bulkan;3863518 said:you can use CG file explorer / file master 15 / i68 regenerator to regenerate. try them all.
Ok. im back to feedback.
This is a reminder of 3 IMPORTANT RULES:
1- External self-promotion websites or apps are NOT allowed here, like Discord/Twitter/Patreon/etc.
2- Do NOT post in other languages. English-only.
3- Crack/Warez/Piracy talk is NOT allowed.
Breaking any of the above rules will result in your messages being deleted and you will be banned upon repetition.
Please, stop by this thread SoccerGaming Forum Rules And Guidelines and make sure you read and understand our policies.
Thank you!
bulkan;3863518 said:you can use CG file explorer / file master 15 / i68 regenerator to regenerate. try them all.
bulkan;3863555 said:run the tool (each of regenerators) as administrator & make you sure that you put the right file (settings.lua) into the right folder & regenerate.
(FIFA 16\data\fifarna\lua\"settings.lua")
cg file explorer & file master 15 are the best option for regenerate for me.
try to repair the game on origin by right clicking on FIFA 16 & select "repair game" & wait for the end of progress & done. it will fix the crash problems.
then try to repeat the steps that i mentioned above.
mnrmath;3863563 said:I tried this over and over again my friend. But when I start the game, it closes. I do not know what can be. You are using windows 10?
V.K;3863885 said:So has anyone managed to make the spray work on low specs so far?
V.K;3863885 said:So has anyone managed to make the spray work on low specs so far?
*Supernova*;3864449 said:Thank you so mutch Bulkan, I love your mods!
Vincent_8798;3865392 said:Hi guys, I'm new in this forum, and so I don't know much. I would like to know how many versions of this LOD fix there are. I read about Ultra LOD fix or something similar....could you give me all the details ? Thank you !
Vincent_8798;3879219 said:What I have to do to have the best LOD ?
Sami 1999;3879313 said:Obviously install the Ultra Lod.
Or you can open the "settings.lua" and make Lod percentage multiplier to 100 which should do the trick.
Vincent_8798;3879322 said:Could you post a Download link with the Ultra LOD, please?
Sami 1999;3879661 said:Ah.. Download link is on first page mate.
Vincent_8798;3879787 said:That is the High LOD, not the Ultra one.
Sami 1999;3854466 said:You've missed the Ultra LOD, I think this will do:
Code:local InitializeSettings = function() local as = gSportsRNA local settingTable = as:GetTable("Settings") as:SetString(settingTable, "PlayerSkeleton", "data/sceneassets/rig/skeleton_player.rx3") as:SetString(settingTable, "PlayerSkeletonANT", "data/sceneassets/rig/skeleton_ant.rx3") -- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow' local levelOfDetail = as:GetString(settingTable, "LevelOfDetail") if (levelOfDetail == "") then levelOfDetail = "high" as:SetString(settingTable, "LevelOfDetail", levelOfDetail) end -- Set up defaults (high detail) as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0) -- number of mips to drop from RX3 textures as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192) -- minimum size (here we will ignore the number of mips to drop) as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0) -- flat shadow dimensions (0 is normal, 1 is half, 2 is quarter, 3 is an eigth) as:SetInt(settingTable, "FlatShadow_MaxLights", 4) -- max number of lights to allow as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.0) -- multiplier for the length covered on ground by one quad; bigger means better performance, but lower quality as:SetInt(settingTable, "FlatShadow_Blur", 1) as:SetInt(settingTable, "SelfShadow", 1) as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0) -- selfshadow render scale reduction (0 normal, 1 half, 2 quartered) as:SetInt(settingTable, "PostFX_RainDrops", 1) if ( EA_PLATFORM_MAC == true ) then as:SetInt(settingTable, "PostFX_AutoExp", 0) -- Turn off autoexposure on MAC (This causes it to use simple exposure) else as:SetInt(settingTable, "PostFX_AutoExp", 1) end as:SetInt(settingTable, "PostFX_Bloom", 1) as:SetInt(settingTable, "PostFX_DOF", 1) as:SetInt(settingTable, "PostFX_Rectilinear", 1) as:SetInt(settingTable, "PostFX_Vignette", 1) as:SetInt(settingTable, "PostFX_Grain", 1) as:SetInt(settingTable, "PostFX_ColorCube", 1) as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1) as:SetInt(settingTable, "PostFX_SSAO", 1) as:SetInt(settingTable, "PostFX_MotionBlur", 1) -- LumBloom texture reduction (0 is normal, 1 is half, 2 is quarter, 3 is an eigth) as:SetInt(settingTable, "PostFX_LumBloom_ScaleReduction", 1) as:SetInt(settingTable, "Grass", 1) as:SetInt(settingTable, "Cloth", 1) as:SetInt(settingTable, "PitchSpray", 1) as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0) as:SetInt(settingTable, "PlayerLodMinimum", 0) as:SetFloat(settingTable, "RainIntensityScaler", 1.0) as:SetFloat(settingTable, "Particle_HalfRes_ScaleReduction", 3) -- glares render target scale reduction (3 default) as:SetInt(settingTable, "MaxAnisotropy", -1) -- limit anisotropy level for textures -- Override.. if (levelOfDetail == "medium") then as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1) as:SetInt(settingTable, "FlatShadow_MaxLights", 4) as:SetInt(settingTable, "Grass", 1) as:SetInt(settingTable, "Cloth", 1) as:SetInt(settingTable, "PitchSpray", 1) as:SetInt(settingTable, "FlatShadow_Blur", 0) as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1) as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0) as:SetFloat(settingTable, "RainIntensityScaler", 0.5) as:SetInt(settingTable, "MaxAnisotropy", 2) -- limit anisotropy level elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then -- Downsize Render to texture sizes and detail as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512) as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3) as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1) as:SetInt(settingTable, "FlatShadow_MaxLights", 1) as:SetInt(settingTable, "FlatShadow_Blur", 0) as:SetInt(settingTable, "SelfShadow", 0) as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.5) as:SetInt(settingTable, "Grass", 1) -- cloth is enabled for hi lods -- in case of performance issues disable cloth and always use tucked jerseys as:SetInt(settingTable, "Cloth", 1) as:SetInt(settingTable, "PitchSpray", 1) -- disable pretty much all PostFX as:SetInt(settingTable, "PostFX_RainDrops", 0) --Need autoexpousre to make lighting correct --as:SetInt(settingTable, "PostFX_AutoExp", 0) as:SetInt(settingTable, "PostFX_Bloom", 0) as:SetInt(settingTable, "PostFX_DOF", 0) as:SetInt(settingTable, "PostFX_Rectilinear", 0) as:SetInt(settingTable, "PostFX_Vignette", 0) as:SetInt(settingTable, "PostFX_Grain", 0) as:SetInt(settingTable, "PostFX_ColorCube", 0) as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0) as:SetInt(settingTable, "PostFX_MotionBlur", 0) as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0) as:SetFloat(settingTable, "RainIntensityScaler", 0.2) as:SetInt(settingTable, "MaxAnisotropy", 0) -- no anisotropy end if (levelOfDetail == "superlow") then -- any extra tweaks here.. -- Downsize Render to texture sizes and detail as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512) as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3) as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1) as:SetInt(settingTable, "FlatShadow_MaxLights", 1) as:SetInt(settingTable, "FlatShadow_Blur", 0) as:SetInt(settingTable, "SelfShadow", 0) as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.5) as:SetInt(settingTable, "Grass", 1) -- cloth is enabled for hi lods -- in case of performance issues disable cloth and always use tucked jerseys as:SetInt(settingTable, "Cloth", 1) as:SetInt(settingTable, "PitchSpray", 1) -- disable pretty much all PostFX as:SetInt(settingTable, "PostFX_RainDrops", 0) --Need autoexpousre to make lighting correct --as:SetInt(settingTable, "PostFX_AutoExp", 0) as:SetInt(settingTable, "PostFX_Bloom", 0) as:SetInt(settingTable, "PostFX_DOF", 0) as:SetInt(settingTable, "PostFX_Rectilinear", 0) as:SetInt(settingTable, "PostFX_Vignette", 0) as:SetInt(settingTable, "PostFX_Grain", 0) as:SetInt(settingTable, "PostFX_ColorCube", 0) as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0) as:SetInt(settingTable, "PostFX_MotionBlur", 0) as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0) as:SetFloat(settingTable, "RainIntensityScaler", 0.2) as:SetInt(settingTable, "MaxAnisotropy", 0) -- no anisotropy end end InitializeSettings() InitializeSettings = nil
This will make the kit wrinkles move from gameplay camera without any missing details. Ofcourse it will eat much performance.