Amazingly Realistic Immersion Mod

Is there any way for this to work with steam overlay? I can't use my switch pro controller anymore....

EDIT: FOUND BETTER FIX:
(Exit SteamVR if open)
Rightclick Elite in Steam library -> manage -> controller config, select your elite bindings there
Rightclick Elite in Steam library -> properties -> make sure steam overlay is on and also steam input enabled (in controller tab)

NOW even though steam overlay doesnt work, the controller config (game uses the one of the launcher I suppose when steam overlay doesnt work) is still working and now being used ingame!

P.S.: Always make sure your gamepad/hotas etc is ON before opening the game (if you use custom bindings), if you ever forget:
  • close the game
  • Go to AppData\Local\Frontier Developments\Elite Dangerous\Options\Bindings
  • Go into StartPreset.start with editor and change content to "Custom", this forces the game to add the Custom.3.0.binds to the games options again (as long as the correct controllers are connected)
 
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I've read through this thread again looking for the shader that controls the little flecks and blooms on the CMDR's visor.
Did I miss it somewhere? Does anyone know what it is?
Helmet visor flecks and blooms.jpg
 
I've read through this thread again looking for the shader that controls the little flecks and blooms on the CMDR's visor.
Did I miss it somewhere? Does anyone know what it is?
I tried a few from Old Duck's shader list but I don't think it's any of the below:

06e4863398e91c7f -> ADVERTS & PAD NUMBERS (Holograms)
0d32b99d0ef1c653 -> HUD GAUGES
0f2b92ba5625c61f -> NIGHT VISION
122f37290d55ce94 -> RADAR PLANETS (and sun "smoke")
27926ca7eef0054a -> INTERIOR CONTROL PANELS AND MONITOR SCREENS
4229b613b7cd09e6 -> SUN GLOW (PART 2)
473e4ad6b4c7ce26 -> SKYBOX 2
4835e73a2f5d3f63 -> SPOTLIGHTS (Stations)
4db942934cad0b29 -> SKYBOX (minus stars)
68e589baa119ed41 -> SHIP HOLOGRAM
698a0cdaf669a609 -> STATION FOG
6dd2c8b8b886fc7a -> VENTILATION FOG (stations)
74820d78ce4aae61 -> AMBIENT LIGHT
8330ab10a104d1b1 -> COCKPIT LIGHTS (includes some external lights as well)
91085e5f288c147d -> SKYBOX 3 (Colonia)
a79b5e1b8183c2b0 -> RADAR TARGETS
aa7bc7851c811dfb -> STATION LIGHTING & SHADING
abcb5cfb5b1d8b7d -> RADAR HEIGHT LINES
af442f80671a4878 -> RADAR COASTERS
ba58bc885c2dac25 -> RADAR GRID
bd1812e31c29661b -> TARGET HOLOGRAM
bf970f38d9964439 -> SUN SURFACE
c383b072c52fae8a -> SOLAR FLARES
d3698fc4c7ef1718 -> HUD SHIELD GAUGE & MISC (includes faces)
d7d31815a45b4462 -> STAR FIELD
e9d72a7f0f2af243 -> VENTILATION FOG (FC)
eaf84769f6c20ea3 -> LAKON CONTROL PANEL
f27049cc4a93e1f2 -> RADAR GRID (supercruise)
f288eee798cdc720 -> SUN GLOW
f6f4895ec35cc873 -> INTERNAL HUD / UI
f969184721bd5dec -> TEXT (HUD, GUI, etc)

I'm not sure if you're talking about the bloom from the station lights, or the water-stains / water-spots on the windscreen.
If it's the water stain, then it's mentioned in EDHM (Another modder) as variable y112 (0 off / 1 on).
But it doesn't work for me, the stain is still up there for me.
I'm trying to make night vision RGB colors able to be cycled by key press, so I could frequently change them in-game depending on conditions.
And this was resolved by using EDHM's 0f2b92ba5625c61f shader file, though I still don't understand where did he declare x112 variable and carried over to the shader file.
 
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I tried a few from Old Duck's shader list but I don't think it's any of the below:

06e4863398e91c7f -> ADVERTS & PAD NUMBERS (Holograms)
0d32b99d0ef1c653 -> HUD GAUGES
0f2b92ba5625c61f -> NIGHT VISION
122f37290d55ce94 -> RADAR PLANETS (and sun "smoke")
27926ca7eef0054a -> INTERIOR CONTROL PANELS AND MONITOR SCREENS
4229b613b7cd09e6 -> SUN GLOW (PART 2)
473e4ad6b4c7ce26 -> SKYBOX 2
4835e73a2f5d3f63 -> SPOTLIGHTS (Stations)
4db942934cad0b29 -> SKYBOX (minus stars)
68e589baa119ed41 -> SHIP HOLOGRAM
698a0cdaf669a609 -> STATION FOG
6dd2c8b8b886fc7a -> VENTILATION FOG (stations)
74820d78ce4aae61 -> AMBIENT LIGHT
8330ab10a104d1b1 -> COCKPIT LIGHTS (includes some external lights as well)
91085e5f288c147d -> SKYBOX 3 (Colonia)
a79b5e1b8183c2b0 -> RADAR TARGETS
aa7bc7851c811dfb -> STATION LIGHTING & SHADING
abcb5cfb5b1d8b7d -> RADAR HEIGHT LINES
af442f80671a4878 -> RADAR COASTERS
ba58bc885c2dac25 -> RADAR GRID
bd1812e31c29661b -> TARGET HOLOGRAM
bf970f38d9964439 -> SUN SURFACE
c383b072c52fae8a -> SOLAR FLARES
d3698fc4c7ef1718 -> HUD SHIELD GAUGE & MISC (includes faces)
d7d31815a45b4462 -> STAR FIELD
e9d72a7f0f2af243 -> VENTILATION FOG (FC)
eaf84769f6c20ea3 -> LAKON CONTROL PANEL
f27049cc4a93e1f2 -> RADAR GRID (supercruise)
f288eee798cdc720 -> SUN GLOW
f6f4895ec35cc873 -> INTERNAL HUD / UI
f969184721bd5dec -> TEXT (HUD, GUI, etc)

I'm not sure if you're talking about the bloom from the station lights, or the water-stains / water-spots on the windscreen.
If it's the water stain, then it's mentioned in EDHM (Another modder) as variable y112 (0 off / 1 on).
But it doesn't work for me, the stain is still up there for me.

And this was resolved by using EDHM's 0f2b92ba5625c61f shader file, though I still don't understand where did he declare x112 variable and carried over to the shader file.
No, not the bloom or any window effects, these little things are as if they were on your helmet visor. It's none of the ones tackled in EDHM either.

For night vision colours Old Duck's 0f2b92ba5625c61f shader has a section at the bottom that allows you to easily customize the colours. Keybinding is explained earlier in this thread.
If you're using the EDHM shader the colours start on line 408 in 0f2b92ba5625c61f. You can modify one of the 7 included in that file or add another of your own.
For example here's my added colour code:
Code:
  case l(8)
  mul o0.xyzw, o0.xyzw, l(0.36, 2.36, 1.36, 3.36)
  break
You have to fiddle with the startup-profile ini too, but that's something that can be discussed over in that thread.
 
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I've played with this mod for a while, and it's way better now with the supercruise without disturbing speed lines. I would appreciate if u could do the same and add an option to remove the red "Slow down" message, that would be even more immersive, in my opinion.

Best regards
e33et
 
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Which hash code can shade out the "slow down" message if that is possible?

I tried a few from Old Duck's shader list but I don't think it's any of the below:

06e4863398e91c7f -> ADVERTS & PAD NUMBERS (Holograms)
0d32b99d0ef1c653 -> HUD GAUGES
0f2b92ba5625c61f -> NIGHT VISION
122f37290d55ce94 -> RADAR PLANETS (and sun "smoke")
27926ca7eef0054a -> INTERIOR CONTROL PANELS AND MONITOR SCREENS
4229b613b7cd09e6 -> SUN GLOW (PART 2)
473e4ad6b4c7ce26 -> SKYBOX 2
4835e73a2f5d3f63 -> SPOTLIGHTS (Stations)
4db942934cad0b29 -> SKYBOX (minus stars)
68e589baa119ed41 -> SHIP HOLOGRAM
698a0cdaf669a609 -> STATION FOG
6dd2c8b8b886fc7a -> VENTILATION FOG (stations)
74820d78ce4aae61 -> AMBIENT LIGHT
8330ab10a104d1b1 -> COCKPIT LIGHTS (includes some external lights as well)
91085e5f288c147d -> SKYBOX 3 (Colonia)
a79b5e1b8183c2b0 -> RADAR TARGETS
aa7bc7851c811dfb -> STATION LIGHTING & SHADING
abcb5cfb5b1d8b7d -> RADAR HEIGHT LINES
af442f80671a4878 -> RADAR COASTERS
ba58bc885c2dac25 -> RADAR GRID
bd1812e31c29661b -> TARGET HOLOGRAM
bf970f38d9964439 -> SUN SURFACE
c383b072c52fae8a -> SOLAR FLARES
d3698fc4c7ef1718 -> HUD SHIELD GAUGE & MISC (includes faces)
d7d31815a45b4462 -> STAR FIELD
e9d72a7f0f2af243 -> VENTILATION FOG (FC)
eaf84769f6c20ea3 -> LAKON CONTROL PANEL
f27049cc4a93e1f2 -> RADAR GRID (supercruise)
f288eee798cdc720 -> SUN GLOW
f6f4895ec35cc873 -> INTERNAL HUD / UI
f969184721bd5dec -> TEXT (HUD, GUI, etc)

Best regards
/e33et
 
I would love to be able to remove the text display messages on the top right of the HUD somehow. Does anyone have any experience with this sort of HUD mod? Which shaders control that part of the HUD?
 
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Just a few reminders:
  1. This is not a supported "player tool". This is just my own personal project that I've shared with others, as-is, no promises, guarantees, or support. If you need more than what's available in this thread, I highly recommend EDHM.

  2. This mod is not tested with and will probably not work with Odyssey. I have decided to preorder Odyssey and will modify this mod accordingly at that time. I'm not paying for a limited-time Alpha, however. I recommend backing up your ini files and any shaders you've modified and removing the mod before upgrading to Odyssey.

  3. I'm no longer active in the ED forums. As a form of compulsion control (I can't resist a good debate), I deleted the password to the forum from my computer, keeping it on a piece of paper stored in a remote location. This allows me to log in for very special occasions, like providing official feedback to Frontier (hence why I'm here today), but otherwise my access to the forum is read-only. I will return to this thread when I have a new Odyssey-compatible mod a few months from now.
 
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Hey, Old Duck, good to see you! I've enjoyed using this mod, and have tweaked it to my liking in the main game.

From what I can tell so far in Odyssey, shaders for some stuff might have changed, but there's no point in messing with it during the alpha because a lot of the graphics are a bit goofy, and I suspect unfinished.

For example, the radar is all washed out and you can barely see the planet icons and any grav effects are gone. There is a bunch of weird green, red, and blue flashing in the interior of some ships, hotspots in rings are nearly invisible, etc.

So don't worry about it until release. And thanks again for working this out in the first place, it's been great.
 
It doesn't currently work at all with Odyssey, at least as far as I've had luck trying.
This is to be expected, as Frontier had to rewrite many shaders to give us the new visuals that come with Odyssey. Since many of these visuals will be backported into Horizons, I suspect this mod will stop working when Odyssey is released, regardless if you buy the DLC or not. I highly recommend everyone back of their settings and then uninstall the mod before installing the update, when that day comes. I'll be working on a new Odyssey-friendly version once it's gone live, but it will take some time.
 
This is to be expected, as Frontier had to rewrite many shaders to give us the new visuals that come with Odyssey. Since many of these visuals will be backported into Horizons, I suspect this mod will stop working when Odyssey is released, regardless if you buy the DLC or not. I highly recommend everyone back of their settings and then uninstall the mod before installing the update, when that day comes. I'll be working on a new Odyssey-friendly version once it's gone live, but it will take some time.

But for those who only have Horizons, can it still be compatible with the newer update if u not have Odyssey installed and how about EDHM, btw??
 
But for those who only have Horizons, can it still be compatible with the newer update if u not have Odyssey installed and how about EDHM, btw??
It's very likely when Odyssey goes live that the shaders will change across the board (down through Horizons).
This means that Old Duck's and EDHM will need to be updated before they are fully compatible. That's just the way it goes.
It'll take time, but they will. o7
 
One of the first things I'll be removing from Odyssey is that awful teleport circle that shines under all the ships. At the very least I'll tie it to the HUD switch to allow me to toggle it off once I know where I need to stand for each ship I own.
Agreed. I was so disappointed with that "solution" to boarding and disembarking. It looks so cheesy.
 
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