Thanks for this, I like the new effect, I've been using your mod since I found back in mid 22.
My only criticism would be is anomalies are now VERY hard to detect in darker systems. --- I am using a dark re-shade and a couple of mods that kill some of the excessive color some of the systems use though. Just my head-logic, but Egosoft way overdid it with the amount of color in the various systems.
The mod effect basically just shuffles the pixels of the background scene around, so it is expected to be dark when the environment is dark. It is meant to mimic a black hole anyway.
Love this!!! I always thought the "blue gas cloud" look of the anomalies was... underwhelming. Here's hoping Egosoft can help smooth out some of the bugs with distortion effects, because this is a really thematic addition.
A bit of trial and error I've found what makes the anomalies invisible, Distortion needs to be enabled in your graphics options, obvious when you think about it. I had disabled it hoping it would remove the awful motion blur during travel mode and highways, forgot to turn it back on. Also tried disabling Remove Dirty Glass as there was a suggestion that might conflict, it's working fine with this mod.
It is a standalone version and does not need 1.2 to work. And please do not enable both the ToA and non-ToA versions simultaneously, they will conflict with each other.
It is possible it is due to my modded game, which is HEAVILY modded mind you, but during the loading/transitions screens there are some graphical issues during them. It looks a lot like static, but disappears after a short while. And while it hasn't caused any issues yet, afaik anyway, it may be something to look out for.
It might be due to this mod since it modifies how the game handles distortion in general and might cause problems whenever the game renders distortion (for example it seems the loading screen somehow uses distortion).
Glad I read this in time. I was about to reinstall my game + mods and lose my saves. If its only the loading screen then I don't care. I was worried it was gonna be more.
Hi there! Nice work, just wondering if you've considered trying to replace the Jump Gates with this effect? I'm imagining an anomaly that is very large though, so as you approach the Jump Gate you are already swimming in a warbling anomaly effect that hopefully distorts all vision etc as you pass through ... it would also prevent ships from clipping etc ...
Hello. I write as a modder, not as an 'user'. I just saw, that your mods with 'shadergl' files require active user intervention in installation, or editing core game files.
So the other day I read about the differences between ext and subst dat files (that is for extensions).
You may want to consider using subst cat/dat files for logically placing shadergl's in the game root folder, without actually moving anything there (so that you keep your extension fully in its folder).
This is part of the thext from the XR Cat Tool Readme about ext/subst files: Notes for modders on catalog usage in X Rebirth, X Rebirth VR Edition and X4: Foundations:
At first, the game load catalogs of the form ##.cat (## = 01..99). Loading stops at the first missing file.
In each enabled extension, the game then tries to load the following files: - subst_##.cat (starting with subst_01.cat) - subst_v###.cat (### = current game version, e.g. subst_v130.cat) - ext_##.cat (starting with ext_01.cat) - ext_v###.cat (### = current game version, e.g. ext_v130.cat)
The files in the ext_* catalogs are interpreted as part of the extension. This is the recommended way of altering the game, it allows for a high degree of compatibility between mods.
The files in the subst_* catalogs are interpreted as relative to the game root (adding/replacing base game files). This should only be used if there is no other way to adjust the game assets. Please make sure that players are aware of the potential incompatibilities with other mods.
Thank you very much for the detailed explanation. I should have read the documentation of the catalog tool more carefully. I have properly patched the mod and uploaded an updated version.
17 comments
Note however that "distortion" must be turned on in the game video settings, otherwise the mod does not work.
My only criticism would be is anomalies are now VERY hard to detect in darker systems. --- I am using a dark re-shade and a couple of mods that kill some of the excessive color some of the systems use though. Just my head-logic, but Egosoft way overdid it with the amount of color in the various systems.
The mod effect basically just shuffles the pixels of the background scene around, so it is expected to be dark when the environment is dark. It is meant to mimic a black hole anyway.
I had disabled it hoping it would remove the awful motion blur during travel mode and highways, forgot to turn it back on.
Also tried disabling Remove Dirty Glass as there was a suggestion that might conflict, it's working fine with this mod.
Is this full version 1.3 or need to download 1.2 version too
I write as a modder, not as an 'user'.
I just saw, that your mods with 'shadergl' files require active user intervention in installation, or editing core game files.
So the other day I read about the differences between ext and subst dat files (that is for extensions).
You may want to consider using subst cat/dat files for logically placing shadergl's in the game root folder, without actually moving anything there (so that you keep your extension fully in its folder).
This is part of the thext from the XR Cat Tool Readme about ext/subst files:
Notes for modders on catalog usage in X Rebirth, X Rebirth VR Edition and X4: Foundations:
At first, the game load catalogs of the form ##.cat (## = 01..99). Loading stops at the first missing file.
In each enabled extension, the game then tries to load the following files:
- subst_##.cat (starting with subst_01.cat)
- subst_v###.cat (### = current game version, e.g. subst_v130.cat)
- ext_##.cat (starting with ext_01.cat)
- ext_v###.cat (### = current game version, e.g. ext_v130.cat)
The files in the ext_* catalogs are interpreted as part of the extension.
This is the recommended way of altering the game, it allows for a high degree of compatibility between mods.
The files in the subst_* catalogs are interpreted as relative to the game root (adding/replacing base game files).
This should only be used if there is no other way to adjust the game assets. Please make sure that players are aware of the
potential incompatibilities with other mods.