Amazingly Realistic Immersion Mod

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.
I feel like the glow around stars in the new atmospheres is way too overexaggerated. Even planets like Mars don't have that glow, and we know it from pictures. Is there a way to remove that weird glow? Or is it inherently bound to the atmosphere generation?
 
I feel like the glow around stars in the new atmospheres is way too overexaggerated. Even planets like Mars don't have that glow, and we know it from pictures. Is there a way to remove that weird glow? Or is it inherently bound to the atmosphere generation?
I honestly have no idea, because I don't own the alpha. I won't know until I get the actual release copy and look at the shaders.
 
If a third party mod can intercept a given shader surely it must be relatively trivial to just not run that shader in the actual game code. If so, then the shader on/off could be an entry in the official graphics settings xml (or even the game settings UI menu - ha! some chance). Has anyone previously lobbied FDev about this?

"Dear FDev, while you are elbows deep in Odyssey code, could you just....".

ed. My choice of setting would be to turn off the ghastly space dust when moving.
 
If a third party mod can intercept a given shader surely it must be relatively trivial to just not run that shader in the actual game code. If so, then the shader on/off could be an entry in the official graphics settings xml (or even the game settings UI menu - ha! some chance). Has anyone previously lobbied FDev about this?
The vast majority of the things I changed in this mod (which remember, I wrote for myself and only later decided to share with the community) were things that I BEGGED Frontier to implement in settings and side-panels, but they never responded. "If you want something done right...."

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On the other hand, I have been wondering if the new "dark space" changes in Odyssey might have been inspired by this mod..

Interestingly enough, Frontier does have a number of settings that can be turned off in their graphics config file - things like light cones (which look bad in VR) and even the new lighting system. I'm not sure why some things made it to the config file and other things didn't. I'm still waiting for a setting to turn off "head bob" in ships, because I'm tired of losing my HUD when pulling Gs on my 2D display with low FOV. Unfortunately this isn't something easily dealt with on the shader level.
 
Just to let everyone know, I will NOT be preordering Odyssey. My reason can be found here for those interested.

This means I won't have access to Odyssey-specific shaders at launch, but I suspect any space-related shaders will be shared between Odyssey and an updated Horizons, so I will do my best to fix whatever shaders Odyssey breaks in the Horizons base-game. This assumes that Horizons doesn't suffer from all the bugs and other issues that Odyssey currently suffers from. If Odyssey breaks Horizons itself, then I'll be taking my own "break" until it's all fixed.
 
Just to let everyone know, I will NOT be preordering Odyssey. My reason can be found here for those interested.

This means I won't have access to Odyssey-specific shaders at launch, but I suspect any space-related shaders will be shared between Odyssey and an updated Horizons, so I will do my best to fix whatever shaders Odyssey breaks in the Horizons base-game. This assumes that Horizons doesn't suffer from all the bugs and other issues that Odyssey currently suffers from. If Odyssey "breaks" Horizons itself, then I'll be taking my own "break" until it's all fixed.
Always wished I could have used this mod, the always-orange on has been growing old for a long time now, but cannot do that on console.
 
Always wished I could have used this mod, the always-orange on has been growing old for a long time now, but cannot do that on console.
I was thinking about this regarding ED on PS5. Even if it gave me 4K 60 FPS with Ultra shadows, I don't think I could go back to an unmodded version of ED.

Of course the real shame is that we (I include EDHM) have proven that it IS possible to customize HUD colors, HUD clutter, etc, which debunks Frontier's claims that this isn't possible. If we can do it, so can they, including for consoles. Heck, they could sell HUD color schemes for Arx if they had the ambition. I'm much more interested in that kind of cosmetic than I am in silly things like Christmas lights and cockpit cactus.
 
I was thinking about this regarding ED on PS5. Even if it gave me 4K 60 FPS with Ultra shadows, I don't think I could go back to an unmodded version of ED.

Of course the real shame is that we (I include EDHM) have proven that it IS possible to customize HUD colors, HUD clutter, etc, which debunks Frontier's claims that this isn't possible. If we can do it, so can they, including for consoles. Heck, they could sell HUD color schemes for Arx if they had the ambition. I'm much more interested in that kind of cosmetic than I am in silly things like Christmas lights and cockpit cactus.

I agree, but I also agree with people having all kind of holographic letters and plants and bobbleheads and whatnot; to each, their own. It's not my cup of coffee, but I can understand people who appreciate that, happy for them that FDEV made it possible for them.

I have no idea how hard it is to make such a mod work on consoles, especially with Sony being so harsh on third party intervention (I am using a PS5), but history shows us that they allowed mods in Fallout, mods are also available in Snowrunner on consoles, so yes, Sony will agree to that at least to a certain extent.

Now thinking about how much work this would imply on FDEV's side, that's another conversation. But seeing how even PC players cannot do this in the game without the use of a mod, it kind of offers a reply to my previous statement. Probably at this point it's something along the lines "oh, these guys made it, it's ok, no more worries for us" - but now let's see how this will fare on Odyssey?
 
I agree, but I also agree with people having all kind of holographic letters and plants and bobbleheads and whatnot; to each, their own. It's not my cup of coffee, but I can understand people who appreciate that, happy for them that FDEV made it possible for them.

I have no idea how hard it is to make such a mod work on consoles, especially with Sony being so harsh on third party intervention (I am using a PS5), but history shows us that they allowed mods in Fallout, mods are also available in Snowrunner on consoles, so yes, Sony will agree to that at least to a certain extent.

Now thinking about how much work this would imply on FDEV's side, that's another conversation. But seeing how even PC players cannot do this in the game without the use of a mod, it kind of offers a reply to my previous statement. Probably at this point it's something along the lines "oh, these guys made it, it's ok, no more worries for us" - but now let's see how this will fare on Odyssey?
Just to clarify, we're not really "modding" ED in the traditional way. Most modded games actually support modding in the game itself, games like Skyrim and Space Engineers and Flight Simulator. Frontier does NOT support this in any way. What we're doing is shader injection, which happens OUTSIDE of the game. Think of it as a kind of "advert blocker" for ED, where we can totally block certain shaders (like supercruise speed lines, dirty windshields, etc), and we can injector our own shaders for other things like HUD coloring. There is no way that Sony will support this kind of modification, as this happens on the OS side rather than in the game itself.

So yeah, unless Frontier adds custom HUD colors and toggleable elements, console gamers are out of luck. Same goes for graphics settings like shadow quality :(
 
Just to clarify, we're not really "modding" ED in the traditional way. Most modded games actually support modding in the game itself, games like Skyrim and Space Engineers and Flight Simulator. Frontier does NOT support this in any way. What we're doing is shader injection, which happens OUTSIDE of the game. Think of it as a kind of "advert blocker" for ED, where we can totally block certain shaders (like supercruise speed lines, dirty windshields, etc), and we can injector our own shaders for other things like HUD coloring. There is no way that Sony will support this kind of modification, as this happens on the OS side rather than in the game itself.

So yeah, unless Frontier adds custom HUD colors and toggleable elements, console gamers are out of luck. Same goes for graphics settings like shadow quality :(

Thanks for clarifying that for me, all hopes are gone now 😕
 
Old Duck, first what a great job on all this. It has improved my VR experience so much.

Question, is it possible to just use only the graphix affect of making space dark (no space dust) with more stars visible and not everything else? I switch between vr and normal and find the process of switching around tedious but would be happy with just no dust. Thanks!

edit: I just deleted the gfx files I did not want and figured out how to edit the HUD color.
 
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Absolutely baller! Killer work!

This is absolutely the ONLY WAY to enjoy Elite! I transferred from my, effectively, 7 years of Xbox progress to use this mod.

I just couldn't do away with the HUD target elements though. If anything I'd just like to dim the brightness on the targeting indicators and circles around bodies (independent the HUD). I'd probably set them to be 50% less bright.

The only issue? I can't see my PAs but they fire.

[Edit]

Missing PA projectiles tied to "Cheap Effects." I disabled this setting and they came back.
 
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I hope you'll be able to get rid of those stupid crosshairs in Odyssey. I hate when games force weapon crosshairs when aim down sight mechanics are present.
 
Can you be more specific on the cheap effects setting? I also can't see my PAs.
Sorry I was having some account (login) issues over the weekend that support is helping me out with. It seems I can only log in from certain devices that already have my ID and password cached, which is weird.

Anyway, you probably figured it out by now.

In your Elite-Dangerous-64 folder, right click on your D3DX.ini and select Edit and look for the following section.

; Remove certain "cheap" smoke effects - overheating control panel smoke, etc.
[ShaderOverrideSmoke]
Hash=c2b2613be56251fb
Handling=skip

Throw a semi-colon in front of the first line to disable it, so that it looks like this


; Remove certain "cheap" smoke effects - overheating control panel smoke, etc.
; [ShaderOverrideSmoke]
Hash=c2b2613be56251fb
Handling=skip

This is how I effectively got my PA's back, but because comet tail effects are also disabled? You won't get the super bright PAs back, unless you disable that too. I personally like how the PA's look with this mod, and everything else default in the file, except the above lines. It looks more "projectile" and kind of reminds me of the torpedo effect they used for Luke in Episode 4 LOL. I also don't like the super bright "headlight" effects for other ships, so I especially don't want to enable the comet tail thing. It's cool how you can only see other ships in super cruise as long as you're in proximity of them. It makes interdicting NPC more fun, too. You're not just actively selecting new bright lights you see, but are monitoring your panels more.
 
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@Old Duck Why the milky way and nebulas are tone down/different when viewed from inside the cockpit compared to the camera suite?
Wow. Just wow. How did you manage to get it to look like that? This is by far the most realistic looking galaxy I’ve ever seen in ED. Mine looks nothing like that using the mod with the provided GraphicsConfiguration xml.
 
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I have no idea how Odyssey will integrate on a filesystem level, so I highly recommend backing up your d3dx.ini file along with your ShaderFixes directory if you've made any customizations. I'm hoping that Odyssey will be its own subdirectory, allowing for two separate profiles, but we just won't know until Wednesday.

I also have no idea when I myself will be purchasing Odyssey. Obviously I can't "recalibrate" this mod until I do, but I'm not in a hurry to spend $40 on an unpolished and potentially unfinished release.
 
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While playing with black holes, I was able to increase the number of stars seen on the screen, but there are some side effects I need to deal with.

Before:
stars - less.jpg


After:
stars - more.jpg
 
Stars need to be more numerous but at the same time, fainter. In our sky, stars are just "points" of light, literally just a no-diameter dot in the sky. However in Elite, stars have a pretty noticeable radius, to the point where looking at the Earth from the Moon in Elite just looks off, as the earth is just barely bigger than the stars surrounding it.

There also needs to be way more stars. They just need to be much less big and more faint.

It's a fundamental problem in the game's lighting, probably nothing you could fix OD.
 
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