#Reclamation Mod Project (and other misc. mods)

1 messages · Page 2 of 1

tough magnet
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i dont rlly need it tho

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performance seems good

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theres slight hiccups in vanno

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rn im messing with oculus settings to see if i can get rid of the performance issues

vital fractal
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tried to do some heavy shadow edits but they wouldnt work in the inis

smoky venture
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yeah your edits are fine

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we can run those

tough magnet
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great mod

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it really creates a good atmosphere

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i noticed a few issues though

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the crier artifact from the banshee hunt mission doesnt make noise

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the sound from the heli in bolotky is deafening

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and the ambience in bolotky is a bit loud

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other than that though its great

tough magnet
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r u planning on changing the distortion sounds?

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there is a mod that already improves it but im js curious

smoky venture
vital fractal
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needs ue4ss put in logicmods

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little aliasy

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@tough magnet

tough magnet
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shi

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alr ill install ue4ss and the mod

tough magnet
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another issue is the dying sounds

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very very loud and unimmersive

vital fractal
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wym

tough magnet
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i do feel like thats what a dying dude would sound like

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but it doesnt feel right

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maybe a patch to remove it would work

tough magnet
vital fractal
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for what enemy

tough magnet
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ima try ur new shadows now

tough magnet
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when they are on the verge of death

vital fractal
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hmmmm

tough magnet
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could u give me a link for ue4ss

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nexus search seems to be broken

vital fractal
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yeah its down ig

tough magnet
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oh nvm all of nexus is broke

vital fractal
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get the newer one ig

smoky venture
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I reduced the original sound clip by 80% of its original volume

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There's something with the volume multipliers in some sound cues that just throw everything out of whack. Bolotky ambient sound is another one

tough magnet
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thats weird

silk echo
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Ngl i dont like the voice lines at all id rather just have the old hunger sounds :/

smoky venture
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I hope you guys realize when I asked you to test my mod, it was to test it, not just input your opinions.

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But I appreciate it regardless.

tough magnet
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oh mb i thought it was for feedback

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i would upload the videos i got but the mb limit

smoky venture
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you're good, i'm not trying to sound rude. im just specifically looking for constructive feedback, saying you don't like something without context or explanation as to why doesn't help me.

tough magnet
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oh ofc i try to be as constructive as i can

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theres no use js saying something is bad

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i would list the good things i like abt the mod

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theres js too many to list 😢

silk echo
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I do have one question, are the castle and kolhoz getting their own ambient tracks like the other maps?

smoky venture
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kolhoz should have working ambience already

silk echo
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Hmm maybe i missed it, ill go back and check

smoky venture
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also i would like to put it on the record that while 90% of the visual stuff is complete, most of the audio stuff is placeholder or still experimental, so like i said i do appreciate your input, but if you can provide specific examples or a description when you bring something up that provides a lot more insight.

tough magnet
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ofc

smoky venture
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especially for audio, because everyone has different hearing and uses different headset stuff

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things can genuinely sound drastically different between, say, a quest 2 speaker, or a $400 3.5mm headset

tough magnet
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i use a quest 2 speaker an most the audio ive heard so far is great

smoky venture
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bruh

tough magnet
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especially the anomaly

smoky venture
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all im saying is

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plug in headphones and you'll hear some bass

tough magnet
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ill try it out

smoky venture
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you'll know what i mean by difference in sound though, its stark

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this is permovay

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you can always just play on your phone speaker and then headphones and its essentially the same thing

silk echo
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The ominous rumbling is🔥

smoky venture
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rly tried to mimic stalker vibes with that

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on that note, is bolotky ambience significantly louder than permovay? i'd assume thats how both of you experienced it, going from permovay to bolotky

silk echo
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yes

smoky venture
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aight

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ig i can just reduce the volume in post

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are either of you able to discern specifically what about it is much louder? the gusts of wind, the fauna, the ominous rumbling etc

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or is it kind of a "sum of its parts" loudness

tough magnet
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the ribbiting and crickets

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the ominous sounds

smoky venture
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okay, i figured

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you probably aren't hearing all the ominous sounds without headphones

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but the ribbiting and crickets checks out

tough magnet
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would earbuds work

smoky venture
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yeah its just that the q2 speaker is basically a phone speaker

tough magnet
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good to know

smoky venture
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so u miss out on parts of the frequency

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good mids and highs bad lows

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i'll try and knock out all the audio stuff this weekend

tough magnet
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great

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the textures are fine as far as i know as well so thats good

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besides that one vanno mod issue

smoky venture
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yeah i'd have to specifically try and make a patch for that mod

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way too much effort for a mod i've never touched

tough magnet
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oh yea its unnessacary

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normal vanno is fine

smoky venture
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if most of the audio changes aren't well received by you guys, then i can remove it from the mod and keep things like the music and ambient stuff

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as far as, for example, the screaming artifact not working; that's the type of issue i appreciate you pointing out. you two are essentially the frontline warriors for helping me improve the mod

vital fractal
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it scales with the ambient setting

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think i did it a little too loud when i made it idk

silk echo
smoky venture
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like 20-25% quieter

vital fractal
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think you can just edit the mixer in uagui

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hold on

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yeah the second one change it from .6 to like .4

short bear
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this is so peak

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i only use this

smoky venture
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ill try n set some time aside to clean up audio stuff

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was there any visual stuff that blatantly needs touching up on

tough magnet
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not at all

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i js did pervomay, bolotky, and factory tho

vital fractal
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are all the zones finished visual wise?

smoky venture
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haven't touched castle

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so any changes from the other maps will affect it but otherwise, no. my save isn't far enough to go inside

vital fractal
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removes the door mesh

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i genuinely have no idea how stalker just removed the front gate

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but this suffices

smoky venture
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probably scales the mesh down really tiny if I had to guess

vital fractal
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no it doesnt edit the mesh

smoky venture
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dang

smoky venture
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my work ethic has been pretty poor lately

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kicking myself in the arse and booting up UE to work on some stuff right now

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adjusting the volumes for bolotky level ambience, the coughing/grunting when you're low hp, removing the deadshot sfx + fixing screaming artifact

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@tough magnet @silk echo have either of you two had anything to report back error wise, or if you wanted to share some thoughts go ahead

silk echo
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No errors that i can think of, the only feedback i have is i would love to see more stuff remastered

smoky venture
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could you elaborate on what

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i'm also curious what your thoughts are on the fall sfx changes, i used tarkovs

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they're kinda beefy but sound a little like a horse gallop

smoky venture
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ok hopefully fixed screaming artifact

tough magnet
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if u could send the file tho id install

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wait whyd u remove the deadshot sfx

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that was cool

smoky venture
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i was told it was corny

tough magnet
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hb 😭

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that shi was lit

smoky venture
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yeah, i suppose its subjective

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i don't even use the deadeye so i was impartial to either sound really

tough magnet
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yea

smoky venture
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could just make it one of the optional files, i suppose

tough magnet
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thatd work

smoky venture
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really trying to avoid splitting hairs with people because i know everyone will have nitpicks

tough magnet
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hey its ur mod

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remember that

smoky venture
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no yeah i agree with the sentiment

tough magnet
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u can take recommendations but

smoky venture
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i guess for example someone might not care for the sounds i made for entities

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or maybe they find the amount of grass i have in my mod to be too dense, etc

tough magnet
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i liked them

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especially the seeker

smoky venture
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i still have to find a couple sounds to change

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the leaping sound for the spawn

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it's like a 'woosh' kinda cartoonish sound

tough magnet
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imo it was good but if u can find sum better go for it

smoky venture
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what i'm saying is there's sounds i have yet to even find the correct files for to change

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the spawn jumping sound is one of them

tough magnet
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oh yea

smoky venture
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that's one of the most annoying sounds in the game for me, can't locate it. rip

tough magnet
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aw

smoky venture
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i made a video unrelated to itr

tough magnet
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have we found any new graphics settings that are best for this mod

smoky venture
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when I turned off tonemapping and whatever else r3mains did with the config

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that was about it and likely all there is

tough magnet
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alr

smoky venture
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don't feel obligated to use it if you don't care for the changes of the config

tough magnet
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i havent used it yet so im gonna try it out

smoky venture
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fair enough

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lmk i guess

tough magnet
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it looks better than vanilla imo

silk echo
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From what ive seen i agree, still need to try it though

smoky venture
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aight

smoky venture
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have either of you two felt compelled to take screenshots or record some clips while you play

tough magnet
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i got a clip but couldnt upload bc of file size limit

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next time i raid a big poi tho ill record

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and castle if i remember

smoky venture
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you can always upload to youtube or whatever unlisted

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there's no upload limit on yt at all

silk echo
smoky venture
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not really

vital fractal
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after my run should i stream another with rrp

smoky venture
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up to you

ionic shard
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any eta for the public release of the mod?

smoky venture
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I'd say the mod is like 85% complete, maybe 5% visual stuff 10% audio tweaks and changes

ionic shard
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nice, looking forward to the release. It already looks amazing

plucky cloud
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Seems promising good work

vital fractal
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watch stream im using it

smoky venture
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I'll be on my pc in a couple hours I might check in

plucky cloud
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Is the mod still in testing?

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I was hoping to make videos on my run for itr

smoky venture
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not released yet

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feel free to make videos once its out

plucky cloud
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Aight bet

vital fractal
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fog distance changer edits the surrounding walls of the zones, wonder if thats possible without it breaking anything

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thought about doing these concrete walls?

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also the factory walls

smoky venture
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or least i havent tried messing with the material laters because it uses the plaster wall texture as a mask in factory, which is why they're bright af compared to permovay

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i can probably take a look at the factory walls

vital fractal
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did you not use the plant draw distance thing i did?

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beyond that i cant really think of anything else

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maybe changing fog color? dont think that really works

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what if you tried messing with IntoTheRadius/Content/ART/Meshes/SM_ForestWall_ZUp

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i like the scythe sounds

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what about changing the loot crate textures?

smoky venture
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im not just retexturing everything just to change it, just things I felt were necessary

smoky venture
vital fractal
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i thought it would be nice to include in the main file

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#1452184807818657965 message

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here

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are you still doing the artifact changes?

smoky venture
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maybe, but it would probably be seperate

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frenzyc was supposedly doing an artifact overhaul as well, so if he completes that and it's high quality then i may not follow through

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mostly out of respect to the time he put in & also to save myself time

smoky venture
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my personal life has severely handicapped the development of this mod so if there's anything else you would want me to take a look at this weekend or next, i'll try to work on finalizing everything

vital fractal
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feels nice

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did you try the broken down houses in kolkhoz?

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also the swamp ambience at the helicopter needs fixing

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otherwise i cant really think of anything else, im sure other people may have ideas

smoky venture
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i forgot about the audio for the heli so i appreciate the reminder.

vital fractal
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like i mentioned maybe you can mess with the outer wall mesh of the maps

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idk what that would ential but i think i would be cool if they would be like

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taller

smoky venture
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already tried

vital fractal
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hmmm

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make sure to include the plant draw dist in the main file

smoky venture
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didnt seem to do anything noticeable

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ye

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i almost wish i could give the fog walls collision

vital fractal
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beyond that it feels good

smoky venture
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i hate that they don't really work as boundaries but more as fast travel

vital fractal
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bolotky is great especially

smoky venture
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i know people would dislike that change though

smoky venture
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yeah i probably put the most work in bolotky

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maybe next weekend I'll throw on the headset and try to just run through and checklist as much as I can

vital fractal
smoky venture
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I considered it, but there really is no point

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The game is so incredibly small in scale that having the map at all is kind of pointless (imo) but I did consider removing the icons off the map

vital fractal
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fair

smoky venture
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having safe houses and shortcut icons be invisible would be neat

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god the edges of the maps being a teleport/fast travel and then having 3 direct unlockable shortcuts to the main maps really ruined the games sense of "size"

vital fractal
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damn i really cant think of anything else

smoky venture
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yea i feel as though ive mostly covered everything without a lot or any bloat

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iunno

vital fractal
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IntoTheRadius/Content/ART2/Environment/SkySphere_Radius/

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maybe fuck with these

vital fractal
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recreated /Content/ART2/Environment/Blueprint/BP_EnvironmentSkyBox_Radius_C

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mainly just sets up the locations/materials of the radius and debris

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ill mess w it tomorrow

muted cloak
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Question. In @vital fractal live streams the anomalies sound different than vanilla. Is that part of your mod once ready, @smoky venture ?

muted cloak
vital fractal
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think the issue is that all these materials' parameters are set in the maps themselves

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not much i can do there

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wonder what replacing the cloud tex would do

smoky venture
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you can replace some of the clouds but most of them aren't designed in a way to fit the environment

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are*

vital fractal
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yeah

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theyre arent horrible as is

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really hate kolkhoz

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fucking eyesore

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never actually got to kolkhoz on 2.0.0 think it was locked behind a mission

vital fractal
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not too much of a difference

smoky venture
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unlikely ill be testing it any time this week

vital fractal
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if I remember next time i stream

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I messed around with the lighting again but didn’t really get anywhere

smoky venture
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@vital fractal

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so the helicopter ambient sounds

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could you remind what it is so i can locate the issue rq

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nvm i booted it up

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yeah i see the issue

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fixed it

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@vital fractal dunno if you're still doing runs with my mod but i can give you the bolotky heli audio fix if you want it now

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going to look at factory walls and all of castle prob tomorrow or saturday

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if there are any other fixes or minor suggestions or what have you i can take a look this weekend and then wrap it up for release.

vital fractal
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clouds were small, cant really notice the difference

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feel like id need someone else to judge

smoky venture
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to be fair i dont mind the clouds

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unless there's like a specific example

vital fractal
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yeah was more curious than anything

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messing w the atmosphere and lightmaps

smoky venture
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im downloading your color edits, is it just a logic mod?

vital fractal
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yes

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its the same as the graphicsquality ini

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i just made it a logicmod so i could distribute it in a better format

smoky venture
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if there's any way to make the black levels higher (so darks aren't pitch black) then that would be good

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like a reduction of contrast to some degree

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could just be my headset tho

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the light levels with tonemapper are good but its just that darks are too dark

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problem in vanilla anyways

vital fractal
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you can mess with the color levels ingame w the commands thats just what i came up with

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still is quite dark

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especially kolkhoz

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just kolkhoz actually

smoky venture
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yeah

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no i agree

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though i love the atmosphere

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still need to fix those damn haybales too i guess

vital fractal
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nah theyre fine

smoky venture
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they're a pain in the ass

vital fractal
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if it would be a pain to do

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dont waste your time on them if you were gonna do something else

smoky venture
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its a nitpick

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i dont mind updating the mod later down the line and if truly necessary i can do semi regular bugfix updates or whatever post release

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at this point im feeling a little bad holding onto it

vital fractal
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1:50 in my stream today

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shows the haybales i dont think theyre bad

smoky venture
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what am i looking for

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oh

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i did think of something else

vital fractal
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really just wish kolkhoz was brighterrrrr

smoky venture
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lod on bolotky factory

vital fractal
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ive changed every color variable in the lightmap but nothing made it not red

smoky venture
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if you have increased fog distance then they revert back to vanilla low quality coloring from vanilla lod

smoky venture
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bolotky factory

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the brick

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my brick texture is dark red vanilla is bright orange

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not sure if you're familiar with LOD at all

vital fractal
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no im not

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strange

smoky venture
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just goog rq

vital fractal
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might be in the mesh itself?

smoky venture
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possibly

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its just another nitpick really

vital fractal
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i might have made the grass a little too dense

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think thats up for you to decide

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only nitpick is that the grass doesnt render in the scopes and i have no idea on how to make them do so

smoky venture
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isee

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you're technically the playtester here so

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if you think its a bit too dense i dont mind taking a look at it

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or wait that was your edit wasnt it

vital fractal
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yeah

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just reduce it a little

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or not

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i cant really decide

smoky venture
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if you're feeling that then do so and there can be 2 versions

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for people who just want giga grasslands i guess

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im watching your stream thing past 1:50 and honestly kolhoz looks really good with the amount of grass

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does it affect your performance?

vital fractal
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cant tell

smoky venture
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same

vital fractal
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kolkhoz just sucks anyways

smoky venture
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idk has a silent hill vibe that i really enjoy

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my mod at least makes flashlights necessary to some degree

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and night vision

vital fractal
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if only flashlights werent bootyass

smoky venture
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didnt you make a mod for them?

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i dont think they're terrible, besides the lamps those are awful

vital fractal
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i still want to figure out what makes kolkhoz so damn orange

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aint the lightmap

smoky venture
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the radius

vital fractal
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fuck is levelsequence

smoky venture
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no idea

vital fractal
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hmmmmmmmmmmm

smoky venture
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ngl im actually impressed with how the game looks

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who is this zefir guy

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i've owned the game for 6 years btw

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played and beat 1.0 in like 16 hours and then the rest of my gametime is from making the mod

vital fractal
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i play it on the link store

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idk my hours

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probably a fuckton

smoky venture
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hm

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maybe i stream the game sometime

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you've done a good job giving the mod some exposition from what i've seen

vital fractal
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i think these moviesequences may be it

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issue is that uagui doesnt support them

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cant edit these

smoky venture
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interesting

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i dont know if i asked but what were the overall sentiments on the anomaly sounds, i more specifically the electric fields

vital fractal
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HOLY FUCK

smoky venture
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what the hell did you change

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and what time ingame is that

vital fractal
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it was the levelsequence

smoky venture
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im very interested to see what you have going on with this

vital fractal
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yeah you cant edit them

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i just ripped them from 2.4

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not really much you can do

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but i will use this because ive wanted it personally

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same time

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12

smoky venture
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send it my way

vital fractal
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hold on let me test the others

smoky venture
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np

vital fractal
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theres also ones for the tides but those prob dont need changing

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only issue i can see is that the falling ash is not in the right place

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its like 20ft above the player

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atleast in kolkhoz

smoky venture
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ope

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i do kinda fuck with that

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it makes more sense as to why there wouldn't be much ash in the texture pack

vital fractal
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i mean could just remove it

smoky venture
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nawh i dont hate the ash

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im interested in seeing these changes for myself at some point

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tomorrow or whatever if you want to dm it

vital fractal
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sure

smoky venture
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appreciate it

vital fractal
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castle is something

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kolkhoz looks great but the fog was clearly changed then

vital fractal
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yeah this is good only issue is kolkhoz in specific has high fog density at the start distance and it gets bright as hell

slim gazelle
vital fractal
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i want to see if i can alleviate this fog

vital fractal
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dont think the issue is the lightmap, i think its however the fog is implemented

vital fractal
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okay

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good news

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all the global lighting/coloring of each zone is in these sequences

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bad news

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uassetapi cant process them and they have to be manually rebuilt in sdk

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BUT

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if that were to be done

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then more intensive map color and lighting edits are possible

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like

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more snowy and bluey ass frozen wasteland

vital fractal
short bear
slim gazelle
smoky venture
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@vital fractal you ever messed with M_AnomalyEffect_01 in WorldMaterials/EffectMaterial

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its the material for the distortion

eager prairie
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would you guys recommend playing this with STALKER or scavenger?

vital fractal
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its just a visual overhaul, so it isnt really dependent on it, im doing a stalker run in my streams with this

muted cloak
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I will def play it with scavenger im wating on it to play it in combination with R3mains custom items. A whole new experice. 😁

vital fractal
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ive recreated them in sdk

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means we can actually change them

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little issue is that you need to edit the namemaps before you package each time which might get annoying but i have no idea how to call python to do that easily

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we could do a lot with this

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i wont set this up for the cutscenes

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more work

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vanno doesnt have one it just alternates the lightmaps themselves at 20:00

smoky venture
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thats actually insane

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great work

smoky venture
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stalker makes a lot of random audio changes that i would need to put some work to make a patch for

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that's all though

eager prairie
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Ah okay

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Thanks

smoky venture
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yup. its just preference. if you like the monolith voices and stuff then you can just roll with those changes.

eager prairie
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Do you have an estimate release date?

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I see

smoky venture
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probably going to finish it this weekend or next if there weren't any significant additions i planned on making

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don't have a lot of time to work on the mod lately so the scope has narrowed

vital fractal
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idk if you want to bother with this or if you have time

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i could try something

smoky venture
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is that timeline the full day cycle?

vital fractal
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coloring, lighting, and all fog

smoky venture
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would love to have mornings and daytime be much more brighter but dusk and night time necessitate the use of flashlights and night vision

vital fractal
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only thing that you cant do is anything that would be in the lightmaps

smoky venture
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though you would probably have to tune it around your night vision i know you said it was blown out?

vital fractal
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and edit them through the time aswell

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like

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time-adjusted fog density/distance

smoky venture
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that would be great honestly

vital fractal
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a lot you could do w this but i cant say id know what to do with it

smoky venture
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lower fog during the day for those screenshots and fog at night for the sheer terror

vital fractal
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only think on my mind is to make something for frozen wasteland

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but you could do a lot

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all this does is proceduraly edit parameters on components in the lightmaps, i just dummied the maps themselves with the components it needs and it seems to work

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only tested pervomay

smoky venture
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i'll probably be around my pc in the next 2 or 3 hours

vital fractal
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theres some random components from other .umaps sprinkled in but i removed them mostly because they dont do anything

vital fractal
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in my sdk though

smoky venture
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uhhh i think i have the old version installed on my drive

vital fractal
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dont need the whole thing just these few folders

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could make castle more

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regular

smoky venture
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im a big fan of the color grading increase as you get closer to the radius i just hate how contrasted it is

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as i've said before about the shadows and black levels being too dark

vital fractal
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i dont think that would be in here

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more just overall visual design

#

and good old unreal look

#

yeah these are all in the lightmaps only exception is factory i think that 1 light at the military checkpoint in the main umap goes alongside this

#

you could edit literally

#

anything

#

through the time of day

#

moving radius or something

smoky venture
#

increasing light intensity would basically do what i want to solve

#

hypothetically

#

artificial light sources are almost always completely blown out, especially exterior ones placed over the landscape. just completely washes the texture out

vital fractal
#

like the baked lights?

#

thought they were okay

#

youd have to find it in the map and dummy it to reference it

#

really need to figure out how to python these map references though, no idea where to start

smoky venture
#

i am not well researched or versed in any of this

#

i've wanted to avoid using reshades because of the performance impact but it might be one of the few ways to easily accomplish relighting

vital fractal
#

reshade wont work for people without steamvr

vital fractal
#

bolotky and pobeda are being annoying

#

smh

smoky venture
vital fractal
#

theres some light that is being weird

#

i think a ref is wrong

smoky venture
#

ah

vital fractal
#

throwing this here, the indirectlightingintensity in the postprocessvolume led to the terrain being light while everything else wasnt, maybe a solution

#

everything is working but the pobeda fog and it was fine before

#

idk what i did

smoky venture
#

yeah that is something im interested in

#

i would probably lessen the effect displayed in your screenshots (looking at the grass and trees)

vital fractal
#

once i fix the pobeda fog ill get this exported

#

the names and references are so ass to work with they show up differently between the umap, sequence, and the designator in it

#

so i cant fucking tell what shit is actually supposed to be named

smoky venture
#

understandable

vital fractal
#

literally got it right the first time but now i fucked it

smoky venture
#

if you can lessen the effect maybe like a third on the indirect lighting (idk what time it is or how much else you've edited) but just a slight reduction in the baked lighting would do wonders

#

cuse im noticing the boulders in the back are pretty bright too

vital fractal
#

that was an ss of a fucked version

smoky venture
#

ah

vital fractal
#

okay turns out i never got pobeda right

#

fuck me

#

holy fuck

#

the name for the component in the sequence is in the export information of the umap, even if the name of the component in the map itself is different

#

okay this bs is done

smoky venture
#

7am

#

150% fog

#

noticed the color edits you made changes fog to orange/yellow during dusk and dawn

smoky venture
#

i have actually got a semi decent trailer going i think

#

can't say i'm an editor by any means though

vital fractal
#

@smoky venture around 0:31 on my new stream shows kolkhoz w the old sequence

#

do you think its still too dark

smoky venture
#

that looks great

#

what i mean by black levels is like

#

i want to reduce anything that is so dark its seen as black on the screen to more of a dark grey or use indirect lighting to illuminate it

#

if you take a screenshot and reduce the contrast slightly that would recreate the effect of what i'm referring to

vital fractal
#

i need to figure out this fog aswell

smoky venture
#

game just needs a brightness boost without making things that are already bright, brighter

vital fractal
#

I did it in my color edits but maybe not enough

smoky venture
eager prairie
smoky venture
eager prairie
muted cloak
smoky venture
muted cloak
smoky venture
#

@vital fractal perchance

#

unrelated to the screenshot but idk if r.DefaultFeature.AutoExposure has other options besides binary implementation but it has the potential to look very good

smoky venture
# smoky venture

misc12=r.tonemapperfilm 0
misc13=r.TonemapperGamma 2.4
misc14=r.Color.Min 0.008
misc15=r.Color.Mid 0.8
misc16=r.Color.Max 1

#

this is with ^

#

still going to edit it a bit

smoky venture
#

i've got it

#

also realized kolhoz ambience wasnt working

#

fixed

smoky venture
#

attempting a STALKER mod audio patch for reclamation project

vital fractal
#

stalker sounds are supposed to be quiet

smoky venture
#

fragment footsteps and aggro sounds are significantly quieter than every other single entity sound

#

it's not really a matter of balancing, it's either an oversight or poor design choice from ziggylata

#

i just recreated vanilla cues anyways

slim gazelle
#

Please don't make seekers vanilla levels of loud in stalker🥺 🙏

smoky venture
#

dont know what that means

slim gazelle
#

😢

smoky venture
#

if you're going to tell me to do something at least explain why

#

are vanilla seekers too loud?

slim gazelle
#

In stalker they're like quieter

smoky venture
#

then i'll find a middle ground

#

they aren't supposed to be so quiet that you don't realize they're there, though, because I designed the audio to be terrifying

muted cloak
#

I admit that the seekers are a bit too loud when they scream at you as they run at you.

slim gazelle
smoky venture
#

Consider the fact that you're also advising me based on vanilla sounds

#

Do you want to hear the difference?

slim gazelle
#

I can't right now

smoky venture
#

Unfortunate

smoky venture
#

@vital fractal completely unimportant but

#

the concrete fences are no longer bleached

#

so whatever other things you had in mind feel free to remind me

vital fractal
smoky venture
#

welp

#

i suppose i can start working on the artifact stuff

solemn talon
#

Green radius looks great. Like a real place.

vital fractal
#

if i were to make an environment sequence preset later for this would you throw it in as a sep file

#

also did you get your shadow level with those commands?

smoky venture
smoky venture
#

should I try to make a vanno expansion patch..?

vital fractal
#

idk

#

if it aint too much work

smoky venture
#

I'd have to download it and line trace stuff, then likely rip any meshes that mod uses that have new UVs

#

Cause I know it messes with a load of my textures

#

vanno expansion in theory always seemed pretty cool, default base is cramped

smoky venture
#

@vital fractal unrelated but could you possibly tell me if the screaming artifacts work next time you play (my save is not far enough yet)

#

it should be constant schizo whispers

vital fractal
#

if I actually do another crier mission I’ll check again

#

but I don’t do those

vital fractal
#

take the expansion computer mesh, separate it and use the one that’s mapped right, then maybe make another material completely for the second floor meshes

smoky venture
smoky venture
#

I could probably knock that out today then I'd really like to get this artifacts working. I might slip them in for Reclamation Project release if so.

smoky venture
smoky venture
#

it may be possible with the artifacts materials it has something to do with the amount of faces/edges on the mesh dictating the bloom, since the meshes are so small and have probably 6-8x the amount of faces as the default ones they're incredibly blown out

vital fractal
smoky venture
#

ye iunno

#

stumped on the artifacts

vital fractal
#

yeah it’s a show flag on the capture component

#

ok so ill update the scope resolution mod

#

and you can include the default 256x256 version in your mod?

#

also need to overwrite the elcan bp because it’s overridden in there

smoky venture
#

that works ig

#

if you want to mess with the color min-max to fit your headset and then send them to me i can probably find a middleground between them all or include different options

vital fractal
#

I mean the ones I made before are fine

#

only issue is just kolk feels dark

#

rest of the zones are okay

#

but if I do make sequences for this mod I can fix that

solemn talon
#

Is there going to be a noticeable performance impact?

vital fractal
solemn talon
smoky venture
#

should be minimal or no performance loss depending on specs

#

most textures are the same exact resolution as the vanilla textures, very few are actually higher resolution

vital fractal
#

@smoky venture include this in the main mod, ill update increased scoperes to overwrite if using both

#

actually

#

fuck is kolkhoz so dark for

#

indirectlightingintensity is the same as bolotky

smoky venture
#

huh

vital fractal
#

still doing this bs with the fog

smoky venture
#

aight

vital fractal
#

i lowkey think the shadows are like

#

dont think changing the transform will do anything

#

confusing ass shit

#

ok bad news

#

the sun light is unmovable

#

and the whole entire scene lighting relies on it

#

the fog is overblown because kolk is just closer to the sun

#

hold onnn i think theres a param

smoky venture
#

aight

vital fractal
#

okay that aint work it needs to be moveable

#

but i thinkk i can edit the fog settings

#

ill do that tomorrow or later today

smoky venture
#

fair enough

vital fractal
#

ok i got it

#

pushed the directional inscattering of the sunlight back beyond the map

#

need to mess w it more

smoky venture
#

Only 10am here, so unfortunately I won't be releasing it until later, when I'm home Explorer_ok

solemn talon
#

wanted to start a new playthrough with some recent mods

#

it's ok take your time 🫡

smoky venture
#

I've got my nexus mod page already written up, so luckily I can just hop on and upload it when I'm home

solemn talon
#

Is it going to include everything? You already uploaded some retextures earlier

smoky venture
#

Mostly everything. I kept a few texture/model replacements, like for the energy can as optional

#

@vital fractal unrelated but I did notice last night that the seekers use the same audio file for the fragment* aggro sounds but don't share cues, and I have no idea where the seeker cue is

#

What I mean by that is I was able to reduce the volume of fragments but seekers still play at default/vanilla loudness

#

I also noticed that your scope fix removed all my scopes from my weapons, so I'll have to leave that as a warning for mid save installations, and you probably should on your mod page.

vital fractal
#

shouldnt have

#

anything change since the last version you sent me?

#

seriously dont know why it would do that w the scopes or else increased scope res wouldve been doing this the whole time

smoky venture
#

well i left it as a warning, not sure if it was a fringe case or not

vital fractal
#

hmmmmm

#

is it just when its mounted on a gun?

smoky venture
#

not sure, only had scopes on my weapons at the time and didnt have time to fully test

vital fractal
smoky venture
#

is this the lighting from the screenshots

vital fractal
smoky venture
#

will test later

solemn talon
#

The ground in kolkhoz is significantly darker/grayer than on previous maps

#

is that intended?

vital fractal
#

idk why

smoky venture
#

kolkhoz lighting STEAMHAPPY

#

it does use the same exact texture as the other maps

smoky venture
vital fractal
smoky venture
#

I did nab a spooky screenshot in permovay at 20

slim gazelle
#

why is the vanno shop ambience so scary in this mod😢😭😨

smoky venture
#

evil fuckass shop

#

stay away or be forever haunted by the radius

solemn talon
#

Just vanno? Everywhere is scary af 😄

#

I think this piano ambient sound is the most scary

vital fractal
#

dude

#

my streams

solemn talon
#

Though i really like the nature sounds, especially bolotky

vital fractal
#

are so intense

#

like

#

the one before the one this week

#

the last 2 hours

#

i was genuinely freaking the fuck out

slim gazelle
#

what happened🤔

vital fractal
#

just

#

tense run

smoky venture
#

@vital fractal might need to edit the seeker bp that uses the fragment aggro soundcue and lower its volume mult or something

smoky venture
#

fragments/phantoms/seekers are all set at 10 volume multiplier in the bp but seekers are easily 4-5x the volume for whatever reason. i tried to mitigate it by lowering the overall sound

#

but yeah its like stalker mod where the fragments and phantoms are kinda quiet

vital fractal
#

the scream it gives when it catches you offguard right?

smoky venture
#

the aggro sound when they notice you, if thats what you mean

#

there is an aggro, idle, attack, death, and defragmentation (if they're a fragment)

#

all melee entities use the aggro sounds, like 7 audio samples

vital fractal
#

its in the bp

smoky venture
#

wasn't sure if it would be that simple as lowering the mult from the bp instead of just having the cue be low

#

yeah

#

but like i said all of the melee entities are also 10

#

so its odd that seeker is significantly louder

vital fractal
#

hmmmmm

smoky venture
#

there may be some explanation to it but you would be more likely to discover it than i would

#

could normalize seekers aggro cue and raise fragment and phantom to normal levels

vital fractal
#

fragment is at .9?

#

hold on

smoky venture
#

weird because i looked at it in fmodel and it said 10

#

i also dont use stalker or anything tho

vital fractal
#

nope might be looking at the wrong one

#

stalker doesnt touch the bp

#

change the seeker bp volume

smoky venture
#

should i just dummy it and edit in uassetgui

#

or dupe it i mean

vital fractal
#

the sound it uses?

smoky venture
#

the bp

vital fractal
#

just edit the seeker bp

smoky venture
#

day 1 patch 2 incoming...

#

I'll be using the secondary module as the update vehicle

vital fractal
#

this frozen wasteland thing should not be taking anywhere near this long

#

oml

smoky venture
#

i'm just declaring that since its easier to push updates through that then uploading the main pak every time

vital fractal
#

oml

#

the scopes dissapearing is just the PSO

#

becuase i fucked the mesh againnnnnnnnnnnnnn

smoky venture
#

so what you're saying is... you ruined my mod release....

#

kidding

#

fix and i'll upload day 1 patch 2...

vital fractal
#

thing is literally fucking did this the first time

#

and i reverted it for some reason

vital fractal
#

was about to stream

smoky venture
#

what res are those for? default?

#

i'll do it now if you plan on updating your mod page

vital fractal
#

i keep the increased with my mod

smoky venture
#

k

#

i guess i should try the seeker fix rq

#

maybe tomorrow

#

updated

vital fractal
#

nice

smoky venture
#

included your mod in the recommended mods

#

wait

#

hm

vital fractal
#

cant wait to see the not botchy ass fog

smoky venture
#

might be schizo but idk

smoky venture
#

soon tm

muted cloak
#

@smoky venture I have not updated it yet, as I been playing it. I noticed some bullets being off texture wise. It’s only some bullets and the ones that lay around stashed (I assume). It’s bullets and buckshot that’s done it.

#

Just fyi

#

If I take them and let them sit out at Vanno, when I return the texture is back to normal.

smoky venture
#

thanks for reporting it

#

@vital fractal adjusted the kolhkoz train track sound

vital fractal
#

cool

smoky venture
#

i have not once seen that

vital fractal
#

nope

smoky venture
#

it looks like that shell is using default texture map for ammo

smoky venture
#

i guess we'll see if that was the issue

vital fractal
#

ah do you want me to grab my scopefix

smoky venture
#

ya

vital fractal
#

ok

smoky venture
#

ok

smoky venture
#

if so, i'll update my mod

muted cloak
muted cloak
smoky venture
#

It just goes in your paks folder. If you're using my HD Ammo mod, disable that and enable this instead

#

i guess you wouldn't 'enable' it in vortex. just drop it in IntoTheRadius/Content/Paks

#

looks like you've been promoted to bug tester

vital fractal
#

hope the scopes work

smoky venture
#

trying to gather the energy to test the scopes because im tired af

#

old people problems

vital fractal
#

i can

#

hold on

smoky venture
#

nvm

#

its still p loud but not speaker destroying

#

pso still invis for me

#

with your 1024x version installed

vital fractal
#

new scopefix works i just tested it

#

also tested the 1024 works fine

smoky venture
#

i've got this loaded after my mod

#

pso is just invisible

vital fractal
smoky venture
#

just deleted it and it works - this was after downloading the latest version off nexus

#

so maybe it was a corrupted download, not sure

#

my patched version works tho

#

i'll upload it in the morning

#

kolhkoz looks good though

#

you can see the radius with r.fog 0 or no fog in distance changer but honestly gradually seeing the radius as dusk hits is cool

slim stag
#

I've had a couple instances of all the grass abruptly disappearing or reappearing in bolotky that causes a minor lag spike. I'll see about trying to get a video of it sometime tomorrow.

smoky venture
#

I can only assume all of these problems are stemming from vortex installs

smoky venture
#

1mb update

eager prairie
#

I gotta say you did a great job with the Bolotky ambience

smoky venture
#

you will probably appreciate the progression of the different level ambiance

slim gazelle
#

this mod boosted performance for me i think

young nymph
slim stag
#

I was able to recreate all the grass disappearing, but not it reappearing with a lagspike

#

Modlist when testing this:

vital fractal
#

strange

slim stag
#

only happens on low foliage density, which means that medium or high density technically performs better haha

vital fractal
#

doubt thats something thats fixable

smoky venture
#

yeah low foliage could be the issue

#

i'll edit the mod page to say you should have high foliage ig

solemn talon
#

Im pretty sure i had this rarely happening before reclamation mod

muted cloak
#

@smoky venture the patch you gave me seems to have resolved the texture issue with some bullets.

smoky venture
solemn talon
#

not sure if the grass completely disappeared, but occationally there would be no grass or it would randomly pop up around me

slim stag
#

the delayed grass pop-in is definitely a thing in vanilla when initially loading from other areas or saves, but I've never seen the grass all vanish afterwards

smoky venture
#

just curious zander but what are your pc specs

#

cpu, gpu, quantity of ram and speed (if you know it)

solemn talon
#

Top - bolotky. Super nice marsh I love how it feels now.

#

Bottom - kolkhoz, ground is slightly greenish but not even close compared to other locations

smoky venture
#

yea thats just kohlkoz lighting in a nut shell

solemn talon
#

It became even darker with that command

slim stag
tough magnet
#

hb got i9

smoky venture
smoky venture
tough magnet
#

did u take ur audio chanegs out?

smoky venture
#

no, I never added anything to mimics on purpose

#

if you want stuff for them that's why I listed frenzycs or the monolith changer

tough magnet
#

alr

smoky venture
#

yup

solemn talon
#

Would it be possible to change lod colors as well?

#

yellow bricks are now more red and it noticeably pops when approaching

smoky venture
#

that's listed on the mod page, don't think there's anything that can be done about it, at least I have yet to find LOD textures for them

#

They might be baked onto the prefab mesh, idk

#

Genuinely welcome anyone to help figure that out, it's #1 priority for the mod

vital fractal
#

if its the only one that does this maybe its the mips?

smoky venture
#

theres a few objects that have lod

#

trains, the excavator

vital fractal
#

if its replacing the texture completely then it shouldnt

#

unless lods have the textures funky like that

smoky venture
#

lod textures would be their own files

vital fractal
#

weird

tough magnet
#

ts buitiful

tough magnet
#

if youd be willing, a climbing variant of this mod would be lit too

#

so all of r3mains stashes are still accessible

smoky venture
#

pretty sure dynamically climable environments or whatever, if that's what you're referencing, is compatible with my mod

ionic shard
smoky venture
vital fractal
#

genuinely no idea why scopes arent doing for me it was actually updated

vital fractal
#

idk how they work for you

#

and they dont work for me

tough magnet
#

ill try it out

#

i didnt know if itd replace the textures or usm

#

sum*

smoky venture
#

nope

#

it works fine whether you load it before or after mine

smoky venture
#

might mess around with seeker and slider audio today

robust grail
#

@smoky venture do you know of an "easy" way to replace a model from the game files with another model from the game files?

#

Is it possible to do this internally?

#

or do you need to export, convert, and do the whole workflow from scratch like anything else?

#

I'm wondering about replacing some of the "dry grass" (a,b,c,d,e) with some hogweed

#

ITR 2.0 has an updated hogweed model in the game files

smoky venture
#

you just reimport the model per file yeah

robust grail
#

wdym?

smoky venture
#

if you have an fbx or whatever of your grass

#

other than maybe in uassetgui, which i don't think it would necessarily work because the meshes are baked into the uasset, i don't think you can change these internally

#

if i understand what you're saying correctly, the fastest way would be to just extract the psk and then convert to fbx in blender; then import that mesh for every grass mesh you want to replace

#

you'd obv need to do that for the textures as well

robust grail
#

I tried to import pskx and gltf files

#

neither worked

#

I've never used blender...

#

sigh

smoky venture
#

you export from fmodel/umodel as psk, then export from blender as fbx

robust grail
#

yeah, I figured...

#

yet another software to download and mess with

smoky venture
#

...blender?

robust grail
#

yeah

smoky venture
#

🤷‍♂️

#

blender is awesome

#

when you do export to fbx

#

make sure you change
Forward to -Y Forward
Smoothing to 'Smoothing Groups'

robust grail
#

how do I do the texture

#

I have a png

#

do I just need to drop that into unreal on it's own?

smoky venture
#

its basically the same process as the food

#

or cigarettes

robust grail
#

so all I've done so far is replace existing assets in their existing file path locations

#

but If I'm replacing a model, where does the texture png go?

#

and naming?

#

I want to replace, say "dry grass a" with the model for hogweed

smoky venture
#

you just want to replicate the same naming mechanism of the files you're replacing and then drag n dropping into your ue project with the same file path

robust grail
#

I'll rename the hogweed model to be "dry grass a"

smoky venture
#

so for example you'd have your sm_hogweed.fbx which would be your mesh, and t_hogweed_albedo, orm, n etc

robust grail
#

so does that mean the png texture is also like "dry grass a"?

smoky venture
#

just look in fmodel

#

okay so for example

robust grail
#

I mean I know what it says, I just don't follow the logic yet. because I'm not replacing one file - I'm replacing two - a model and a texture

smoky venture
#

yeah its the same exact process

#

Bush_01 is the 3d mesh

#

so if you wanted to replace hogweed with that you would name your 3d hogweed model Bush_01 and import it into your ue project under content/art/envir/nature/bush01

robust grail
#

yep, that makes sense

#

one file deep

smoky venture
#

and then if you wanted to replace the bush texture with the hogweed texture you would take your hogweed and rename it per the texture and normals

#

take note that you have to create dummy versions of materials as well

robust grail
#

okay, I guess I'm in over my head

#

my dream of 2.0 hogweed is too much

smoky venture
#

do you want to hop in vc?

robust grail
#

I'll probably have to revisit it in 2 weeks

#

: (

smoky venture
#

?

#

i don't mind clearing anything up, it just might be easier to visualize it

robust grail
#

I'll probably ask again later

#

I'll be swamped and travelling in the next week

#

I thought I'd just poke around to see if I could do what I wanted fairly painlessly

#

but it seems like it will require more reasearch and tools

smoky venture
#

its a lot easier than you're thinking, it would take maybe 10 minutes to explain the entire workflow

#

but its up to you player

robust grail
#

I won't have time to do it though, so I'll have to revisit it later

#

I gotta eat and do some other things now

smoky venture
#

no worries gamer, figured i'd offer since im free atm

tough magnet
#

zefir js a chill guy

smoky venture
#

i need to get these artifacts figured out

#

the materials for artifacts are so fucky. the amount of bloom changes per map

#

and the bloom is seemingly only applied to some edges or faces of the mesh

#

don't quite understand the logic behind its lighting conditions

#

oh god

#

@vital fractal i found the LOD textures

#

its worse than the default ammo

#

all of the LOD textures on a single map are uv mapped onto a single texture Stare

#

FUCK

vital fractal
#

shit

smoky venture
#

this is so insanely demoralizing to even try to attempt

#

wow

#

genuinely might have to brainstorm with some of my friends how to go about this, if its even worth the trouble

slim stag
smoky venture
#

reclamation project 2.0 update i guess