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RabbitDoesStuff

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RabbitDoesStuff

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67 comments

  1. disdobefundoe
    disdobefundoe
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    If anyone's looking for PirateBloom.fx in Reshade Setup, it's under GShade-Shaders by Marot :)
  2. endlessmark
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    Found a minor issue that doesn't affect my game much. In the ini tweak 
    [weather]
    bUseSecondarySun=0
    The game would ctd when I go to outpost build menu and select watchtower structure.
    Things I've done was removing all mods(including creation clubs mods), clean save load with no mods installed before, new save, and deleting pipeline shader cache. If anyone can replicate this and confirm if this breaks their game please let me know.
    Only workaround is just installing darker nights or simply ignoring the watchtower in build menu.
    1. revcho
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      I just randomly came across this comment and I want to say THANK YOU!!

      I just started my outpost last night, after a good 30 hours of game time, and I was starting to go crazy trying to figure out why the watchtower was making the game crash. Even after disabling all the mods and starting a new playthrough to test, it still kept crashing and had me going crazy.

      It works now!!
    2. Sub5tep
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      Short question if you set the secondarysun to 1 and then build the watchtower close the game and set it back to 0 does that work or not? cause I like the way the game looks with the setting off but I also want to build a watchtower in my base.
  3. angelito69008
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    Bonjour RabbitDoesStuff et merci pour ces superbes mods, dis moi , y a il un moyen de rendre la distance de rendu de la lumière plus distant ? par exemple a new atlantis le rendu des lumières a distance est assez faible, je joue en ultra et j'ai mi tes réglages ini, aurais tu une solution un grand merci
  4. zombien4tion
    zombien4tion
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    Happy New Year!

    Great work you´ve done there! Absolutly appriciate it, really nice bringing more immersion into the game

    A small question besides... Could you maybe merge all you´re great works up into one mod?
    Would be really noice ^^
    1. RabbitDoesStuff
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      I did :) It is online on Ko-Fi as a brandnew starfield overhaul
    2. mattmartin609
      mattmartin609
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      This is awesome! Glad to support and get a cool AIO of your great work! May I ask, do I still need your Landing Pads and Dazra mods with the Kofi AIO (1.4.1). Thank you so much, you make this game look gorgeous!
    3. RabbitDoesStuff
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      nope, it is all combined with much more content! :)
  5. wilybigdogdad
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    crazy question.  should each catergory added  into the ini file be separated by a space, or can that space be removed?  ive been playing under the assumption that there is not space between catergories in the ini file.
    1. RabbitDoesStuff
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      I think you can leave it. I Just Like the in to be clean and have a good overview 
  6. NotBasileus
    NotBasileus
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    Hey Rabbit,

    I just wanted to share a comment I had left over on Shadowy Shadows a while back, because it looks like some of the same values (or at least underlying logic) have been applied here, so this might be of use to you:

    Maybe it's something to do with BethINI (I've run it, so my defaults are BethINI Ultra), but a lot of the behaviors described were harmful/opposite when I changed the values in the console and observed the results in realtime:

    fskyocclusionfaderange removes occlusion shadows (and indirect light?) if you set it too high, and creates hard lines in the edges of shadow if you set it to 0, so it appears to be the "falloff" of the range at which sky-cast shadows appear. The distance to the outer edge appears to be fixed (or at least, not controlled by this value), so increasing it doesn't add any additional shadow, just softens the outer edge at which sky-cast shadows start to appear. No reason to change this from 30 (could probably go down if anything).

    fSkyOcclusionFallbackNormalShift values range from -1 to 1. Looks to me like positive values reduce some shadows (1 removing them entirely) and negative values reduce some light (-1 removing it entirely). Also appears to be something like a sigmoid function, where the difference between 0 and -0.1 is almost unnoticable, but the difference between -0.9 and -1 is quite dramatic. 0 appears to be the "neutral" value (neither brightening nor darkening the image from the "real" light and shadows).

    fbrightpassthreshold seems to work somewhat like the gamma scale, perhaps? At the very least, lower is actually brighter (but exactly 0 disables it entirely).

    uCascadesGrassDistance (and presumably uCascadesRocksDistance, just wasn't readily visible in my testing spots) can go up to 3. Looks like Low/Medium/High values, not an On/Off one like bDrawDistantRocksShadows. Then you get those nice chonky, detailed shadows out much farther. You can set them higher but I didn't see a difference beyond 3.
  7. VirtualChrisM
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    Note that this setting will make your volumetric lights look pixelated and blocky like an old MPEG video...
    [Display]
    fVolumetricLightingNearSpatialFilteringBlurSpread=1.0

    Set it to 2!
  8. Niteshade0
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    This shouldn't affect mods altering climate/weather like Climate Change should it? wanted to make sure as doing some quick performance tests with all your lighting mods enabled and was originally going to runner Darker Nights but figured I'd ask before I start messing with stuff to much.
  9. NewThalos
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    Hi RabbitDoesStuff -- can we talk about the below ini tweak please?

    [Weather]
    bUseSecondarySun=0

    Can you go into further detail around why this was chosen and how its going to affect areas that were not edited by you? I get how we're disabling the fake lights by setting this to 0, but won't this also make some landscapes on planets outside of cities too dark as well?
  10. mp5lng
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    Came back to report a little something. Starmap loses glow when applying the configs from this mod. The main cause is fbloomamountscale=0, removing this line or tweaking it fixes that.
    1. RabbitDoesStuff
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      Yep. I let reshade take care of glow/bloom cause imo it is more stable and realistic. 
    2. mp5lng
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      It's a confusing thing tbvh, checking your Akila comparison shots I find the one without Reshade looking better, as it shows the true quality of the game and your light mods. I personally don't like Reshade, so I'll try the game bloom with as little values as possible.
    3. Alex311281
      Alex311281
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      Engine bloom doesn't work like Reshade bloom which is a fullscreen postprocess. With Reshade bloom you will get bloom everywhere, in menus, on the HUD, etc. and anything white on screen will act like a light source. I'm actually using both. Default ingame bloom for glow around bright light sources, I even use "fBloomAmountScale=1.5" + just a bit of Reshade bloom
  11. DarkLordAries
    DarkLordAries
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    Do you think all your lighting mods would be compatable with the Neutral LUTs - No color Filters? https://www.nexusmods.com/starfield/mods/323
    I'm hoping they play nice together <3