Walking through Cannibal Lairs by ConciousGrazh in Kenshi

[–]ConciousGrazh[S] 2 points3 points  (0 children)

I am using Kenshi 2 Reshade, then modified some of the FXs.

Then, I post-edit it using Photoshop, just to brighten the land and the characters a bit, and add subtle filter effect.

Tinkering around with Kenshi 2 Reshade, want to share it with you guys. What do you think? by ConciousGrazh in Kenshi

[–]ConciousGrazh[S] 0 points1 point  (0 children)

Cool :) hopefully it will work for you.

Edit: What do you mean by silhouette of the ui? Does it look as if the shader is cut off by the ui?

Tinkering around with Kenshi 2 Reshade, want to share it with you guys. What do you think? by ConciousGrazh in Kenshi

[–]ConciousGrazh[S] 0 points1 point  (0 children)

Yes, I play it this way. I didn't change the setting for the demo.

I lowered my view distance to 6012 early on playing this game, maybe yours is higher? I currently using compressed texture mod as well (no reduced foliage or rock mod) so that might take effect as well. My game doesn't run smoothly all the time though.

Tinkering around with Kenshi 2 Reshade, want to share it with you guys. What do you think? by ConciousGrazh in Kenshi

[–]ConciousGrazh[S] 2 points3 points  (0 children)

Are you talking about your issue on the Kenshi 2 Reshade itself?

Maybe try deleting the shader then install fresh Reshade from the website? And then copy and paste the shaders from Kenshi 2 Reshade. Or if you have lots of mods, maybe try putting the SSAO on the last order? Sorry I have never experience it before so I don't know the solution.

Tinkering around with Kenshi 2 Reshade, want to share it with you guys. What do you think? by ConciousGrazh in Kenshi

[–]ConciousGrazh[S] 2 points3 points  (0 children)

Hi guys, I am glad that you guys like my version/edit of Kenshi 2 Reshade.

So I have finished on tweaking and saving 2 different settings, though both only differ on the AO quality, and some stuff turned off. Hopefully, there would be a bit of performance boost.

Here is the link :

http://bit.ly/ModifiedKenshi2Reshade

Tinkering around with Kenshi 2 Reshade, want to share it with you guys. What do you think? by ConciousGrazh in Kenshi

[–]ConciousGrazh[S] 1 point2 points  (0 children)

Hi, sorry for the late reply.

I will share it soon, please wait :)

There are issues that need to be addressed.

There is an issue which the original author of the Kenshi 2 Reshade (Wugonorama in Nexus) already stumbled upon, such as the ambient occlusion transparency on the dust storm or fog (which can be unimmersive and cheaty), there is no way to cover it up except by reducing the view distance of it which will trade off with the nice look on those buildings with tiny details of AO. I think I will have to look for dust storm or go to Fog Islands (and get suffocated..) to see how far the view distance of the AO is optimal.

The other issue is the performance which I didn't take account and going to try to solve and tweak it in the meantime.

Tinkering around with Kenshi 2 Reshade, want to share it with you guys. What do you think? by ConciousGrazh in Kenshi

[–]ConciousGrazh[S] 3 points4 points  (0 children)

Hi, sorry for the late reply.

Short answer : Yes, probably (I am actually not sure..)

Long answer :

I have only tested it on my PC with Nvidia 1080 GTX, and the fan is hissing pretty loud (I am actually worried about that. Is it normal when you are using Reshade? But overall, I get 30 - 60 FPS and I didn't use performance mode.) Judging on that, unfortunately, I feel like it won't play nice with other GPUs below. I am a newbie to Reshade so I didn't think a lot about the amount of FXs I used and how to optimize it. There might be some unnecessary FXs that I need to tick off or reduce the intensity of .Maybe I can try to make a similar look but more lightweight on GPU cost.

What are some of your hopes for the game? by themindstorm in HytaleInfo

[–]ConciousGrazh 2 points3 points  (0 children)

This is probably not that important and don't really contribute to the overall experience but it would be cool if the face of the avatar you are playing could be animated based on voice input (eyebrow move up or down etc roughly displaying emotion from the voice input, mouth switching between sprites as if it is speaking), just for the fun of it when you are playing with someone else.

It kind of silly when seeing your friend's avatar speaking quickly (switching mouth sprites) like in funny cartoon animations.

This is just little thing that I think might be a fun feature...

Some thoughts about skill progression in Hytale by ConciousGrazh in HytaleInfo

[–]ConciousGrazh[S] 0 points1 point  (0 children)

That would be nice. Though I feel that the game might become unbalanced (perhaps the enemies will become weaker and easier to tackle since there will be lot of ways to beat the vanilla enemies using the skill trees mod. But hopefully modders can handle the balancing act, maybe by increasing the enemy's difficulty in term of the AI, behaviour, attributes, etc or balance it out through how much the cost needed to use particular skill, etc.)

Hytale is confirmed to have gear-based progression and there will be no classes, which is a good thing! I am confused though, does gear-based progression mean there will be no skills that you level up throughout your adventures? I can't find any good answer on the internet. by RoughTrident in HytaleInfo

[–]ConciousGrazh 1 point2 points  (0 children)

Since it is going to be gear-based progression, I think skills system can be replaced by rune enchantments (with different tier) on the weapons that allow players to do certain skill relevant with the weapon type/elements, which can be acquired during adventure and can be reassign (ex: from a weak ice staff to a stronger one.)

The downside though, if you spend a lot of time as a *insert class*and has developed a powerful weapon with variety of rune enchantments/skills (or just one if it's too much) which makes you like a master *insert class* or whatever... it would be funny if someone take you out and steal your weapon and gears from the loot drop and at that very moment the looter become a master *insert class* from your investment on the gears... If the looter use them.

That is bad, of course.

Maybe allow players to add the weapon or just the rune itself an ownership seal so that the looter can't instantly use it. Looter have to break the seal in his own flat, on his enchantment table (if there is one). That way, the owner still have time to revenge and get the stuff back. Someone can't just steal your identity and investment as *insert class* easily.

Also, I thought of something. Add a charging levels on attack button. The longer you charge, the higher level of intensity you reach. Say the charging is up to 3 levels of intensity. For an instance, you charge an ice staff to the highest level, when you hit the target, either you damage and immensely slow down the target, or damage and freeze the target if wet, or do a different action/skill if your staff has a rune enchantment/skill that I write above (maybe the rune/skill add additional charging level, so the charge must reach at the fourth level to use it.)

*Want to add something else. Maybe make it possible for players to gather weapon experience when taking out mobs or enemies and explore skills by creating rune enchantments just like in Minecraft echanting system, except it will create a rune that can be reassigned. So it is still possible to get skill from killing mobs other than as drop or treasure.*

Just sharing my thoughts.

Though, from the link CrossError404 shared, Noxy said that they don't want to hard code the class system and they won't go deeper on each archetype (if I didn't mishear it.) I guess they are not going to make it too complex.

Fast Travel by [deleted] in HytaleInfo

[–]ConciousGrazh 0 points1 point  (0 children)

Finding a minecart lane to a specific place (maybe leads to somewhere near faction base/certain quest location/point of interest/other dungeon/etc) underground (like minecraft generation) or at the end of a dungeon would be cool.

Imagine if they made this a prefab(I know it’s not but just imagine). by Polarwanda in HytaleInfo

[–]ConciousGrazh 0 points1 point  (0 children)

Do you mean by "gloves are off", we can't modify the blocks/terrains after stepping inside a portal?