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Looks very nice, however I probably would tone down the sunshafts a bit, they look to me a little over the top (that might have been intended for making a nice looking screenshot, though).
Yeah, there is much more possible in Stalker SoC than most people would imagine :)
The main reason why there are not more such effects being created for this game is that the engine makes it somewhat hard for a modder to integrate certain effects, so we often need to figure out rather cumbersome workarounds to get it working in some way.
Yes, it does - as do many other mods as well!
The problem with SoC (unline CoP and CS) is that the engine initializes the shaders everytime you launch the game, load a savegame, or change some graphic settings via menu (not using the console). As this is mod doing more than any other mod shader-wise, longer load times are to expected quite frequently, and longer than in most other games.
There are two things you can do about this: 1.) optimize your system or get a newer machine, best is a SSD drive, or 2.) disable some of the shader settings, such as wet surfaces, sun shafts, lens flares, or visor drops, or lower their quality settings.
Looks like the wet surfaces effect is coming into play here. As written in the release notes that effect has not been finished and is likely to produce unintended side-effects like this under certain circumstances.
No, that's not an error.
Because SoC (unklike CoP) compiles all the shaders on every game launch, start of a new game, or loading a savegame - and since this is a shader mod which does much more than most of the other mods shader-wise, there is much to be compiled in these cases.
Either getting a faster (or at least much better optimized) system, especially HDD, or disabling some features of the mod, are the only two things that can be done about this.
Unlikely. Must be something else. Try running the mod stand-alone with all default settings and no external components such as ENB or any modded binaries (besides those from the mod itself).
it affects both start up from desktop, and starting/loading a game from the game menu. This is because the shaders will be compiled both times in SoC (unlike CoP).
Interesting. Never seen this. Most probably a result of the merge that you obviously have done. Have you tested the mod stand-alone?
Beautiful. Do the visor glasses of the dude in the middle flicker with the fire's movements when reflecting the fire light?
Same as above - I don't have the time to port anything - but of course you're free to do it yourself :)
high load times are the result of both running DS with all features enabled and having a, well, say not very fast computer and/or HDD. I've said in the release notes that you need a pretty good system to run the mod with everything turned on. Try disabling wet surfaces and/or sun shaft and/or lens flares and/or visor drops and load times will go back to minimum again. Then try finding a good balance for your system.
What exactly do you try?
I don't know what you mean by "many flights", but I haven't had any issues with _hr stuff. And load times probably won't get much faster, even with a patch (but sure I'll check it).
Can't say, haven't checked, but I'd guess you'd have to do some work to make it run together with ENB.
It's not just copying you need to do some basic shader and script merging to make it working. Check my files - sorry, I can't provide more specific help since I do not know the internal structure of LA well enough and haven't got the time to deep-dive into it (otherwise I would do it myself).
The level.set_weather hack wouldn't have caused such. For the sun shafts I had to find a balance between a hard occlusion check and a solid overall effect. You could make the occlusion check react "harder" and block all sun shafts when hitting level geometry in the ShaderSettingsSunShafts.txt, however this may cause unintended side effects in other situations - so as said, it's a question of what is the "best balance" for you, and that might be different among users and mods.
Well I don't port or adjust anything to any other mod myself at the moment, but you could certainly take from my shaders what you like/need and modify those features yourself if you have some shader experience. Just please don't forget about giving proper credits then.
Sorry I don't understand what you mean - could you explain better?
Shouldn't be that hard, it's simply a post-process shader effect that could be hooked in in LA's post-process shader (didn't have a chance yet to look into LA's shaders myself).
Hmm, never that such an issue. Unless you've changed "too much" the script I don't see a reason for this. Let's see what other users experience, if there is an issue somewhere in the script I'll try to figure it out and fix it.
I am not sure if I understand correctly what you mean, but from what I assume you could mean, that might be caused by the thermal vision effect. It's a hack I had to apply until I find a better solution. You could disable that by searching the shader_control.script for a code line like "level.set_weather..." and remove that line. However this will make to thermal vision effect worse. Let me know if that worked.
No no, SoC only! The marshes / swamp map has just been ported :)
no, not out of the box, would need merging to make it compatible.
You could "diffuse" the reflections yourself by changing the values in ShaderSettings.txt, any line beginning with WET_ stands for the wet surfaces, settings containing BLOOM control the diffuse part.
See my PM reply - issue solved :)
Not out of the box, but it probably could be merged. Not tried yet myself, though.
Did you copy over the bin files contained in the download? And are you running patch 1.0005 or 1.0006 and have installed the DirectX 11 runtime? If all yes, then send me a PM with your X-Ray error log, maybe I could find something there.
Then it's probably just a case of configuration. You need to add the names of the suits in question to visor_control.script (need the suit's internal name, not the one displayed in game, you might need to google it). I have added there only a few suits with visors (such as exo and ecolog), but more can be added easily.
Sure that should be well possible. However I don't know CS or CoP shaders well enough to do it myself, and I also wouldn't have the time to do it, unfortunately. But of course you could try it yourself if you got some basic shaders knowledge, or find some modder that is willing to do it for you.
Well AFAIK that effect is a combination of both engine logic and shader effects. It might be doable in SoC as well but requires some deeper analysis and much investigation to make it working properly - things that I don't have time for anymore, unfortunately. For what I know a major problem would be that in CS and CoP the devs created some engine logic that defines whether the area in question is exposed to rain ("outdoors") or not, something that is completely missing in SoC so it would be hard to make the effect working correctly (ie. only in outdoor areas).