Finding the Soul Orb -- Fixed using UE4-Universal Fix 2
— Created and assembled by Losti —
Info
- This Game is fixed using UE4-Universal Fix 2
- Tested by Losti
- Update the fix to UE4-UF2 2.0 and all the things from below are fixed out of the "fixbox"
- Please DISABLE the SSR-Sidescreen-Fix (in game: LCTRL+NUMPAD8)
NOTE: Some false positive catched shaders causes flickering, OBJECT SHADERS, you can HUNT those manually not by the tool if you want! DO NOT DISSABLE THOSE by with UE4-UF2 CFG TOOL!!! just hunt and remove thsw fix iy you are able to!NOTE2: some reflections in water/puddldes are only approximately fixed!NOTE3: AO/AC will not work, UNCOMMENT this lines in this file: ShaderRegEx_UE4_UNIVERSAL2_C44.ini by ADDING a ; infront of the lines!
HUNT the Main Shadow Shader WITHOUT THE TOOL by edit the d3dx.ini and set hutning=0 to hunting=1start the game, cycle through the PS until the SHADOWS will dissapear, this SHADERs should be named/marked as 09_Lights2 RegEx and disables shadows!, HUNT IT via NUMPAD 4 or 5, save the hunted shader with NUMPAD 6copy its name (hash)There is a section in the d3dx.ini:;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Get Depth Buffer From a Light or Shadow Shader always active;;;;;;;;[ShaderOverride_GetDepthBuffer];hash=XXXXXXXXXXXXXXX;;ResourceDepthBuffer = oD unless_null;ResourceDBScaler = ps-cb1;Resource\ShaderFixes\auto_convergence.ini\DepthBuffer = oD unless_null;Resource\ShaderFixes\auto_convergence.ini\_gGlobalParam = ps-cb1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Get Depth Buffer From a Light or Shadow Shader always active;;;;;;;remove ONE (NOT ALL) ";" from each line, replace XXXXXXXXXXXXXXX with the hash from the shader you have hunted!, At the end you will have something like this:
[ShaderOverride_GetDepthBuffer]hash=qfgr7e59bae34dcb;ResourceDepthBuffer = oD unless_nullResourceDBScaler = ps-cb1Resource\ShaderFixes\auto_convergence.ini\DepthBuffer = oD unless_nullResource\ShaderFixes\auto_convergence.ini\_gGlobalParam = ps-cb1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Get Depth Buffer From a Light or Shadow Shader always active;;;;;;;NOTE: this is only an example, the hash is random, HUT IT !