UngodlyNVR StixsworldHD · v1.1.0

New Vegas Reloaded 4.4.0 · preset 1.1.0

The preset

Ultra, Balanced and Purist — what differs, what to reach for, and how to switch.

285 of NVR's 688 settings differ from stock here. Every one of them is listed with its original value in Docs/UngodlyNVR/CHANGES-ULTRA.md inside the archive. This page covers the parts worth knowing before you start turning things.

Three complete files

Ultra, Balanced, Purist

These are not partial overlays. Each is a complete configuration — copy one over nvse/Plugins/NewVegasReloaded.dll.toml, keeping that exact filename, and it becomes the live preset.

Installed and active

Ungodly Ultra

Everything at maximum. 32-bit EVSM4 shadow maps, 2048 cascades, a 2048 ortho map, 1024 interior shadow cubemaps, 12 shadow-casting point lights, night point light shadows, high quality terrain parallax to 4096 units, MSAA plus SMAA plus sharpening.

Cost: Reference

In Docs/UngodlyNVR/Presets/

Ungodly Balanced

The same grade and the same atmosphere. The savings all come out of the passes that actually cost: 16-bit 1536 cascades, no night point shadows, 512 cubemaps, 8 point lights, SMAA off, six bloom passes instead of eight.

Cost: Roughly 25–35% cheaper

In Docs/UngodlyNVR/Presets/

Ungodly Purist

Ultra lighting and shadows with every camera simulation removed — no chromatic aberration, no film grain, no vignette, no dirt lens, no depth of field, and a neutral grade with no split tone.

Cost: Same as Ultra

switching
Docs/UngodlyNVR/Presets/Ungodly-Balanced.toml
        →  nvse/Plugins/NewVegasReloaded.dll.toml

Start here

The five settings worth knowing

Each is a one-line edit in the TOML or a couple of taps in the O menu.

  1. [_Shaders.PBR.Status] Enabled true

    The single biggest change to how surfaces read. It adds a physically based specular term to object shaders. First thing to switch off if a texture pack starts looking oddly shiny or oddly flat.

  2. [_Shaders.Cinema.Status] Enabled true

    Chromatic aberration, film grain and vignette. AspectRatio is set to 1.0, so there are no black bars. If you dislike lens effects, set this false or switch to Purist.

  3. [_Main.Main.Misc] ForceMSAA true

    Fixes the black squares around trees and tumbleweeds. Set it false if you run ReShade depth buffer effects or ENB — both need MSAA off to read depth.

  4. [_Shaders.DepthOfField.FirstPersonView] Enabled false

    Gameplay stays sharp. The values underneath it are already tuned for a subtle look with distance blur to hide LOD, so flip it true whenever you want it.

  5. [_Shaders.VolumetricFog] and [_Shaders.GodRays] raised

    The only two effects that can wash the sky toward white if pushed. Both were raised conservatively. If your weather mod is unusually bright and the sky blows out, drop VolumetricFog.Main.Amount and GodRays.Main.RayIntensity first.

What changed in 1.1.0

Night visibility

Version 1.0.0 crushed outdoor nights to near-black. Three things were stacking, and the first is a genuine trap in the plugin itself.

The auto-exposure was switched off at night

Exposure.fx.hlsl ends on a blend between the original colour and the corrected one, weighted by MaxBrightness:

Exposure.fx.hlsl
return delinearize(float4(lerp(color.rgb, color.rgb / lumaDiff, maxBrightness), 1));

So MaxBrightness is the blend weight of the correction, not the "brightness threshold above which the screen will be darkened" that the wiki describes. MinBrightness is the target average luma the correction aims for. Stock ships [_Shaders.Exposure.Night] MaxBrightness = 0.0, which multiplies the whole correction by zero — at night, stock NVR does no exposure compensation at all, and whatever the tonemapper hands over is what you see.

With MinBrightness = 0.16 and MaxBrightness = 0.6, the correction scales with how dark the scene actually is:

Average scene lumaStockDocumented Ultra
0.01 — moonless1.00×2.66×
0.041.00×1.83×
0.121.00×1.17×
0.16 — the target1.00×1.00×
0.25 — lit street1.00×0.81×

The lift is strongest where it is darkest and cancels itself once the scene reaches the target, so already-lit areas and neon are left alone.

The grading stages were crushing shadows

ImageAdjust applies contrast as (c - 0.5) * Contrast + 0.5. At night nearly every pixel sits below 0.5, so the 1.05 used in 1.0.0 dragged the entire frame down. It is 0.99 now, with Brightness at 1.18 and the dark-tone multipliers raised. Those are taken to the power 2.2 in the shader, so DarkColorB = 1.30 is roughly a 1.75× gain on shadows, with blue kept highest to hold the moonlit cast. Tonemapping.Main.WeatherContrast is back at 0.0 — the author's own comment warns it causes black crush, and it does.

Everything that subtracts light was pushed at once

Night ambient scale is up in both PBR.Night and Terrain.Night (AmbientScale 1.05 → 1.45), shadow darkness and the AO floor are backed off, the vignette is lighter and starts further out, and the night dirt lens is down from 0.3 to 0.1 — that last one was what threw soft blobs across the lower half of the frame.

One repair

WetWorld ships dead in stock NVR

The puddle and rain-ripple system has Amount, Increase and Decrease all at 0.0 by default, so puddles never form and never dry. Turning those on is only half of it. In Effects/WetWorld.fx.hlsl the puddle specular is evaluated as:

WetWorld.fx.hlsl
modifiedBRDF(lerp(TESR_DebugVar.x * 0.00015, TESR_DebugVar.y * 0.0001, puddlemask), ...)

Those are DebugVar1 and DebugVar2 from [_Main.Develop.Main], both 0.0 by default. A GGX distribution with alpha = 0 has a numerator of alpha², so the entire specular term evaluates to zero — puddles render as darkened ground with no highlight at all.

The line directly below it in the source is the author's own commented reference: // float roughness = lerp(0.00015, 0.00007, puddlemask);. Setting DebugVar1 = 1.0 and DebugVar2 = 0.7 reproduces that curve exactly. That is what this preset does, and it is why rain leaves real reflective water on the ground here.

Reference

Every shader, stock against this preset

Eight are switched on that stock leaves off. Nothing that stock enables has been turned off.

  • AmbientOcclusion on
  • Blood off
  • BloodLens off
  • Bloom on
  • BloomLegacy off
  • Cinema on · changed
  • Coloring off
  • Debug off
  • DepthOfField on
  • Exposure on
  • Flashlight off
  • GodRays on
  • Grass off
  • ImageAdjust on
  • Lens on · changed
  • LowHF off
  • MotionBlur off
  • PBR on · changed
  • POM on
  • Precipitations on
  • SMAA on · changed
  • ShadowsExteriors on
  • ShadowsInteriors on
  • Sharpening on · changed
  • Skin off
  • Sky on
  • Snow on · changed
  • SnowAccumulation on · changed
  • Specular on · changed
  • Terrain off
  • Tonemapping on
  • Underwater on
  • VolumetricFog on
  • Water on
  • WaterLens on
  • WetWorld on

Ultra → Balanced

All 26 differences

Same grade, same atmosphere, same colour. Every saving comes out of shadow resolution, shadow range, and the number of things allowed to cast one.

SectionSettingUltraBalancedEffect
_Main.Main.Misc ForceMSAA true false Biggest single saving. Turn it back on if trees grow black squares.
_Shaders.ShadowsExteriors.ShadowMaps Format 1 0 32-bit shadow maps down to 16-bit.
_Shaders.ShadowsExteriors.ShadowMaps CascadeResolution 2 1 2048 cascades down to 1536.
_Shaders.ShadowsExteriors.ShadowMaps Distance 8500 6500 Sun shadows stop closer to the camera.
_Shaders.ShadowsExteriors.Ortho Resolution 4 3 Ortho map 2048 down to 1024.
_Shaders.ShadowsExteriors.Ortho Distance 4500 3500 Smaller ortho coverage radius.
_Shaders.ShadowsExteriors.ScreenSpace RenderDistance 180000 90000 Contact shadows over half the range.
_Shaders.ShadowsExteriors.Main UsePointShadowsNight true false Street lamps stop casting shadows at night. Large saving in lit towns.
_Shaders.ShadowsExteriors.FormsNear MinRadius 0.5 1.0 Skips the smallest near objects.
_Shaders.ShadowsExteriors.FormsMiddle MinRadius 0.75 1.5 Skips small mid-range objects.
_Shaders.ShadowsExteriors.FormsFar MinRadius 5.0 8.0 Skips small far objects.
_Shaders.ShadowsExteriors.FormsLod MinRadius 6.0 10.0 Skips small LOD objects.
_Shaders.ShadowsInteriors.Main ShadowCubeMapSize 1024 512 Interior shadow cubemaps at quarter the area.
_Shaders.ShadowsInteriors.Main LightPoints 12 8 Four fewer shadow-casting interior lights.
_Shaders.ShadowsInteriors.Main DrawDistance 6000 4500 Interior shadows fade sooner.
_Shaders.ShadowsInteriors.Main MinRadius 5.0 10.0 Small interior objects stop casting.
_Shaders.Terrain.Parallax HighQuality true false Cheaper terrain parallax stepping.
_Shaders.Terrain.Parallax MaxDistance 4096 2560 Parallax stops earlier.
_Shaders.SMAA.Status Enabled true false MSAA carries anti-aliasing alone.
_Shaders.SnowAccumulation.Status Enabled true false No accumulation pass. Rarely visible in the Mojave.
_Shaders.DepthOfField.VanityView Enabled true false No depth of field in the vanity camera.
_Shaders.Bloom.Main Passes 8 6 Two fewer blur passes.
_Shaders.Bloom.Night Passes 8 6 Two fewer blur passes at night.
_Shaders.Bloom.Interiors Passes 8 6 Two fewer blur passes indoors.
_Shaders.AmbientOcclusion.Exteriors BlurRadiusMultiplier 2.5 2.0 Narrower AO denoise.
_Shaders.AmbientOcclusion.Interiors BlurRadiusMultiplier 2.5 2.0 Narrower AO denoise indoors.

Ultra → Purist

All 25 differences

Identical lighting and shadows. What comes off is the camera simulation — the grain, the aberration, the vignette, the dirt lens, the depth of field — and the split-toned grade.

SectionSettingUltraPuristEffect
_Shaders.Cinema.Status Enabled true false No chromatic aberration, grain or vignette.
_Shaders.Lens.Status Enabled true false No dirt lens smudge around bright areas.
_Shaders.DepthOfField.Status Enabled true false Depth of field off entirely.
_Shaders.DepthOfField.VanityView Enabled true false Follows from the above.
_Shaders.ImageAdjust.Main Brightness 1.02 1.0 Neutral.
_Shaders.ImageAdjust.Main Contrast 1.06 1.02 Almost neutral.
_Shaders.ImageAdjust.Main Saturation 1.05 1.0 Neutral.
_Shaders.ImageAdjust.Main DarkColorR 0.98 1.0 Split tone removed from shadows.
_Shaders.ImageAdjust.Main DarkColorB 1.05 1.0 Split tone removed from shadows.
_Shaders.ImageAdjust.Main LightColorR 1.03 1.0 Split tone removed from highlights.
_Shaders.ImageAdjust.Main LightColorG 1.01 1.0 Split tone removed from highlights.
_Shaders.ImageAdjust.Main LightColorB 0.97 1.0 Split tone removed from highlights.
_Shaders.ImageAdjust.Night DarkColorR 1.14 1.0 Night shadow lift removed.
_Shaders.ImageAdjust.Night DarkColorG 1.18 1.0 Night shadow lift removed.
_Shaders.ImageAdjust.Night DarkColorB 1.3 1.04 Almost all of the blue night cast removed.
_Shaders.ImageAdjust.Night LightColorR 1.02 1.0 Neutral.
_Shaders.ImageAdjust.Interiors DarkColorG 0.99 1.0 Neutral indoors.
_Shaders.ImageAdjust.Interiors DarkColorB 1.03 1.0 Neutral indoors.
_Shaders.ImageAdjust.Interiors LightColorR 1.03 1.0 Neutral indoors.
_Shaders.ImageAdjust.Interiors LightColorG 1.01 1.0 Neutral indoors.
_Shaders.ImageAdjust.Interiors LightColorB 0.98 1.0 Neutral indoors.
_Shaders.Tonemapping.Main ToneMappingColor 0.92 1.0 No colour bias in the tonemapper.
_Shaders.Tonemapping.Main Saturation 1.08 1.02 Barely saturated.
_Shaders.Sharpening.Main Strength 0.55 0.4 Lighter sharpening.
_Shaders.Precipitations.Main Opacity 0.9 1.0 Full opacity rain.

For the meaning of any setting not covered here, the wiki's main settings reference and the per-shader pages document the whole schema.