Amazingly Realistic Immersion Mod

is there a way to make the milky way less "brown" and more "silver"?

This is the closest I've been able to achieve to that:

bluedust.jpg


Is it possible to change the keybindings? if so, then how?
Yes, just change "Key = " section of code. For example, "Key = x" will bind the X key to a specific filter. You can add new toggles to any filter by copy, pasting, and modifying the current code in the d3dx file, assuming you understand how it works. For example, I toggle off my holome when I'm walking around my ship in VR.
 
On the attached photo, the whiteness of the Cutter's panel washes out the UI. If that UI panel was 100% opaque to the background, the problem would be gone.
In theory this should be possible using 3DMigoto, but it would not be trivial. Here's what happens when using a pink as the marking mode for the drop shadow shader (see attached file). This implies that the "drop shadow" is likely a texture, and replacing textures is beyond my current level of expertise with this mod.
 

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Hi Old Duck,

Some great modes there, tried most and kept most, however still do not seem to be able to remove the fog/milk in asteroid belts like Borann A2 etc, tried the hash you listed but its still there.

I assume its this one in your ini file, but the name is a little odd.. as it says cockpit lights not fog in rings..

; Disable Fog in Rings. I provide this by request (thus off by default), and I've not tested to
; see if this affects fog anywhere releases
[ShaderOverrideCockpitLights]
Hash=61c950cb3be93cb3
Handling=skip
 
OP you may have inspired me to play some Elite again. I've been irritated since launch at how unrealistic FD have made this game look through the lighting choices and weird milky way skymap.

With this it looks a lot more like Space Engine's aesthetic, which is a really really good thing.
 
OP you may have inspired me to play some Elite again. I've been irritated since launch at how unrealistic FD have made this game look through the lighting choices and weird milky way skymap.

With this it looks a lot more like Space Engine's aesthetic, which is a really really good thing.
Here's a photo recently taken by an astronaut on the ISS. You'll see it looks much more like my mod rather than the NMS fantasized sky we get in ED by default.

ET_WBfSX0AYNNY1


I also highly recommend setting PrototypeLightingBalancesEnabled to 0 and StarInstanceCount to 10000 in your GraphicsConfiguration.xml file (or add these entries to your override file) to compliment this mod.

I will say that the mod shines best in VR. I've been playing on my monitor lately, and the galactic dust is less noticeable on my monitor than it is in VR. In VR, it just makes space look gray / brown instead of black.

Oh, and having recently rewatched the original Star Wars trilogy, you'll notice SW also prefers black space with simple stars over colorized, nebula-filled space.
 
Here's my latest d3dx.txt file (rename to d3dx.ini or copy-n-paste the desired changes to your existing file). You may or may not like some of the changes, so preview before using. Changes / additions include:
  • Turning off cockpit lights allows your virtual eyes to adjust to see nebula, space dust, and galactic core.
  • A new toggle for your holome (F4), so you can walk around your ship in VR without a headless pilot twitching around in your chair.
  • Automatic toggle for HUD when entering and exiting the FSS. This requires mapping the same key to FSS enter / exit (I currently use X for this).
 

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It turns off skybox tinting and enables the "you can't see most stars near the sun because your cockpit glass has darkened to protect you" filter (stars appear as you fly away from the sun).

Interestingly, that second effect still seems to be true - the farther away from the star, the more stars I see.


I have this set as follows in my GraphicsConfiguration.xml in \elite-dangerous-64\

< stuff >
<HDRNode_Reference>
<PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
< stuff >

does this look right?
 
^^yes, that's the point - n.b. Duck's post where he said it 'enables' the change in star visibility based on how far you are from the sun (if you're looking at it, I presum)
 
I want to use F1 but also I want to retain orbit lines and info circles around the stations, planets etc. how can I do it?
 
Hi Old Duck, really nice work - enjoying this immensely.

One observation re. ring haze. I removed the ';' to enable that shader tweak but the rings remain visible and the act of removing the semi-colons from those lines cause the game to generate DX errors about unrelated hashes being in the wrong place. The game still loads and runs fine and all the other shader tweaks you've done, work perfectly. The errors were fixed by actually moving the ring shader code out of the 'Filters Disabled By Default' section.

However, for me, the ring haze filter tweak doesn't do anything. I still get the ring haze. Other than moving that code to the active filters section ( I presume it doesn't matter where ) is there anything else I need to change to make the ring haze disappear?
 
Hey everybody, I'll be playing around a bit today with the filters. There are a couple of things I want to add for myself, for performance-sake (core mining kills my framerate in VR), and while I'm doing that I'll see if I can answer some of these recent questions that have been posted. Stay tuned!
 
Duck,
Is there any way to turn off the shader to make the station menu translucent again?
The only thing I found was this (see attachment), but that seems kinda unusable. Perhaps in VR the depth separation would help with the overlapping text? The hash is 6daa6812e2930dab just in case you want to add a filter for this anyway.
 

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I want to use F1 but also I want to retain orbit lines and info circles around the stations, planets etc. how can I do it?
To turn off any specific filter, just put semicolons in front of the code for that filter. So for example, to keep the HUD on, modify as follows:
Code:
;[ShaderOverrideCanopyHUD]
;Hash=74a61bc54382d4d9
;if $showHUD == 0
;  Handling=skip
;endif
Another option is to just delete that text entirely. Please note that the HUD option is pretty inclusive - it gets rid of a LOT of stuff, and you can't micromanage exactly what. For example, you can't get rid of circles around planets but keep targeting reticles on ships. That's why I assigned it a toggle key, because sometimes I need it, other times I don't.
 
Thank you for the mod. Just what I have always wanted (removing star dust and the HUD clutter).

Is there a chance to also remove the star dust from Super Cruise?
 
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