入时长不会超过30秒,但装载这个MOD之后,在帧数恢复60的情况下依旧没有进入世界。
However, just in case you can download the FineLOD .lua file from here https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/tree/main/Babscoole
Afterwards, look directly above your comment here and you will then notice the author of the mod you are talking about, Babscoole, actually made a comment for this mod, NoFade. Follow the instructions in his comment to download a NoFade .lua file and can just merge the two if you are worried about compatibility. Also if you havent learned to merge yet, highly recommend it. Its very easy but really annoying to learn at first. I may make a video on it because I have yet to find any good tutorials for 2023. Most of the video versions are very longwinded and outdated.
["VALUE_CHANGE_TABLE"] =
{
{"AnimationScale", "10"}, -- Original "50"
{"TerrainFadeTime", "1"}, -- Original "2"
{"TerrainFadeTimeInShip", "1"}, -- Original "2"
{"CreatureFadeTime", "0.7"}, -- Original "1.5"
{"FloraFadeTimeMin", "1"}, -- Original "0.6"
{"FloraFadeTimeMax", "1.5"} -- Original "2.25"
These are fine lods settings, while no fade has all of them set to 0 and doesn't change anything else from what I can see.
Theoretically even though there is a conflict, wouldn't no fade just act as an overwrite for these settings and not really cause a crash since its just adjusting the values to 0?
I checked and the file names are structured as follows: _Fine_LOD_433 and __MOD_NO_FADE.
According to the nms mods wiki, alphabetically _ comes before __, meaning no fade would load after it
I tried not merging them to see, but i am still seeing fade in. This seems to suggest to me that maybe no fade is not compatible with the most recent update, the fade is certainly less pronounced than before and stuff is instantly popping in instead of fading but some of it does still fade. This seems to me like fine lod is working as intended, while no fade is not
Some objects have custom fade in values built in their spawn tables that will override the global ones.