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Comment History  (0 - 30 of 70)
Morpheus17
Morpheus17 - - 70 comments @ Arrival - Anomalies

Hello and thank you for your exellent mod. Do you know if there is a way to turn off certain lights that cast shadows?

The bandits' base in DarkValley or Jupiter Station are perfect examples, there is simply too much light casting shadows and these are calculated over too great a distance.

This would lead to incredible additional performance.

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ New levels 0.53

Hello and thank you for your great mod. Do you know if there is a way to turn off certain lights that cast shadows?

The bandits' base in DarkValley or Jupiter Station are perfect examples, there is simply too much light casting shadows and these are calculated over too great a distance.

This would lead to incredible additional performance.

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ Smoother campfire illumination

Hello and thank you for your great mod. Do you know if there is a way to turn off certain lights that cast shadows?

The bandits' base in DarkValley or Jupiter Station are perfect examples, there is simply too much light casting shadows and these are calculated over too great a distance.

This would lead to incredible additional performance.

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Thank you for your absolutely amazing and fantastic work.

I have a suggestion for you, for the future do you foresee the possibility of modifying the dynamic shadows projected by light sources such as weapons, campfires, light bulbs etc?

I think this could be extremely beneficial for all gamers because as we know it is impossible to maintain a solid 60fps in some places even with an overpowered CPU.

With the "-noshadows" launch command, I noticed a dramatic increase in fps in all large bases while keeping the shadows from the sun, but I miss the shadows around the campfires.

Do you think it is possible to adjust them gradually by modifying for example the distance at which shadows are projected by lights or simply by reducing the number of lights capable of projecting shadows?

For example, the mere fact of being able to remove the shadows projected by firearms would give us infinitely more fluid and stable gunfights.

Maybe there's even a command for this already?

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ HBAO

Yes I use my own grass pack called "green vegetation hd". You can download it here Moddb.com or visit my profile to access it. I will also soon publish an update for this one to include more diversity and various improvements.

Good karma+3 votes
Morpheus17
Morpheus17 - - 70 comments @ HBAO

Thank you for your return because I realized that I thought I was playing with the fog of SSS all this time but in fact not at all :D.
Please tell me your fog is working now.

On the old version of my hbao I had tinkered with it in a wonky way and my tweaks were based on old files from the old version of SSS which used a different way of managing the AO.

This one is now completely up to date and that's why I had some problems. But in the next version, I think I could update it easier now.

Good karma+3 votes
Morpheus17
Morpheus17 - - 70 comments @ HBAO

I forgot to modify some line of code in the "combine1" file, I will publish it quickly, sorry for all the inconvenience. The latest SSS updates have considerably complicated the task for me.

Good karma+3 votes
Morpheus17
Morpheus17 - - 70 comments @ HBAO

Well I hadn't even noticed it myself thank you for your comment I will fix the problem and post an update later today. Stay tuned.

Good karma+3 votes
Morpheus17
Morpheus17 - - 70 comments @ HBAO

I just tested for more than 20 min with a fresh sss installation on different maps and I had no problem. I think the problem comes from your "AO radious option uncomment". Try the default and if you find the option too strong or too light you can edit these lines by increasing or decreasing the values:

#define G_SSDO_RADIUS 0.15f // AO radius, higher values means more occlusion coverage with less detail and intensity. ( Recommended 0.1 ~ 0.5 )
#define G_SSDO_INTENSITY 3.5f // General AO intensity.

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ HBAO

Sorry my english is bad but what do you mean by "AO radious option uncomment"? Did you delete this line? This one is important and could actually be linked to your crash. You can reduce the number or increase it but I don't think it will work properly if you remove it.

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ HBAO

I haven't played this version for more than 10 minutes since I'm using the ES version. Well thank you for your return I will investigate and try to solve the problem.

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ HBAO

thank you, it's a pleasure ^^

Good karma+3 votes
Morpheus17
Morpheus17 - - 70 comments @ HBAO

I thought my last version didn't need separation anymore but after testing I just noticed that the effects didn't work properly without ES. So thank you for your comment, I just corrected the situation by publishing a new update for ES and without ES. Try it!

Good karma+4 votes
Morpheus17
Morpheus17 - - 70 comments @ [Opt.DLTX] MoveEffects & AlmostTrueProne BETA Up.5

Great mod thanks to the author for this. Just a quick question, is there a way to remove just the leaning animation? If so, please let me know how to proceed.

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ Weapon Sway 1.0

After checking I realized that the sound only works on certain maps. On the cordon map, for example, the sound refuses to work. :(

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ Weapon Sway 1.0

Thank you for this exellent addon but I have a little problem, I activated the breathing sounds in the mcm menu but despite that I can't hear them when I aim and hold my breath. Do you have any idea where my problem could come from?

Good karma+2 votes
Morpheus17
Morpheus17 - - 70 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

only 2 things are missing for stalker anomaly to be perfect. the TAA antialiasing and especially the support for multithreading to no longer have any unnecessary drop in fps like at Jupiter station. Ascii1457, I swear I'm willing to give you big bucks if you provide multithreading support. please accept this mission and get rich :)

Good karma+2 votes
Morpheus17
Morpheus17 - - 70 comments @ Food, drug and drinks animations v0.9 [1.5.2]

Thank you for your excellent work, I just have a little problem with the pickup animations. Most of the time it works fine, but sometimes the animation plays but the item doesn't pick up and it becomes impossible to pick up anything until I reload the save. I noticed that this problem happens more often when several "interactable" objects are nearby. Is there a way to avoid this problem please?

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ Green Vegetation HD

I just deleted unnecessary residual files. No change since yesterday's update.

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ Green Vegetation HD

Thanks for making this patch, I didn't check the in-game textures well before posting. Sorry for the disagreement. I will soon release an update that will fix these issues with better ground texture. Stay tuned !

Good karma+3 votes
Morpheus17
Morpheus17 - - 70 comments @ Green Vegetation HD

Indeed it is a typing error, thank you for having reported it to me I will update soon.

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ UMP Reanimation

Thank you for your great mod it is a game changer for this weapon. I just have a small problem, the silencer icon does not appear quite in front of the weapon in the inventory, how to change that please ?

Good karma+1 vote
Morpheus17
Morpheus17 - - 70 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

While waiting for someone to implement a native Taa, you can try this TAA mod for reshade Nexusmods.com

I tried it on stalker anomaly and it works perfectly and the result is absolutely beautiful (even better than the real TAA) at the cost of about 15% performance.

Good karma+3 votes
Morpheus17
Morpheus17 - - 70 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

I had this problem, for some reason, in the latest version a lot of effects just aren't enabled. You need to go to your "r3" folder and check the "check" files.

example: Open "check_screenspace_INTER_GRASS" and change this

//#define SSFX_INTER_GRASS

in this

#define SSFX_INTER_GRASS

Save and clear your shaders and grass should work again.

Don't forget to check for other desired effects.

Good karma+2 votes
Morpheus17
Morpheus17 - - 70 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Thank you for this ever more incredible update, crysis and rdr 2 can now go back to bed ^^!
I was wondering, the rendering of the actor's shadow on the weapon is too often exaggerated and does not correspond to what it should be and turning it off really breaks the immersion around campfires and such projected light. So I was wondering if it was possible to remove the casting of the actor's shadow on the weapon and only on the weapon? It would be really fantastic.

Good karma+3 votes
Morpheus17
Morpheus17 - - 70 comments @ Green Vegetation HD

Oh I think you were talking about the "Enhanced Shaders" mod, I just realized my mistake sorry. After virification, it happens to have the same textures as the "Screen Space Shader" mod, I just forgot to remove them, you can remove them or leave them because they will not make any difference and will not cause any problem of compatibility!

Good karma+3 votes
Morpheus17
Morpheus17 - - 70 comments @ Green Vegetation HD

Thank you, I wanted something beautiful and light performance impact and I think the mission is accomplished! If you liked it, don't forget to leave a rating. ^^

Good karma+2 votes
Morpheus17
Morpheus17 - - 70 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

I have a suggestion for you Ascii1457.

I was wondering if it would be possible in the future to bring cloth physics into the game, especially with regard to the large jackets worn by bandits? Tissue management would bring this game to an incredible level of immersion by reinforcing the art direction.
Indeed I noticed that the "controller" mutants had a jacket with light physics management, which means that the engine already manages tissue management and this feature potentially be easily implemented.
I may be asking too much, but you are the greatest modder on this game, when do you say? Is this doable?

Good karma+2 votes
Morpheus17
Morpheus17 - - 70 comments @ HBAO

I just tried it and it really gives a good balance, a big thank to you !

Good karma+2 votes
Morpheus17
Morpheus17 - - 70 comments @ Green Vegetation HD

I only use Pbr for reflections without the other effects of ES, so I don't know if that can be a problem with full ES. In my opinion there is little chance that the "lfo_details" folder will break anything. Load my mod last and see if it works as expected!

Good karma+2 votes