It would seem that the latest patch has broken the mod. The "crescents" are visible through any surface (space station walls, underneath planet surfaces, etc.)
The mod has suddenly caused the crescents to become bright, full circles and makes them visible on my screen and through every object or structure no matter where I am in the system, most visible during night and in space, less during the day but still noticeable
Edit: Have updated graphics drivers with a clean install, it's working fine again as of writing Edit 2: Nope, seems to have just reset brightness and intensity, still showing through objects, but with the mod's normal light level
Same, planets also are invisible from the surface now but that is a bug with the actual game. Seems Sean changed the shader for planets for some odd reason only to make them look worse lol
Same issue, only started for me with the 5.58 patch. No other visual mods installed and happens with only Crescent Worlds installed, so it's not a cross-compatibility issue.
I think this might actually be caused by a bug in the game itself. I've noticed without the mod installed that distant planets will sometimes be visible in front of the atmosphere of the planet I'm flying over, even in front of the terrain for a few seconds before fading out.
That is exactly the effect I saw when I added the No Bloom Effect 4.0 mod, it went away when I deleted it. Odd since NBE4 is a pipeline mod, not a shader mod. One clean way to test is to turn off all the other mods. Are the folks seeing this also using NBE4?
I'm seeing this effect today on the 5.58 patch, I don't use the "No Bloom Effect" mod, but I do have "No DOF Blur 4.8", "ReLight 4.9", and "Integrated Planets 2.3", all mods I could see interfering with this.
I was just told of this mod and installed it. Completely changes the way the 4 planets in the sky of my home world look. Stunning! Thank you. I do see one issue with a planet that is on the horizon. It looks like a thin band of atmospheric haze is missing from my planet's surface on up a little ways. What is the best way to get you a small screen grab showing the issue?
OK here it is blob:https://www.reddit.com/2bb8cdd3-28e0-41b1-b05d-652d75d7cd9f
For some reason the game crashes/freezes on startup if I use this mod in tandem with the pre-release atmospheres mod, even though I'm using the pre-release atmosphere compatible version. Using the regular version of this mod on its own is fine, and using the pre-release atmospheres mod on its own is fine too.
You're absolutely right - although I have no idea why I can now reproduce this crash but didn't get it a single time during the actual making of the mod.. It doesn't seem like it's a mod compatibility issue - more likely a problem with how NMS is reading in the mod folders. Maybe it's a bug that was introduced in yesterday's patch? In any case, I've just played around with it and it seems like you can get it working by merging my mod's SHADERS folder into Prerelease Atmosphere's SHADERS folder. A little annoying, but that seems to be the way to go until HG fixes whatever's causing the freeze.
I tried altering the priority in the mod settings folder, but it doesn't seem so. The fact that it's locking up instead of giving a warning message makes it seem like a bug on the game's end, but without any sort of output log it's hard to tell what exactly is causing it. Modding support in the way it currently exists is so new, it's bound to have bumps.
Well it's weird because it plays a Windows warning sound like something has gone wrong, but there's no pop-up or any other indication other than just the game being frozen...
I'm also using both but have no issues. Are you on the No Man's Sky experimental branch? They fixed some issues related to the game having problems loading too many mods at once
It looks like it does indeed work again on the experimental branch. I guess whatever the trigger may be for the bug on the live build, it just so happened to exist right when I finalized the mod and released it. Because I definitely launched with both mods successfully while I was testing & tuning. Oof ¯\_(ツ)_/¯
This is how planets are supposed to look, suggestion though. Black atmospheres should be invisible and now the black water that encompasses 99% of water worlds should also be invisible. However to make it look better and more in line with what you are doing, you should attempt to brighten the water, give it more color and make it look more natural!
I stand corrected, the planets all look much brighter and more natural. The black water was an eyesore for sure. I would maybe, if possible add more color to the water, the original water color that is as a blend with the background. It seems for some reason Sean only made the red water bright enough to see from space.
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Edit: Have updated graphics drivers with a clean install, it's working fine again as of writing
Edit 2: Nope, seems to have just reset brightness and intensity, still showing through objects, but with the mod's normal light level
Having the same issue. The recent must have just bugged it for a bit.I do see one issue with a planet that is on the horizon. It looks like a thin band of atmospheric haze is missing from my planet's surface on up a little ways. What is the best way to get you a small screen grab showing the issue?
OK here it is blob:https://www.reddit.com/2bb8cdd3-28e0-41b1-b05d-652d75d7cd9f
could it be hardware related? or what version of windows you use?
honestly though, i have never openly giggled out of excitement for seeing a mod update before lmao
I stand corrected, the planets all look much brighter and more natural. The black water was an eyesore for sure. I would maybe, if possible add more color to the water, the original water color that is as a blend with the background. It seems for some reason Sean only made the red water bright enough to see from space.