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Fo4Edit Script for bloom, eyes adaptation, luminance, and tint


HmongGuy

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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 by HmongGuy
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