Jump to content

KoticR

Members
  • Posts

    8
  • Joined

  • Last visited

Nexus Mods Profile

About KoticR

Profile Fields

  • Country
    None

KoticR's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. This particular mod replaces "GalaxyWrp.dll". DRM free does not mean bypass the registry so that the game can be freely distributed. I don't see what this has to do with piracy? I mean sure tampering with the official launcher is against their EULA, but piracy? Not really, since you can download the offline installer from the GOG site if you can't or don't wish to use Galaxy. The problem that this "mod" is supposed to fix is related to WinXP if i'm not mistaken, where you can't launch the game due to changes in the registry system between XP and Win7. But nonetheless if you think this is piracy it would be better to contact GOG directly instead of just asking to take it down here.
  2. Texture LODing is done through mipmaps and by setting streaming distances. Usually in other games it's enough to set the TextureMips to something like -1 to disable the usage of any stored mips so that the engine always uses the highest possible resolution. However this seems to be slightly different for the Witcher3, in 1.04 they introduced a setting called "TextureMipBias" which can be altered in a range from 0 (default) to -1.0(used on Ultra Settings) and according to the nVidia Performance Guide up to -2.0. Another setting is the StreamingDistance for certain assets, in the Witcher3 there are 3 different settings under [Rendering]. One is called "TextureStreamingCharacterDistanceLimit" (default = 50) which supposedly controls the distance at which character BODIES are streamed in (this value crashed my game at 200). The next one is "TextureStreamingHeadsDistanceLimit" (default = 10) which supposedly controls the distance at which character HEADS are streamed in (this value crashed my game at 150) i suggest setting it to the same value as "TextureStreamingCharacterDistanceLimit" since otherwise you see people without heads in the distance. The "last" one is "TextureStreamingDistanceLimit" (default = 40000) and i guess this controls the overall texture streaming distance for environment assets like terrain, trees, foliage and so forth. One note here: It seems that the first two settings also control if a mesh (model) is shown or not, since when i set TextureStreamingCharacterDistanceLimit=10 and TextureStreamingHeadsDistanceLimit=50 i see a lot of characters running around with no body. One more setting that seems to be worth noting is the TextureMemoryBudget (default = 800) i'm not quite sure if the 800 refers to the amount of vram the game is allowed to use for textures who shouldn't be streamed in like Geralt's textures or if it is some general memory budget value that game can use. Increasing it seems to have no effect for me in terms of visual quality. I hope it's not to messy to read but besides the general texture resolution those are the settings that control the texture quality in the game. I'm not quite sure about Mesh LODs since i haven't found any setting that controls them. But they used simplygon for that so if you really want to sink your teeth in that topic you can always head over to the Docs from Simplygon but i doubt that you will find anything useful there since it's more about the general implementation and API. Have a good one. :)
  3. Very thoughtful input, i haven't really thought about possible consequences. Nonetheless it's still fun to play around with the scripts and see what happens but in that regard nothing that i've tried so far lead to any recognizable change in the behaviour of the AI. Maybe things like that are hardcoded or only changeable in the worldeditor that CDPR used to build the world. Who knows. Anyway thanks for your input, very much appreciated. :)
  4. Hey guys, i've posted this question already on the witcher3mods subreddit but haven't had much luck so i'm going to drop my question here too. I'm looking for a way to increase the "pursue distance" of enemies. Whenever i fight certain enemies (for instance a drowner or a ghoul) and do a roll away from them they loose their interest in me and walk away. I've been digging through the monsterParams and monsterReactionParams script to find something but had no luck. I've tried to change "allowPursueDistance" in monsterParams to a much higher value, but nothing changed. I tried to tinker with "disallowOutsideOfGuardArea" and "actionCooldownDistance" inside the monsterReactionParams script but you guessed it, nothing. Can anyone point me in the right direction or is there already a mod that does that? Any help would be very much appreciated. Thanks in advanced. :)
  5. Awesome thanks a ton mate, now they seem to work properly in game.
  6. Thx for the reply, but actually a lot of them have something in their blue channel. This is from the ShackRoof01_* inside the Architecture/Shacks folder. http://i.imgur.com/klPADez.jpg Or could one be responsible for the glossiness when it rains? My current guess would be R = Roughness G = Gloss B = Spec
  7. Hey all, i got a short question about the channel setup in Fallouts specularmaps. Does Beth follow a certain pattern with their specularmaps? Like: R = Roughness G = Metallic B = Specular I'm currently reworking some of the textures just for the fun of it and i'm a bit confused by what channel holds what. Another small question i got is, do they use the "Metallic/Roughness" PBR approach or the "Specular/Glossiness" one? Thanks in advanced. Have a good one.
×
×
  • Create New...