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
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
JFYI: Does not work with the latest version of SSS (Screen Space Shaders), as of now v15.3. Does not matter if you install the patch or not (of either mod), or the load order (if using MO). Always fails to compile shaders. :/
Edit: And yes, I'm using 1.5.2 ://
With 1.5.2 SSS (Screen Space Shaders) last update (v15.4) does not work. You need to update NVGs my friend.
Нет там в настройках никакой возможности отключить DOF, как его отключить?
Love the mod but sadly I can only play on dx8. I'm just wondering if there will be ever a supported version of this mod for lower end pcs that run dx8?
Will there ever be? Yes :)
By end of year pretty sure I can get it done
Update it pls :( dsnt work with SSS (Screen Space Shaders).
Hey Beef; if I want to change the overlay (the shape and positioning of the view ports on screen) is it possible to do this with a simple texture, or do I need to edit the shader itself? I'm stupid and don't know how to do the latter.
What do you mean?
You can change the location of the circles that are used to draw the nvg masks in night_vision.h if that's what you mean
does this work for dx8
not yet :(
i installed ur mod and ended up not liking it, so i unchecked it on MO2. however whenever i try to play now it gives me the error "FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: e:/anomaly/bin/..\gamedata\scripts\nv_toggle_scopes.script:61: attempt to index global 'nv_toggle_scopes_mcm' (a nil value)
"
Some element of the mod is still there it appears, probably a compatibility patch
Good sir Beef - would you concider making DX8 compatibility patch? Or at least give some hints on how to make it ourselfes? Potato gamers community would be extreamely pleased since this mod is just bonkers.
Leveraging the power of ChatGPT to adapt the code, I will release a DX8 version with the next update, minus a few of the more computationally costly effects
No specific timeline, but by end of year I'm 95% sure I'll have the update ready. I recently got back into modding after a long break due to being crushed under IRL
Will this mod mess up the DX8/9 night vision goggles, or will they stay normal?
I believe it will mess up DX8/9 since the script will run but nothing appears on the screen
I love your Mod but Red/Yellow Bullet Tracers in Night Vision is immersion breaking. Please fix and I will reach out to make a donation for your help. Thank you for all of your hard work, this is one of the best Night Vision Experiences ever.
I'll take a look at this bug in the next update
Forgive me if I'm stupid but I've attempted to follow the directions for configuring the NVGs in MCM and every time I have adjusted anything, the brightness or the effectiveness of the NVGs hasn't changed. No matter what I do, I see as well at night with or without night vision. Any help, videos, or ideas to help?
You have to turn the NVGs off and back on in-game for MCM changes to take effect
If you have very bright nights without NVG then its adjustable in the other video settings and may be impacted by whatever other shaders/weather/reshade mods you're running
Why the scopes see so bright?
pls help
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When is the next update coming out? Does this work with hollywood FX?
10/10 much love.
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anyone know why my gen 1s are so pixelated when i use them?
Это не работает на dx8
My game crashes when I ads with nvgs down?
Почему у меня он становится фиолетовым при прицеливании?
I use Enhanced Shaders, Beefs NVG, SSS v18.1, Modded Exes. When I aim, everything around me turns purple for a second. Does anyone know how to solve this problem?
Preview: Drive.google.com
I've run into an interesting little problem - I have Beef's NVG's installed on 1.5.2, with ES and SSS and the appropriate patches (per the instructions), and everything seems to be working fine - except when I went to calibrate the NVG's, they won't turn off! (Yes, I'm long pressing "N") Even after I exited the game, cleared the shader cacher, and restarted, they are still on by default, even if I'm not carrying the item? Any idea what might be at work here?
Update: I've isolated the problem to the "N" key not functioning as designed - it activates the NVG's on a quick press (not a long press), does not cycle brightness on a short press, and long pressing
"N" will not turn them off. It seems that once activated, they are stuck on. However, if I disable "look through NVG's when aiming down sights", they DO turn off momentarily, as designed while I'm looking down the sights, so it doesn't appear to be a shader issue.
Update for the Archive: Resolved. This appears to have been caused by an animation dependency issue with FDDA. After I moved FDDA farther down the mod list, below Beef's NVG's (e.g. a larger priority number), it worked fine.
Any chance of you updating the animation scripts to include a "turn off" animation? Tried replicating the torch toggle script myself but couldn't get it to work without crashing.
Как изменить яркость NVG? Когда я его ��ключаю, всё остаётся тёмным и почти ничего не видно...
How do I fix the purple tinted screen of death? I have ES and SSR patch on and use Expedition, help
Ok so I've got Beef's mod installed. I've gone through the setup in the description and and inside I can't see anything it's so dark, And then when outside it's washed out that all you see is white everywhere.
I'm using SSS_update, Atmospherics Anomaly, Enhanced Shaders Color Grading and ADEGA part 1 & 2.
Does anyone have an idea how to fix this I've tried disabling all of the above nothing changes.
Does the Light from Headlamps of NPCs come out like pure white when you turn on Night Vision also?
Hi. I encountered that - when turning on your mod with ES mod, tonemap stops affecting the sky, which increases or decreases (depending on the scene) only the game world, but the brightness of the sky remains the same. Separately ES or separately NVG work perfectly tonemap correctly increases or decreases the brightness of the whole scene. In place of these two mods - the sky stops responding to tonemap.Yes I have installed a patch for ES.
during day time the goggles are super bright and I cant see anything, idk if its supposed to be like that but I was following your install guide and I cant adjust it enought to be able to see during the day but they see fine during any other time
its Night vision !!!
same here, it says you should be able to see okay during the day with NVG Gen 3 but its too bright, Everything is white.
Was using these for a long time with no issue but now suddenly the sky flickers whenever I turn them on at night.
waiting for DX9 .... hurry up and save the world.
В описании упоминается о регулировке DOF, но я не вижу в MCM ничего подобного. Чрезмерное размытие близких предметоа (пистолет -кусок говна из которого нереально прицелиться, все смывается и не видно прицельных приспособлений) дико раздражает. Как это поправить? Где копать?
how can i switch the 3.0 version of it into white? because the color thats been used is color blue?
washout dosent work in the NVG's especially Zulu's PKM, and also other red dot sights