Amazingly Realistic Immersion Mod

I like less dashboard "clutter". Can you write this fully? I inserted those in the same fashion as the other commands but there was no effect I think.

Also if it would be possible to remove the circles below the ship/target holo-icon. I think it looks much better and almost realistic when you have just the ship/target holo-model hovering above the physical dashboard panel. Or do you mean "4. ... Removes the circular lines on radar display" is meant to do just that?


Source: https://i.imgur.com/bYL3FYg.jpg




This is the only 4th applied (this 4. ba58bc885c2dac25 ) effect filter. removes the distance rings on the radar.

second one removes the lines and third one removes the discs on the surface of the meridian main plane. hard to describe lol.

I need to remove this fog as the fog option doesnt do anything at all :'(


And Psychomorph I guess it's all about color and taste thingie ^^ I like to see everything easily on my eye focus zone :3
 
Also if it would be possible to remove the circles below the ship/target holo-icon. I think it looks much better and almost realistic when you have just the ship/target holo-model hovering above the physical dashboard panel.

These are on the same shader as most of the indicator bars on the HUD so you would lose almost all of them.

MP
 
It does work, but upon launching ED I receive an error message with a loud bleep sound before it. Message says:
WARNING: Duplicate non-command list key found in d3dx.ini [ShaderOverrideHyperspaceCloudsC] hash

Message is displayed three times in red on a black screen. If I delete the C, same appears but with B and then A. After it game launches normal and as said, no clouds in Hyperspace.

That is how it is written in my d3dx.ini and I get no errors -strange

Glad you got it to work

MP
 
It is funny how someone wants to remove the annoying dirty glass effects, keeping the HUD, while I just wish for the opposite. o_O

I think Stations should offer a canopy cleaning service beside re-fuelling, repainting and rearming.


I have to repeat myself, but I enjoy the game so much more now. Approaching stations in Supercruise by using the navigation screen, or in normal space by observing the distance in the target panel, having a clean view on space and objects. It's what I always wanted and never thought to actually see in ED.

Having a clean view outside the canopy and no artificial effects such as space dust kind of aids to focus more on what you see and develop a better feel for actual speed relative to target, etc.
I play Assist Off and the game feels almost like Rogue System. What a great mod.
Before we discovered how to toggle things with a keypress, the HUD was always off, no ability to toggle it on, and I too enjoyed the challenge of finding stations and planetary outposts via the compass. I confess that I sometimes now cheat by "pinging" the HUD on approach, mainly to visualize if the station or planetary base is behind the planet, something the compass does not show. Otherwise it can be pretty time-consuming to find your approach in 3D space using a 2D compass (especially planetary bases). Still, it's doable, as that's all I had back before the toggle! Oh, and try combat with fixed weapons without a HUD - I found that to be a little too hard. Even WWII airplanes have a targeting reticle.

As for the glass, look at the configuration file. I include an alternative hash that disables MOST of the HUD but keeps the glass "grain". These are the only two options I am aware of. You'll have to experiment to determine which you like more. BTW, the glass is still there, it's just very, very clean and polished. You'll see it when your cockpit ices up from a heatsink, for example.
 
I can see this turning into an EDProfiler type App.
If I were a Windows programmer, I'd do it. That's not to say I might not give it a go someday. I started messing around with C# to do some Space Engineers scripting awhile back. Now if Visual Basic is still a thing and Visual Studio is free, then I could probably whip something up quicker. Also, I haven't done any Windows programming in YEARS (VB showing my age), so I don't know much about these universal apps. My high-level programming languages are Python (favorite), PHP (yuck), Javascript, Objective-C (Mac / iOS), to a lesser extent Java, and C but for low-level (microcontroller and driver) programming. Only recently have I returned to Windows after being a Linux / Mac guy for years. [end biography]
 
If I were a Windows programmer, I'd do it. That's not to say I might not give it a go someday. I started messing around with C# to do some Space Engineers scripting awhile back. Now if Visual Basic is still a thing and Visual Studio is free, then I could probably whip something up quicker. Also, I haven't done any Windows programming in YEARS (VB showing my age), so I don't know much about these universal apps. My high-level programming languages are Python (favorite), PHP (yuck), Javascript, Objective-C (Mac / iOS), to a lesser extent Java, and C but for low-level (microcontroller and driver) programming. Only recently have I returned to Windows after being a Linux / Mac guy for years. [end biography]
Old Duck, I think you're doing a bang up job on this as it is!

Which Linux flavour? I was a Slackware junkie mostly because I liked to tinker with the kernel and drivers.
 
An app for this would be better than Fleet Carriers. Okay, better than Engineers. Okay, almost as good as atmospheric planets.


Code:
[ShaderOverrideXxxxxx]
Hash=Xxxxxxxxxxx
Handling=skip

That is how it is written in my d3dx.ini and I get no errors -strange


I didn't have the line with the brackets, that's why it didn't work. Thanks.


Where do you get the values from? How can I try around?

I'd love to have the circles below the holo-icons removed. Also, have no shield rings displayed would clean this up even more. There are 6 bars above the hull bar that can be used as shield indicator.
 
Where do you get the values from? How can I try around?

Method
1. Make a backup of your d3dx.ini in your 'elite-dangerous-64' folder (very important) ;)
2. Go to the original d3dx.ini that came with the 3Dmigoto download and overwrite the one in your 'elite-dangerous-64' folder.
3. Open the file with a text editor (Notepad is fine).
4. Scroll down until you find the following:

hunting - set this to - hunting=1
marking mode - set this to - marking mode=pink

The lines below this show the key presses you need to scroll through the pixel shaders.
When you find what you want (it will be turned pink) press the mark_pixelshader key
This will copy the hash to your clipboard (and put additional information in the Shaderfixes folder)

5. Use the hash to write to your personal backup copy from 1.
6. Tell everyone on the forum what you have found!

Regards

MP
 
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Early Lakon Series Shader Changes

Found a pixel shader specific to the early Lakon series.
I have tested on most other ships and have found no changes: YMMV.

Code:
[ShaderOverrideLakon]
Hash=27926ca7eef0054a
Handling=skip

What it does:

Diamondback Scout & Explorer
- Lit Lakon info panels on side of cockpit turned off.
- Lit keyboard removed including the whole unit!
- Small detail lights around cockpit turned off: this includes the annoying ones at your feet.

Type 6
- Lakon info panels on both sides of cockpit turned off.
- Small detail lights around cockpit turned off.

Asp X Scout & Explorer
- Lakon info panel on left turned off.
- No change to lights.

Type 7
- Lakon info panel in front of cockpit turned off.
- Small detail lights around cockpit turned off.

Type 9 & Type 10
- No changes.

Cheiftain Series
- No changes.

Known Issue: Where the lights are in the canopy frame the removed lights will leave a small hole you can see through.

If you like using a DBX or a Type 6 for exploration this is for you ;)

MP
 
Method
1. Make a backup of your d3dx.ini in your 'elite-dangerous-64' folder (very important) ;)
2. Go to the original d3dx.ini that came with the 3Dmigoto download and overwrite the one in your 'elite-dangerous-64' folder.
3. Open the file with a text editor (Notepad is fine).
4. Scroll down until you find the following:

hunting - set this to - hunting=1
marking mode - set this to - marking mode=pink

The lines below this show the key presses you need to scroll through the pixel shaders.
When you find what you want (it will be turned pink) press the mark_pixelshader key
This will copy the hash to your clipboard (and put additional information in the Shaderfixes folder)

5. Use the hash to write to your personal backup copy from 1.
6. Tell everyone on the forum what you have found!

Regards

MP


Thanks a lot. I found the line that removes the decorative lines (d3698fc4c7ef1718). HUD and menu looks much better without it and the shield circles are gone, too.
Unfortunately it also removes all of the pictures and icons. Shame, I was so close to have the HUD just as I liked it.

edhud.jpg

Anyone has an idea how to remove the HUD holo lighting that is cast on the dashboard? I found it not, so I guess it is part of other lighting features. Also, you can so far only remove the things, is there a chance to change opacity instead skipping?
 
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The mod is cool, but it's a shame that you turned off the nebulas. Could it be turned on? I mean only the nebula, leaving the other changes.
Otherwise, thanks for the good work.
 
Thanks a lot. I found the line that removes the decorative lines (d3698fc4c7ef1718). HUD and menu looks much better without it and the shield circles are gone, too.
Unfortunately it also removes all of the pictures and icons. Shame, I was so close to have the HUD just as I liked it.

Anyone has an idea how to remove the HUD holo lighting that is cast on the dashboard? I found it not, so I guess it is part of other lighting features. Also, you can so far only remove the things, is there a chance to change opacity instead skipping?
The mod is cool, but it's a shame that you turned off the nebulas. Could it be turned on? I mean only the nebula, leaving the other changes.
Otherwise, thanks for the good work.
The mod works by turning off specific shaders, but unfortunately Frontier often uses the same shaders for multiple graphical elements. I had so hoped to get rid of that annoying popup in the middle of the screen - "Supercruise Assist Active" and all the other dumb messages that pop up in my face. Unfortunately that's not how Frontier programmed their shaders. So what we have is what we have. 🤷

As for nebula, the best I can do is what I did in a recent version of my mod (look on last page or two), where turning off the cockpit lights "turn on" nebula and galactic dust. The idea is that by turning off the lights, your eyes adjust (rather quickly LOL) to let in more light and see things in space you normally can't, kinda like turning out the lights in your house to see stars outside. It actually "works" as a visual presentation, at least for me. This way you can turn off the lights and enjoy the nebula and galactic core, then turn the lights on for black space and just stars.
 
That's odd. It should!

There are two hashes that turn off canopy HUD, 74a61bc54382d4d9 and e61a98e9d493cdea. The first one does this by removing the glass itself, so that it's basically the visual equivalent of having your canopy 100% blown out (which, if you've never experienced, makes the canopy HUD unviewable as it's supposedly projected on the glass). The second hash leaves the glass and removes the HUD elements themselves. I actually like seeing the glass scratches in VR, so I often use e61a98e9d493cdea, but not when out exploring because it also messes with the FSS.

Anyway, try each of those and see what happens. Both should technically work, but perhaps one will work for you better than the other. Oh, and if you frost up your window using the first hash, it causes all the HUD UI to reappear. 🤷

74a61bc54382d4d9 (removing glass) is only working if ingame-setting "Material Quality" is set to High or Ultra. Otherwise it seems to do nothing.
 
Hello Commander. Thank you very much, for your superb work; it gave new life to Elite.

I 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.

A long time a go, I’ve edit the GraphicsConfiguration.xml file, to change the HUD colors...

Can you write the recommended settings, to just (copy/paste) thePrototypeLightingBalancesEnabled and StarInstanceCount for a non technical expert?

Regards

Edit: GraphicsConfiguration.xml > GraphicsConfigurationOverride.xml
 
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Hello Commander. Thank you very much, for your superb work; it gave new life to Elite.

I 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.

A long time a go, I’ve edit the GraphicsConfiguration.xml file, to change the HUD colors...

Can you write the recommended settings, to just (copy/paste) thePrototypeLightingBalancesEnabled and StarInstanceCount for a non technical expert?

Regards
These settings already exist in the GraphicsConfiguration.xml file, so all you need to do is press CTRL-F and then "PrototypeLightingBalancesEnabled" to find its entry (change to zero). The "StarInstanceCount" is a little bit more tricky because there are multiple entries for this, one for each quality setting for the galaxy. If your PC can handle it, I'd just change ALL of them to 10000 (or whatever number you want).

Most importantly, BACK UP YOUR CONFIGURATION FILE first!
 
Thank you for the help. I think I got it, without changing the default xml configuration file.

GraphicsConfigurationOverride.xml

<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
<GUIColour>
<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed> 0.5, 0.5, 1 </MatrixRed>
<MatrixGreen> 0, 0.5, 0 </MatrixGreen>
<MatrixBlue> 1, 0, 0 </MatrixBlue>
</Default>
</GUIColour>
<HDRNode_Reference>
<PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
</HDRNode_Reference>
<GalaxyMap>
<Low>
<StarInstanceCount>10000</StarInstanceCount>
</Low>
<Medium>
<StarInstanceCount>10000</StarInstanceCount>
</Medium>
<High>
<StarInstanceCount>10000</StarInstanceCount>
</High>
</GalaxyMap>

</GraphicsConfig>
 
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