Night vision shader for anomaly re-imagined. Now features MCM settings to adjust NVGs to your taste, a totally rewritten rendering pipeline, and a bunch more.
* Breaking News*
New update in the works. I won't hit everything on the roadmap listed in first comment but will additionally add DX8/9 support (minus some features that are computationally expensive), as well as some other fixes.
Thanks to F.E.A.R and Haruka for Russian translation
Introduces a shader based NVG effect to Stalker Anomaly, instead of the more limited .ppe effect. Currently replaces Gen1 thru Gen3 head mounted NVG effects. Can be expanded by modders to create additional effects, such as non-fullscreen NVG scopes and other possibilities.
New Keybinding: Long press "N" (or your nightvision keybind) to enable/disable NVGs, short press to adjust brightness
Follow future developments at Github.com
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MUST READ THIS SECTION
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Functions on DX10/11 only - future DX8/9 compatibility is possible, but I'm not touching it just yet.
After installing this mod or making any adjustments to night_vision.h, you must restart the game and select DELETE SHADER CACHE or changes will not take effect. The Anomaly launcher recompiles its shaders from the gamedata/shaders folder ONLY if this option is checked. Once you have done this once, you will not need to do it again unless you make changes to head_mounted_nvg_shader.h or other shaders.
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END MUST READ
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Installation Steps:
- If you have Glossy SSR, Enhanced Shaders, Arszi Rad overhaul, place these before Beef's NVGs
- Install Beef's NVGs
- If you are using Glossy SSR and Enhanced shaders, , use the included patch. now (currently the patch included with those mods is for NVG v0.9 and will not work)
- If you are using Enhanced shaders but not glossy SSR, use the included patch now.
- If you are using Glossy SSR but not enhanced shaders, use the included patch now.
- If you are using Arszi's rad overhaul, use the included patch now.
- Configure MCM
- Calibration per-PC is still in its draft stage, a better process is in the works but this is one way to do it.
- First, load up in debug mode
- In MCM menu, turn min gain as high as it goes, and max gain as low as it goes
- Go outdoors in some map and change the weather to clear_1 and time to midnight
- Turn on Gen 3 NVGs and adjust the gain offset higher or lower until the moonlight on the ground and buildings just barely doesn't wash out - after changing MCM setting you have to turn off and back on the NVGs for it to take effect
- Change the weather to cloudy_2_dark change max gain to 2, then turn off and on the NVGs. Quick press N until you are at the brightest setting. You should be able to see outside "ok" with Gen 3 but somewhat poorly with gen 1 and gen 2. If you want more brightness you can increase max gain slightly more. If you want to focus on 'gameplay' and don't like the 'realism' then go back to step 5 and increase your gain offset so that the 'base' brightness is higher, then come back to step 6 and so on.
- Change the time to noon and keep the weather on cloudy_2_dark. Quick press N until you are at the lowest setting. Adjust the min gain in MCM lower until you can see during the day (should be somewhere between 0.3 and 0.5 generally)
- Adjust the number of tubes per generation as you see fit, as well as the overlays you want
- Close out the game and turn debug mode back off, and you shouldn't need to adjust NVGs any more other than with a quick press of the nightvision keybind when you enter bright or dark areas.
- Profit
Intent:
I want to create NVGs for Stalker that mirror real-life NVGs, without overdoing it. Likewise, I also want these NVGs to be highly configurable, to allow users to edit them without having to dig through files to change lines of code. To achieve this, I created this shader-based NVG effect to fill what I saw as a missing piece of the Stalker experience.
v1.1.1 Chagelog:
- Fixed small chance of NVG's enabling before RegisterScriptCallback completed, causing the NVGs to get stuck in the "up" position, thanks to Lenny for coming across this
v1.1 Changelog:
- Now uses renamed folder structure from Mr Minotaur for better compatibility with MO2 and future updates.
- Added NVG turn-on animations
- Added NVG shader animations
- Now requires shader_param_7, so its 100% not compatible with Enhanced Shaders Color Grading full shader controls, only the simple controls (or no controls)
- Added controls for radius and vertical positioning of NVGS (for animation / scope compatibility)
- Improved compatibility with Shader Based 2d Scopes (alternate sights still need fixing)
- Improve performance potentially by unregistering unused callbacks when NVGs are disabled
- Added additional checks to prevent issues when turning on / off NVGs while ADS and other actions
- Fixed issue with glossy SSR patch
- Fixed binocular compatibility
- Added sound to brightness adjustment action
v1.0.1 Changelog:
- Added compatibility option for Shader Based 2d Scopes into MCM menu
v1.0 Changelog:
- Complete rewrite, added MCM Support
- Separated image / lightmap /albedo as inputs to rendering
- Updated comments in night_vision.h for advanced user-adjustable settings
- Added separate sky adjustment to night_vision.h
- Glitch effect from blowouts added
- Auto-turn off NVG when PDA opened functionality (MCM configurable)
- Prevent NVG's from enabling when ADS (MCM configurable)
- Compatibility with Glossy SSR / Enhanced shaders
- Russian localization
- Ability to set the number of tubes in each generation (MCM configurable)
- Probably a lot more that I forgot
Previous Changelog:
- v0.9 - complete rewrite, introduces tons of new bugs, but improves performance/adjustability
- v0.85 - updated for RC19 compatibility - patches may be out of date
- v0.84 - updated all compatibility patches for Feel_Fried's animations
- v0.83 - version update for the people who downloaded .82 before I ninja-updated an error
- v0.82 - added compatibility patch for Nav's Definitive Masks
- v0.81 - added two new configurations, brighter and brighter+arcade
- v0.8 - fixed distortion, improved effects, implemented new features, uploaded to MODDB
Why theres no hand animation to turn off NVG? similar to headlamp, makes no sense, and not very immersive......they turn off by magic, it appears..
yes, it needs to be done
how does this impact performance?
when are you going to make a dx8/9 version?
Is this simply incompatible with Expedition 2.2? I'm using the Glossy SSR and Enhanced Shaders patches but it always fails to compile the shaders.
Hey I installed this onto my game and activated it with the gen 3 NVGs. Now my game has apermanent blue tint that can't be turned off. I have tried uninstalling the addon and deleting my shader cash etc. but the blue tint just remains. Any ideas?
These are the mods I'm using:
Generic Mod Enabler - v2.6.0.157
High Res PDA Maps
BodyDotsMiniMap.1
Cost in Tool tip
cozy
Instant_tooltip
00. Crook's Faction Identification UI
00 SIDHUD MAIN FILE [INSTALL FIRST ALWAYS]
01 SIDHUD Minimalist Edition
ExpeditionOutskirtsFixMODELFIX
1. Main Menu Replacer (REQUIRED)
The_G36_Pack.5
Mod Configuration Menu
Knife-Binoc-pistol
1.0.1_Grok_Gotta_Go_Fast
Agressor 1.0
PDA To Previous Weapon
SortingPlus.34
Beef's NVGs
Are you by any chance using expedition 2.2 ? Because I'm having the same issue as you and I have no mods in common with yours, so perhaps It could be expedition that is the issue.
I also have a blue tint on the whole screen when I turn on the night vision device and I can’t turn it off, and yes I use expedition graphics 2.0
It seems that expedition and beefs nvgs aren't compatible. My solution was to redownload expedition and replace the shader params in the user tlx with the newly downloaded ones. Just go into the user tlx, find the shader params, delete them, and replace them with those that are in the newly downloaded user tlx. If you're wondering where the user tlx is, go to your anomaly root folder, then go to the appdata folder, and the user tlx should be there.
If you have any questions feel free to write to me once again.
which ones should I replace with? I didn’t understand properly, should I write some parameters to the ltx user?
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Replace all of the shader parameters with the new ones just to be sure. If you want I can show you some screenshots of what they look like after I get back from work.
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Yes, show me
will it work on dx8 someday?
I'm having issues with this mod. I'm getting this blue tint that I can't turn off. But whenever I delete my shader cache, I get this shader compilation failed error and can't start the game. How do I fix this?
I am using Enhanced Shaders and Screen Space Shaders.
The (ES & SSR PATCH) must be updated! You get a CTD if you add this patch to the game and try to start it. Shader Compilation failed. Please update it.
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To anyone having problems with a blue tint, which is probably related to the expedition mod, just reinstall the mod, go to the user.tlx, which is located in the appdata folder, and replace all of the current shader param with the newly downloaded ones.
Hope that helps.
dx9 support will never exist right?
dx8 won't either ig ;( sad for us potatoes
but there is an alternative (sort of) works for dx8 and dx9 too, My Little NVGS is the name...
Never? No
But it has been too long without any DX8/9 support...
Next update :)
Why when I press the N button, the NVG's are not working? And I did a long press
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Hi All,
I have an issue with this mod. When the mod is enabled, when I click N, nothing happens except for the left hand turning on the NVG. However, the actual NVGs don't turn on. When the mod is disabled, the NVGs actual work.
Please let me know if anyone else is having a similar issue. Thanks!
Same here
Delete shader cache
Want to use this but it doesn't do anything. Deleted shader cache before launch after install. NVGs don't do anything (no effects besides on/off noise) and there is no MCM tab for it. Not sure what's up?
edit: looks like I'm not the only one. I guess I'll wait.
you have to HOLD the Night vision key to turn them on and off. pressing it once just changes the night v ision brightness.
did u ever thinked about making a thermal vision googles
needs more slav cheeki breeki but anyways its nice
The mod is awesome so thank you.
Is it possible that the lasers of the laser attachments can be made visible? So not only the laser dot, but throughout as in tarkov?
Hello beef, I've been a big fan of your mod for over a year now, and I've been using it since. I've been enjoying it so much, I was wondering if there is a possibility of using it outside of STALKER? I understand there are sounds and scripts at play, but do you think it would be possible to use it in something like DayZ or ArmA? Would you ever consider making it as a standard reshade preset with all the shaders and textures and all? I think myself, and many others would appreciate and love the idea. Thanks in advance!
Rewriting the code to work for another game would be quite the undertaking, since it's pretty dependent on the exact rendering pipeline of anomaly
As a reshade it probably would look like poo too :(
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everything is black how do I fix that?
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reminder to anyone coming by wondering why pressing the Night Vision Key doesnt work?
Try holding the key to toggle Beefs NVG's. I'm pretty sure it says so in the description.
Are the patches still necessary for ES and ScreenSpaceShaders? as SSS includes their own patches idk if i have to use these ones anymore.
Guys if you install this mod apply proper patches and options when installing things.
For example, glossy ssr IS NOT screen space reflections mod.
Enhanced Screen Shaders MUST be installed with simple param controls.
Lastly remember about correct load order. If you've read and done everything correctly it should work.
Issue: NVGs render in front of 2d scopes (I don't have shader based 2d scopes installed), which looks very weird. Toggling the 2d shader scope support on causes BaS tactical scopes (normal scopes which can swap to a red dot mounted on the side) to not use normal NVG overlay during 3D scope aiming.
Hey there, I generally like the idea of this mod. However, as of right now, it is unusable with tacticool scopes, because the bright scope crosshair is affected by extreme blur. This is probably due to both DOF and "light washout", so it would be great if one could disable these features through MCM. Are you still working on the mod or is it final as is?
В ключите для DX8/DX9
Божественный мод! На 1.5.2 работает. Среди моих аддонов также есть Anomaly Tactical Scopes, SSS и BaS, проблем никаких!
Unfortunately, I had a problem where when I have the mod activated in mod organizer I simply can't turn on my NVGs, currently, the mods I have installed are Boomsticks and sharp sticks, Food and Drug animations, Soundscape overall 3.0, Anomaly HD models, and 1.2.2 cook's faction identification UI. Are there any know conflicts with these mods or is there a setting I have to mess with to make them work?
i got the same issue but of all those mods it only doesnt work with boomsticks, I think Beef's nvg isnt compatible with the october update of Boomsticks
Nah it works fine, you have to HOLD the night vision button to toggle it, pressing the button just adjusts the brightness
I was having a similar problem. Mine would make noise but not come on. I had to delete the shader chache like the description says as part of installing.
Hello, do you ever plan to make this compatible with Dx9? It doesn't crash, it just doesn't turn on.
Yes, I will use the power of ChatGPT to transform my DX10/11 code into something compatible for DX8/9 in the next update