HmongGuy Posted December 2, 2015 Share Posted December 2, 2015 (edited) Fo4Edit Script for bloom, eyes adaptation, receive bloom, and tint I took the script that comes with Fo4Edit and added some lines to add some extra settings. This script can remove bloom and hdr by imagespace changes. You can preview changes ingame w/o a mod with the console command "shp" followed by the values. Values can be obtained ingame with "php". The command "teofis" will toggle all forms of effects should you wish to see a very plain game. I personally only use it to change the bloom scale and with a multiplier of 0.33. TintMin and LumMult should be left at 1 while all other values at 0 for an image that is unaltered. Probably useful for reshade users. { "Skyrim - Tweak bloom, eyes adaptation, tint.pas" for Fallout 4 with additions Direction below for the Skyrim version works the same for Fallout 4. Values are multipliers. I believe high values of Adaptation will also give you a black screen. I personally only use Bloom Scale multiplier to reduce the glow from bright sources. Original Directions from "Skyrim - Tweak bloom, eyes adaptation, tint.pas" // -- begin Original Notes Copy with override "Image Space" group from your plugins to a new one, then apply this script. Makes the similar effect as those two mods: Skyrim SDR http://skyrim.nexusmods.com/mods/7081 No Tint http://skyrim.nexusmods.com/mods/648 Warning: Skyrim SDR reported to screw night vision, so you might want to leave Bloom or Adaptation unchanged if that happens. Needs confirmation. // -- end Original Notes } unit UserScript; const BloomMult = 1; // Bloom multiplier bThresholdMult = 1; // Bloom Threshold multiplier bScaleMult = 1; // Bloom Scale multiplier AdaptMult = 1; // Adaptation speed AdaptStrengthMult = 1; // Adaptation strength multiplier rBloomMult = 1; // Receive Bloom multiplier TintMult = 1; // Tint multiplier TintMin = 0.1; // Min tint amount var fBloom, fAdapt, fLum, fTint: boolean; function Initialize: integer; begin Result := 0; fBloom := (MessageDlg('Tweak Bloom?', mtConfirmation, [mbYes, mbNo], 0) = mrYes); fAdapt := (MessageDlg('Tweak Eyes Adaptation?', mtConfirmation, [mbYes, mbNo], 0) = mrYes); rBloom := (MessageDlg('Tweak Receive Bloom?', mtConfirmation, [mbYes, mbNo], 0) = mrYes); fTint := (MessageDlg('Tweak Tint?', mtConfirmation, [mbYes, mbNo], 0) = mrYes); end; function Process(e: IInterface): integer; var v: single; begin Result := 0; if Signature(e) <> 'IMGS' then Exit; AddMessage('Processing: ' + Name(e)); if fBloom then begin SetElementNativeValues(e, 'HNAM - HDR\Bloom Blur Radius', GetElementNativeValues(e, 'HNAM - HDR\Bloom Blur Radius') * BloomMult); SetElementNativeValues(e, 'HNAM - HDR\Bloom Threshold', GetElementNativeValues(e, 'HNAM - HDR\Bloom Threshold') * bThresholdMult); SetElementNativeValues(e, 'HNAM - HDR\Bloom Scale', GetElementNativeValues(e, 'HNAM - HDR\Bloom Scale') * bScaleMult); end; if fAdapt then begin SetElementNativeValues(e, 'HNAM - HDR\Eye Adapt Speed', GetElementNativeValues(e, 'HNAM - HDR\Eye Adapt Speed') * AdaptMult); SetElementNativeValues(e, 'HNAM - HDR\Eye Adapt Strength', GetElementNativeValues(e, 'HNAM - HDR\Eye Adapt Strength') * AdaptStrengthMult); end; if fLum then begin SetElementNativeValues(e, 'HNAM - HDR\Receive Bloom Threshold', GetElementNativeValues(e, 'HNAM - HDR\Receive Bloom Threshold') * rBloomMult); end; if fTint and ElementExists(e, 'TNAM') then begin v := GetElementNativeValues(e, 'TNAM - Tint\Amount'); // don't alter/reduce tint less than TintMin if v > TintMin then begin v := v*TintMult; if v < TintMin then v := TintMin else if v > 1 then v := 1; SetElementNativeValues(e, 'TNAM - Tint\Amount', v); end; end; end; end. Edited December 2, 2015 by HmongGuy Link to comment Share on other sites More sharing options...
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