I'm getting a script compilation error that looks like this: "Property 'shadowConfig' exists but was not imported from C++ code" Install Community Patch - Shared Imports. The game crashes on startup Disable all external overlays like Steam, GeForce Experience and RTSS.
The game crashes on Windows 11 Disable auto HDR.
ReShade does not work with BlitzFX / How to run BlitzFX with DXVK There are two possible solutions that you can try:
Do NOT install Shared Imports even though the nexus description states that you should. This is because EE already has Shared Imports integrated in its catalogue of mods so attempting to install shared imports will very likely result in errors like these
Error [modW3EE]local\w3ee - imports.ws(488): Structure 'SFurShadow' was already exported.
For the NVIDIA owners having startup crash with drivers above 552.44, Ansel seems to be the problem.
To disable Ansel for The Witcher 3, download the lastest nvidiaProfileInspector -> https://github.com/Orbmu2k/nvidiaProfileInspector/releases and extract it.
Open nvidiaProfileInspector, search and select "The Witcher 3" profile, scroll down to "5 - Common" section and set "Ansel - Enabled" to Off Apply changes (top right corner) and close.
Tested and working with GTX 1070 on driver 561.09.
People say it's because of Ansel. But I can't turn this s#*! off. I used Nvidia Inspector to turn it off in the Witcher 3 profile as well as general one. Not only "Ansel enabled" option but also "Ansel flags for enabled applications" and "Nvidia predefined Ansel usage" were set to disallow. But this s#*! still in the game (checked when I removed the mod).
Others say you can turn it off via C:\Program Files\NVIDIA Corporation\Ansel\NvCameraConfiguration.exe but I don't have Ansel folder.
Another option is to run "RunDll32 "C:\Program Files\NVIDIA Corporation\Installer2\InstallerCore\NVI2.DLL",UninstallPackage Ansel" in CMD. But it does nothing for me, even tho I have that specific file there.
So, no matter what I do this s#*! persists. Nvidia driver 572.42 DCH. And btw, Nvidia inspcetor didn't want to work with this driver (it wasn't saving any changes "nvapi access denied" error) but I managed to solve this by deleting "Drs" folder and then creating it myself (that's a somewhat common problem as of late).
Maybe all these methods can't turn off Ansel because it's not where it's supposed to be? Since I didn't install it nor did I install Geforce Expirience. This s#*! came straight with the Witcher 3.
What do I do now? ____________________________________________ Update: Problem has solved itself. After a couple of days I decided to give it a shot one more time with the nvidia profile inspector and it just worked this time. Don't know what's changed. A day prior I tried to change some settings via Nvidia control panel and it didn't let me just like with the inspector at first. And the solution for that was, funny enough, the same - to delete and recreate "Drs" folder at C:\ProgramData\NVIDIA Corporation\. Maybe second time is the charm, idk. ____________________________________________ Update 2: Unfortunately loss in performance with default settings is substantial - from 100 to 75. i7-4790k + 980Ti + 16Gb RAM in fullHD.
Maybe you should do a clean reinstall of the driver, I had a similar problem recently where I did not had permission to delete a profile from nvidia control panel.
I do not remember the exact driver version but it was at the beginning of this year for sure and 572.42 released 2025-02-14, so worth a try.
Hmm, interesting. Thanks for the response. I'm curious now. Is this a form of post-processing, or did you have to manually tweak all parts, levels, and locations in the game individually? I think there was another mod that did something like called Reworked Beta or something. That mod required you to play a completely fresh new game to make all the injections take effect accurately. But it was really buggy. I'm just curious how this mod processes all these effects. Thank you.
It works completely differently from any other mod for W3. It's a DirectX 11 hook written in C++ that analyzes all the rendering commands sent by the game engine. Depending on what shaders are used in any rendering pass I can either replace the shader or even run some custom code with multiple render passes. So I am basically injecting my own rendering system into the game which can use all the data that is used in the original render passes. Though I am mostly just getting raw data without additional information so there is a lot of reverse engineering involved in the process.
The changes I am making are generally applied to the whole game. And I don't manually tweak individual levels and weathers. Instead I use algorithms that take the parameters that vary per level, location, weather, etc. and automatically create good looking results everywhere.
Wow. That's really interesting. I'm sorry I didn't give this mod more consideration before. Just glancing at the description page, I thought it was just another Reshade since it asked to install a .dll. Do I have to install a .dll for this mod to function, or is it optional? But now I'm definitely going to give it a shot! It just sounds really interesting. How is compatibility with something like Immersive Lighting mod? I saw your screenshots using it. Does priority matter in this case? Or either mod can prioritize over the other? Thank you.
You definitely need the d3d11.dll that comes with the mod. It contains the whole injection and rendering program. But apart from that you don't need any additional dlls.
It works with any lighting mod. You might have to adjust a few settings but for me the default settings work well with Immersive Lighting 2.2.
Oh, it already comes with it. Ok perfect. Thank you so much for your help! :)
So I've tested it out and frankly, the advanced shadows tech you're applying looks phenomenal. Eats away at my FPS, but just phenomenal :) I do have a question about the Physical Ambient Occlusion setting though. Is it actually working as intended? Mind you, I'm using Immersive Lighting 2.2 right now, and with the setting enabled, it seems to actually "turn off" ambient occlusion from the world. Is that normal? To me anyway, it looks like the setting is working in reverse of how it should. I just tested it out by turning off the ambient occlusion setting in the Post processing menu to see what yours did, and your setting literally did nothing actually. Enabled/disabled. It's basically OFF and doesn't work with IL. So maybe a bug or something?
Also, since I'm using your Bloom settings, I followed as you said and disable Bloom and Light Shafts in post processing, but now my Light shafts are gone...I miss them :(
@Zowbaid There are already some discussions about the PAO feature, just scroll down or read the last few pages and you will find the detailed explanation.
Hey. Thank you for the response. I read up on those comments and the majority are basically saying that this mod's PAO seems to remove most of the ambient occlusion the game artificially provides to make it more realistic. I see. Yes, testing it in doors it is indeed very very subtle. Outdoors, it's practically nonexistent as if the AO function was fully disabled. I'll have to keep testing to see how I feel about this. Thank you.
Oh and the Light Shafts situation. Are they completely gone? I thought I saw in the latest Water Rendering trailer that Light Shafts did exist and pierced through the waters.
The only difference that PAO makes is that is ensures AO is only applied to ambient lighting. It's called "ambient" occlusion for a reason after all :). Thus the AO is unchanged in shadowed areas where all lighting is ambient lighting. Here are a few images to illustrate what I mean:
In-game AO disabled is obviously way too flat:
AO enabled just adds AO to both ambient and direct lighting:
With Physical AO there is no more AO on direct lighting (sun light in this case). But the shadowed areas with only ambient lighting still receive AO.
The contrast between light and shadow is way better with PAO enabled. Of course the lit areas get brighter. But if the brightness is an issue for you I would suggest you to turn down the exposure scale instead of disabling PAO. The Immersive Lighting author likely added so much AO to directly lit areas because of the complete lack of any other shadows on grass without BlitzFX.
You can enable the light shafts if you want but combined with HDR bloom it will blow up the brighter parts of the image in some cases.
The lights shafts you see in the water trailer are an actually volumetric effect added by me. Compared to the post-processing light shafts from the game they are always visible and not just when looking at the sun.
Oh, wow. I actually see it now! And you explained it so well, it actually makes a lot of sense! I guess I kind of just got used to the really beautiful and artistic look of heavy AO provided by IL that it felt like something was off without it. But you're right, there shouldn't be excess shadows in already lit areas. Makes a lot of sense, and the screenshots you provided really show what you mean. Beautiful!
Yeah, I tried keep lightshafts/Bloom on, but it was too much. The whole sky looked like it was a ball of a light. I just miss those shafts poking through the trees, etc. Haha :) Thanks for your responses!
EDIT: Tweaking the Bloom settings, I managed to keep the Physical Sun and get a softer bloom while still using the Bloom/Lightshafts settings from Post Processing. Now I'm satisfied :)
With the light shafts in game settings turned off, as KnighTec advises, the sun's rays no longer make their way through the trees. Is this how it should be, or is it a mistake? And do we need to turn off the in-game AO so that the setting from your physical AO mod works well? And why, with your physical sun setting, is it never covered by clouds with IL 2.2?
"With the light shafts in game settings turned off, as KnighTec advises, the sun's rays no longer make their way through the trees. Is this how it should be, or is it a mistake?" Seems to be how it is since the mod doesn't have a lightshaft feature. So you can turn on Bloom/Lightshafts in game, and then tweak the HDR Bloom from the mod to make it look better. It's better doing it this way because you can get the Tonemap benefits from the mod making brighter/darker areas match up with the bloom more accurately. Turning it off completely and using only vanilla game settings makes the skies look more orange and harsh during sunrise/sunset for example. Whereas the mod balances out those lights with Tonemaps. It's much easier on the eyes. Just turn down the Bloom setting to something like 0.025, and then turn On Bloom/Lightshafts in post processing to get a nice effect.
"And do we need to turn off the in-game AO so that the setting from your physical AO mod works well?" No, keep AO full in game. It will use that and tweak it to make it so that AO only shows in darker areas, or areas not hit by direct light. Very cool.
"And why, with your physical sun setting, is it never covered by clouds with IL 2.2?" It does in heavy rain scenarios and rainstorms.
I've been searching for a northern lights mod forever. Then i find this incredible mod, and its not for next gen. How do we, as a community, support this author to get it to the next gen version! We gotta rally behind this!
If you guys want to use reshade with this mod, do not use the old dsound.dll from Debug Console Enabler v1.31 The old 2015 dsound.dll was compatible with the 1.0 version of BlitzFX but not with 1.1 Download the latest dsound.dll from Ultimate ASI Loader github page, move d3d11.dll to bin/x64/plugins and rename it to blitz-fx.asi
Edit 1 : Bruh the game started crashing, sometimes it does work with reshade with this mod sometimes it doesn't. I have no idea what's going on it's inconsistant as heck. [ 6400] | WARN | Cannot capture input for window 0000000000A0065C created by a different process. [ 6400] | WARN | Reference count for ID3D11Device0 object 0000023E9BC53B38 (0000023E9BBDB2E8) is inconsistent (1). These are the warning that showed up in the reshade log for me when the game crashed on startup.
Edit 2 : Roll back to reshade 5.8 and it's working fine now
1283 comments
I'm getting a script compilation error that looks like this: "Property 'shadowConfig' exists but was not imported from C++ code"
Install Community Patch - Shared Imports.
The game crashes on startup
Disable all external overlays like Steam, GeForce Experience and RTSS.
The game crashes on Windows 11
Disable auto HDR.
ReShade does not work with BlitzFX / How to run BlitzFX with DXVK
There are two possible solutions that you can try:
- Install Debug Console Enabler v1.31 (it does not matter what version of the game you actually have)
- Move d3d11.dll to bin/x64/plugins
- Rename d3d11.dll to blitz-fx.dll
ORDo NOT install Shared Imports even though the nexus description states that you should. This is because EE already has Shared Imports integrated in its catalogue of mods so attempting to install shared imports will very likely result in errors like these
Error [modW3EE]local\w3ee - imports.ws(488): Structure 'SFurShadow' was already exported.
To disable Ansel for The Witcher 3, download the lastest nvidiaProfileInspector -> https://github.com/Orbmu2k/nvidiaProfileInspector/releases
and extract it.
Open nvidiaProfileInspector, search and select "The Witcher 3" profile, scroll down to "5 - Common" section and set "Ansel - Enabled" to Off
Apply changes (top right corner) and close.
Tested and working with GTX 1070 on driver 561.09.
(This info should be pinned
The game crashes on startup with this mod.
People say it's because of Ansel. But I can't turn this s#*! off. I used Nvidia Inspector to turn it off in the Witcher 3 profile as well as general one. Not only "Ansel enabled" option but also "Ansel flags for enabled applications" and "Nvidia predefined Ansel usage" were set to disallow. But this s#*! still in the game (checked when I removed the mod).
Others say you can turn it off via C:\Program Files\NVIDIA Corporation\Ansel\NvCameraConfiguration.exe but I don't have Ansel folder.
Another option is to run "RunDll32 "C:\Program Files\NVIDIA Corporation\Installer2\InstallerCore\NVI2.DLL",UninstallPackage Ansel" in CMD. But it does nothing for me, even tho I have that specific file there.
So, no matter what I do this s#*! persists. Nvidia driver 572.42 DCH. And btw, Nvidia inspcetor didn't want to work with this driver (it wasn't
saving any changes "nvapi access denied" error) but I managed to solve this by deleting "Drs" folder and then creating it myself (that's a somewhat common problem as of late).
Maybe all these methods can't turn off Ansel because it's not where it's supposed to be? Since I didn't install it nor did I install Geforce Expirience. This s#*! came straight with the Witcher 3.
What do I do now?
____________________________________________
Update: Problem has solved itself. After a couple of days I decided to give it a shot one more time with the nvidia profile inspector and it just worked this time. Don't know what's changed. A day prior I tried to change some settings via Nvidia control panel and it didn't let me just like with the inspector at first. And the solution for that was, funny enough, the same - to delete and recreate "Drs" folder at C:\ProgramData\NVIDIA Corporation\. Maybe second time is the charm, idk.
____________________________________________
Update 2: Unfortunately loss in performance with default settings is substantial - from 100 to 75. i7-4790k + 980Ti + 16Gb RAM in fullHD.
I do not remember the exact driver version but it was at the beginning of this year for sure and 572.42 released 2025-02-14, so worth a try.
So I am basically injecting my own rendering system into the game which can use all the data that is used in the original render passes.
Though I am mostly just getting raw data without additional information so there is a lot of reverse engineering involved in the process.
The changes I am making are generally applied to the whole game. And I don't manually tweak individual levels and weathers. Instead I use algorithms that take the parameters that vary per level, location, weather, etc. and automatically create good looking results everywhere.
It works with any lighting mod. You might have to adjust a few settings but for me the default settings work well with Immersive Lighting 2.2.
So I've tested it out and frankly, the advanced shadows tech you're applying looks phenomenal. Eats away at my FPS, but just phenomenal :)
I do have a question about the Physical Ambient Occlusion setting though. Is it actually working as intended? Mind you, I'm using Immersive Lighting 2.2 right now, and with the setting enabled, it seems to actually "turn off" ambient occlusion from the world. Is that normal? To me anyway, it looks like the setting is working in reverse of how it should. I just tested it out by turning off the ambient occlusion setting in the Post processing menu to see what yours did, and your setting literally did nothing actually. Enabled/disabled. It's basically OFF and doesn't work with IL. So maybe a bug or something?
Also, since I'm using your Bloom settings, I followed as you said and disable Bloom and Light Shafts in post processing, but now my Light shafts are gone...I miss them :(
There are already some discussions about the PAO feature, just scroll down or read the last few pages and you will find the detailed explanation.
Oh and the Light Shafts situation. Are they completely gone? I thought I saw in the latest Water Rendering trailer that Light Shafts did exist and pierced through the waters.
Thus the AO is unchanged in shadowed areas where all lighting is ambient lighting.
Here are a few images to illustrate what I mean:
In-game AO disabled is obviously way too flat:
AO enabled just adds AO to both ambient and direct lighting:
With Physical AO there is no more AO on direct lighting (sun light in this case). But the shadowed areas with only ambient lighting still receive AO.
The contrast between light and shadow is way better with PAO enabled. Of course the lit areas get brighter. But if the brightness is an issue for you I would suggest you to turn down the exposure scale instead of disabling PAO.
The Immersive Lighting author likely added so much AO to directly lit areas because of the complete lack of any other shadows on grass without BlitzFX.
You can enable the light shafts if you want but combined with HDR bloom it will blow up the brighter parts of the image in some cases.
The lights shafts you see in the water trailer are an actually volumetric effect added by me. Compared to the post-processing light shafts from the game they are always visible and not just when looking at the sun.
Yeah, I tried keep lightshafts/Bloom on, but it was too much. The whole sky looked like it was a ball of a light. I just miss those shafts poking through the trees, etc. Haha :) Thanks for your responses!
EDIT: Tweaking the Bloom settings, I managed to keep the Physical Sun and get a softer bloom while still using the Bloom/Lightshafts settings from Post Processing. Now I'm satisfied :)
And do we need to turn off the in-game AO so that the setting from your physical AO mod works well?
And why, with your physical sun setting, is it never covered by clouds with IL 2.2?
"With the light shafts in game settings turned off, as KnighTec advises, the sun's rays no longer make their way through the trees. Is this how it should be, or is it a mistake?"
Seems to be how it is since the mod doesn't have a lightshaft feature. So you can turn on Bloom/Lightshafts in game, and then tweak the HDR Bloom from the mod to make it look better. It's better doing it this way because you can get the Tonemap benefits from the mod making brighter/darker areas match up with the bloom more accurately. Turning it off completely and using only vanilla game settings makes the skies look more orange and harsh during sunrise/sunset for example. Whereas the mod balances out those lights with Tonemaps. It's much easier on the eyes. Just turn down the Bloom setting to something like 0.025, and then turn On Bloom/Lightshafts in post processing to get a nice effect.
"And do we need to turn off the in-game AO so that the setting from your physical AO mod works well?"
No, keep AO full in game. It will use that and tweak it to make it so that AO only shows in darker areas, or areas not hit by direct light. Very cool.
"And why, with your physical sun setting, is it never covered by clouds with IL 2.2?"
It does in heavy rain scenarios and rainstorms.
How can I join this discord?
The link in his bio is broken sadly.
If you guys want to use reshade with this mod, do not use the old dsound.dll from Debug Console Enabler v1.31
The old 2015 dsound.dll was compatible with the 1.0 version of BlitzFX but not with 1.1
Download the latest dsound.dll from Ultimate ASI Loader github page, move d3d11.dll to bin/x64/plugins and rename it to blitz-fx.asi
Edit 1 :
Bruh the game started crashing, sometimes it does work with reshade with this mod sometimes it doesn't. I have no idea what's going on it's inconsistant as heck.[ 6400] | WARN | Cannot capture input for window 0000000000A0065C created by a different process.
[ 6400] | WARN | Reference count for ID3D11Device0 object 0000023E9BC53B38 (0000023E9BBDB2E8) is inconsistent (1).
These are the warning that showed up in the reshade log for me when the game crashed on startup.
Edit 2 : Roll back to reshade 5.8 and it's working fine now