Releases: emoose/NieRAutomata-LodMod
Automata-LodMod v0.77.4
Changelist:
- v0.77.4: CriH264_wrapper: fixed issue with optimization, compiler can now optimize the wrapper code properly
- v0.77.3: added DisableVignette, disables the vignette darkening effect around the edges of the screen (but only when rendering 3D, as 2D parts like menus etc seem to have vignetting baked into the textures, IIRC there was a mod to remove those, but can't recall where I saw that now)
- v0.77.3: ShadowDistancePSS: if non-zero will make shadows use PSS (practical split scheme) for shadow cascade distances, can look pretty good in some cases, but bad in others, maybe worth trying if you can play with 16k shadow resolution.
- v0.77.2: added ShadowCascadeAlgorithm section to INI, allows defining a custom math expression to setup the 4 shadow cascade distances, LodMod.ini contains some sample algorithms that can work with this. (many thanks to Raincode for https://github.com/Raincode/DeskCalc!)
- v0.77.1: added TranslateEnable to translate some hardcoded Japanese text, in retail builds these are mostly just error dialogs, but on debug builds this can also translate a lot (~80%) of the Japanese debug menus for you, making them much more accessible to people.
- v0.77.1: added SkipIntroMovies & SkipBootingScreens options, these work how you'd expect, should let you load into the game much quicker!
- v0.77.1: added FixJapaneseEncoding to convert the Japanese texts Shift-JIS over to UTF8 instead. In retail this will again mostly just affect error messages, but on debug builds this can also fix the debug output given to any attached debugger too.
- v0.77.1: added a way to open debug-build menu on keyboard: HOME + END - unfortunately the debug menus themselves only accept controller input, hoping to add in support for keyboard to all the menus eventually (have something working locally already, but doesn't work with all of them yet)
- v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
- v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
- v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
- v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
- v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
- v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
- v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
- v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
- v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
- v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
- v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
- v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will lo...
Automata-LodMod v0.77.3 (test)
Changelist:
- v0.77.3: added DisableVignette, disables the vignette darkening effect around the edges of the screen (but only when rendering 3D, as 2D parts like menus etc seem to have vignetting baked into the textures, IIRC there was a mod to remove those, but can't recall where I saw that now)
- v0.77.3: ShadowDistancePSS: if non-zero will make shadows use PSS (practical split scheme) for shadow cascade distances, can look pretty good in some cases, but bad in others, maybe worth trying if you can play with 16k shadow resolution.
- v0.77.2: added ShadowCascadeAlgorithm section to INI, allows defining a custom math expression to setup the 4 shadow cascade distances, LodMod.ini contains some sample algorithms that can work with this. (many thanks to Raincode for https://github.com/Raincode/DeskCalc!)
- v0.77.1: added TranslateEnable to translate some hardcoded Japanese text, in retail builds these are mostly just error dialogs, but on debug builds this can also translate a lot (~80%) of the Japanese debug menus for you, making them much more accessible to people.
- v0.77.1: added SkipIntroMovies & SkipBootingScreens options, these work how you'd expect, should let you load into the game much quicker!
- v0.77.1: added FixJapaneseEncoding to convert the Japanese texts Shift-JIS over to UTF8 instead. In retail this will again mostly just affect error messages, but on debug builds this can also fix the debug output given to any attached debugger too.
- v0.77.1: added a way to open debug-build menu on keyboard: HOME + END - unfortunately the debug menus themselves only accept controller input, hoping to add in support for keyboard to all the menus eventually (have something working locally already, but doesn't work with all of them yet)
- v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
- v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
- v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
- v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
- v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
- v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
- v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
- v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
- v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
- v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
- v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
- v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)
HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://git...
Automata-LodMod v0.77.2 (test)
Changelist:
- v0.77.2: added ShadowCascadeAlgorithm section to INI, allows defining a custom math expression to setup the 4 shadow cascade distances, LodMod.ini contains some sample algorithms that can work with this. (many thanks to Raincode for https://github.com/Raincode/DeskCalc!)
- v0.77.1: added TranslateEnable to translate some hardcoded Japanese text, in retail builds these are mostly just error dialogs, but on debug builds this can also translate a lot (~80%) of the Japanese debug menus for you, making them much more accessible to people.
- v0.77.1: added SkipIntroMovies & SkipBootingScreens options, these work how you'd expect, should let you load into the game much quicker!
- v0.77.1: added FixJapaneseEncoding to convert the Japanese texts Shift-JIS over to UTF8 instead. In retail this will again mostly just affect error messages, but on debug builds this can also fix the debug output given to any attached debugger too.
- v0.77.1: added a way to open debug-build menu on keyboard: HOME + END - unfortunately the debug menus themselves only accept controller input, hoping to add in support for keyboard to all the menus eventually (have something working locally already, but doesn't work with all of them yet)
- v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
- v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
- v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
- v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
- v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
- v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
- v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
- v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
- v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
- v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
- v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
- v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)
HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: #4
If you feel adventurous feel free to try it out though, if you find any other issues please let me know!
Automata-LodMod v0.77.1
Changelist:
- v0.77.1: added TranslateEnable to translate some hardcoded Japanese text, in retail builds these are mostly just error dialogs, but on debug builds this can also translate a lot (~80%) of the Japanese debug menus for you, making them much more accessible to people.
- v0.77.1: added SkipIntroMovies & SkipBootingScreens options, these work how you'd expect, should let you load into the game much quicker!
- v0.77.1: added FixJapaneseEncoding to convert the Japanese texts Shift-JIS over to UTF8 instead. In retail this will again mostly just affect error messages, but on debug builds this can also fix the debug output given to any attached debugger too.
- v0.77.1: added a way to open debug-build menu on keyboard: HOME + END - unfortunately the debug menus themselves only accept controller input, hoping to add in support for keyboard to all the menus eventually (have something working locally already, but doesn't work with all of them yet)
- v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
- v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
- v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
- v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
- v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
- v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
- v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
- v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
- v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
- v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
- v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
- v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)
HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: #4
If you feel adventurous feel free to try it out though, if you find any other issues please let me know!
Automata-LodMod v0.77.0 (test)
Changelist:
- v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
- v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
- v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
- v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
- v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
- v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
- v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
- v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
- v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
- v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
- v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
- v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)
HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: #4
If you feel adventurous feel free to try it out though, if you find any other issues please let me know!
Automata-LodMod v0.76.5
Changelist:
- v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
- v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
- v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
- v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
- v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
- v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
- v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
- v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
- v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
- v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)
HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: #4
If you feel adventurous feel free to try it out though, if you find any other issues please let me know!
Automata-LodMod v0.76.4
Changelist:
- v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
- v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
- v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
- v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
- v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
- v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
- v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
- v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)
HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: #4
If you feel adventurous feel free to try it out though, if you find any other issues please let me know!
Automata-LodMod v0.76.3 (test)
NOTE: it's been found that the 2021 update was meant to update the DLC packages too, but due to depot issues Steam overwrites the DLC with the older 2017 versions.
If you want to use the latest 2021 files, open your Steam library, right click NieR:Automata, open Properties, select the DLC tab, then uncheck all of the DLC listed there (besides the wallpaper set, if you have it).
Now select the "Local files" tab, and choose "Verify integrity of game files...", this'll take a little while, but once it's finished verifying Steam should start downloading the updated 2021 DLC files.
Normally the game would disable the DLCs in-game if you had them disabled in Steam (even if you have the files available...), but as of LodMod v0.76.2 this has been fixed so the game just checks whether the files exist now.
(for reference, size of 2021 data100.cpk is 982,907,600 bytes)
ShadowModelHQ & ShadowModelForceAll
Two new fixes have been added to LodMod.ini, ShadowModelHQ & ShadowModelForceAll.
ShadowModelHQ allows the game to draw shadows with the real-time HQ model, instead of a static LQ model.
(so eg. tree shadows will now sway along with the tree, instead of showing a static shadow)
Not tested much yet, seems to work fine around city ruins at least, but could possibly cause issues if any area depends on the LQ models.
(as this forces LQ models not to render, so that both HQ & LQ don't render at the same time...)
ShadowModelForceAll allows forcing all models to draw shadows, helping with objects like small rocks & grass.
This seems to help many different models, but looks like some still aren't casting shadows for some reason, will need to look into it some more.
This can be used independently of ShadowModelHQ, but is best used together with it.
(may cause certain models to draw shadows that 100% shouldn't, if you notice any weird shadow issues with this let me know!)
For now it looks like it has a pretty good effect though, for a comparison between vanilla vs ShadowModelHQ + ShadowModelForceAll see https://slow.pics/c/GIa50v0A (click image to compare)
Changelist:
- v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
- v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
- v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
- v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
- v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
- v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)
HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: #4
If you feel adventurous feel free to try it out though, if you find any other issues please let me know!
Automata-LodMod v0.76.2
NOTE: it's been found that the 2021 update was meant to update the DLC packages too, but due to depot issues Steam overwrites the DLC with the older 2017 versions.
If you want to use the latest 2021 files, open your Steam library, right click NieR:Automata, open Properties, select the DLC tab, then uncheck all of the DLC listed there (besides the wallpaper set, if you have it).
Now select the "Local files" tab, and choose "Verify integrity of game files...", this'll take a little while, but once it's finished verifying Steam should start downloading the updated 2021 DLC files.
Normally the game would disable the DLCs in-game if you had them disabled in Steam (even if you have the files available...), but as of LodMod v0.76.2 this has been fixed so the game just checks whether the files exist now.
(for reference, size of 2021 data100.cpk is 982,907,600 bytes)
ShadowModelHQ & ShadowModelForceAll
Two new fixes have been added to LodMod.ini, ShadowModelHQ & ShadowModelForceAll.
ShadowModelHQ allows the game to draw shadows with the real-time HQ model, instead of a static LQ model.
(so eg. tree shadows will now sway along with the tree, instead of showing a static shadow)
Not tested much yet, seems to work fine around city ruins at least, but could possibly cause issues if any area depends on the LQ models.
(as this forces LQ models not to render, so that both HQ & LQ don't render at the same time...)
ShadowModelForceAll allows forcing all models to draw shadows, helping with objects like small rocks & grass.
This seems to help many different models, but looks like some still aren't casting shadows for some reason, will need to look into it some more.
This can be used independently of ShadowModelHQ, but is best used together with it.
(may cause certain models to draw shadows that 100% shouldn't, if you notice any weird shadow issues with this let me know!)
For now it looks like it has a pretty good effect though, for a comparison between vanilla vs ShadowModelHQ + ShadowModelForceAll see https://slow.pics/c/GIa50v0A (click image to compare)
Changelist:
- v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
- v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
- v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
- v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)
HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: #4
If you feel adventurous feel free to try it out though, if you find any other issues please let me know!
Automata-LodMod v0.76.1
NOTE: it's been found that the 2021 update was meant to update the DLC packages too, but due to depot issues Steam overwrites the DLC with the older 2017 versions.
If you want to use the latest 2021 files, open your Steam library, right click NieR:Automata, open Properties, select the DLC tab, then uncheck all of the DLC listed there (besides the wallpaper set, if you have it) - this won't disable access to these DLCs, since the DLC is now actually included with the main game, this just prevents the updated 2021 DLC files from being downgraded to the 2017 version.
ShadowModelHQ & ShadowModelForceAll
Two new fixes have been added to LodMod.ini, ShadowModelHQ & ShadowModelForceAll.
ShadowModelHQ allows the game to draw shadows with the real-time HQ model, instead of a static LQ model.
(so eg. tree shadows will now sway along with the tree, instead of showing a static shadow)
Not tested much yet, seems to work fine around city ruins at least, but could possibly cause issues if any area depends on the LQ models.
(as this forces LQ models not to render, so that both HQ & LQ don't render at the same time...)
ShadowModelForceAll allows forcing all models to draw shadows, helping with objects like small rocks & grass.
This seems to help many different models, but looks like some still aren't casting shadows for some reason, will need to look into it some more.
This can be used independently of ShadowModelHQ, but is best used together with it.
(may cause certain models to draw shadows that 100% shouldn't, if you notice any weird shadow issues with this let me know!)
For now it looks like it has a pretty good effect though, for a comparison between vanilla vs ShadowModelHQ + ShadowModelForceAll see https://slow.pics/c/GIa50v0A (click image to compare)
Changelist:
- v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
- v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
- v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
- v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
- v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
- v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
- v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
- v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
- v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
- v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
- v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
- v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
- v0.73.2: Made LodMod.ini filters case-insensitive
- v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
- v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
- v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
- v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
- v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
- v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
- 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
- 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
- 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
- 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
- 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
- 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
- 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
- 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
- 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
- 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
- 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
- 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
- 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
- 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
- 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
- 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
- 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?
(NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)
HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: #4
If you feel adventurous feel free to try it out though, if you find any other issues please let me know!