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ECED: Extended Corona Expansion Distance 2.0

   (10 reviews)

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ECED

ECED is a visual mod for emergency lighting coronas that allows them to be viewed at extreme distances. 

 

It only works on coronas, and will not work with LED lights.

ECED is now compatible with LED textures.

 

If some coronas are hidden behind components but present, they will not be as bright at a distance as the exposed ones.

There are options for amber indicators on or off/default.

 

There is a new option for those who feel their cars get dirty too fast.

 

Linked below is a video demonstration, as screenshots don't accurately represent the distant lights.

 

 

TIPS

I recommend you turn on DOF. This setting requires a restart to take effect.

I recommend combining this mod with either Fenix2525WOT's Emergency Lighting Revolution or thegreathah's Enhanced Emergency Lighting.

With ECED stacked on top of a modified carcols file, less powerful PC's will have an FPS drop. Lower your shadow quality to combat this.

You can also lower your reflection quality during night patrols for an FPS boost when combined with a carcols.ymt file.

 

ELS

ELS is disabled at a certain radius around the player. 
When conditions are met, LED textures will vanish as intended.
However, the coronas will stay visible because of ECED, just as they always have been.
This is why you will see your LEDs on a non-ELS towtruck at a distance, but not on your LEO ELS Vehicles.

 

THIS MOD WILL OVERWRITE VISUALV TIMECYCLE FILES

 

THANK YOU

Jeff, Zach, & all the Code Zero guys.

 

My YouTube - https://www.youtube.com/channel/UCxuYnQmCq_9FTZSq_fgKDCA

 

DISCLAIMER

READ THE "README" FILE FOR INSTALL INSTRUCTIONS

MAKE BACKUPS OF YOUR FILES. 

I, BLacKHaLLoW, AM NOT LIABLE FOR LOST INFORMATION/GAME FILES.

DO NOT REDISTRIBUTE WITHOUT GIVING PROPER CREDIT. 50+ HOURS WENT INTO THIS.
NO OTHER VISUAL MODS DO WHAT THIS ONE DOES. THIS IS UNIQUE AND I WILL KNOW IF YOU RIP IT OFF.
DO NOT REUPLOAD TO ANOTHER SITE AS A STANDALONE FILE. 
ASK FOR MY PERMISSION TO INCLUDE IN A PACK.

 

 

 

 


What's New in Version 2.0

Released

1.1 - Fixed an issue where headlights would fade out and then back in at a distance during certain hours at night in rural areas under BRIGHT and BRIGHTER settings.

 

1.2 - Tailored for the new GTA Update. 
        MAJOR CLEAN UP. Adjusted nearly every value for fine tuning while also restoring certain values back to default.
        Only one level of brightness, but there is still the option for indicators on or off.

Thanks to thegreathah for Bright Lights, or I probably wouldn't have figured out what went wrong post-update.

 

2.0 - Another overhaul that includes two reworked brightness levels with default indicators or lit indicators. Last version was dim, this one isn't.
         LED compatibility is enabled. This mod now extends the render distance of both coronas and the LED textures themselves.
         A final option has been added that I wanted for my personal use - cars that don't get dirty as quickly. "DEFAULT" is 100%, "REALISTIC" is 10%.

BLacKHaLLoW

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  • User Feedback

    Recommended Comments



    Hello. Sadly it doenst work for me. Is there a way to make it work again? In the video it looks beautiful but it doesnt change anything if i install it. 

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    Great Mod! Wish it Was Compatible with VisualV ... I still dont know why people like those Lights so Bright on the walls, It is always too bright and I find it unrealistic and irritating, im giving this a try, Thanks man 

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    On 1. 9. 2016 at 4:26 AM, Narobic said:

    What happens if we keep the default "visualsettings.dat" ?

     

    Because I'm not a fan of either having no indicators or indicators that always look like they're on.

     

    The lights will be dim af and you wont see them :)

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    It still doesn't look as good as before, for some reason ELS came and just fucked things up as far as lights go. the NON-ELS cars have great looking lights

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    On 10/9/2016 at 9:38 PM, Narobic said:

    Do we need to replace the visualsettings.dat for this update?

    Edit: The whole point of me asking this was to ask if I had to replace my default indicators setting that you created for me. I see now that It's been added by default. Thanks again!

     

    Edit 2: I spoke too soon about speaking too soon. With the default indicators setting, my turn signals don't work and are always set to off. With the amber, they are on by default.

    Do we need to update the visualsettings.dat to the new one? Or are we able to use the one from the last version?

    Resolved

    Edited by Narobic
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    Do we need to replace the visualsettings.dat for this update?

    Edit: The whole point of me asking this was to ask if I had to replace my default indicators setting that you created for me. I see now that It's been added by default. Thanks again!

     

    Edited by Narobic
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    On 9/2/2016 at 1:26 PM, DLM3 said:

    I first tried with your default timecycle files and it instantly reminded me why I love VisualV so much: default lighting, especially by day, looks so bland. So I put back in the edited files and I didn't see any bad effect on your mod, on the contrary I can now experience the best of both worlds. Not sure what the issue is but ECED seems very compatible with VisualV to me.

    You are right, the value for increasing render distance is in the visualsettings file. The timecycle files help beef up the coronas at a distance while keeping them tame up close, so you may find that headlight coronas are much smaller than usual, along with a couple other things like streetlights and traffic lights. I'm working on a version at the moment that will not include timecycle files. I'm hoping that will be out within a week or so. 

    On 9/7/2016 at 6:56 PM, Saharud1 said:

    How do I get custom a carcols.ymt file? Im not really good at coding and stuff.

    Download ELR, Enhanced Emergency Lighting, or Environmental Emergency Lights. They are all great mods. 

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    On 18.08.2016 at 10:17 PM, BLacKHaLLoW said:

    I'll be reaching out to the developers of VisualV once I have completed testing and optimizing ECED to work with it. I am hoping I can release a timely update that includes VisualV compatible timecycle files.

    I'm waiting for it.It will be great with Visual V :tongue:

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    On 18/08/2016 at 9:17 PM, BLacKHaLLoW said:

    I'll be reaching out to the developers of VisualV once I have completed testing and optimizing ECED to work with it. I am hoping I can release a timely update that includes VisualV compatible timecycle files.

    I first tried with your default timecycle files and it instantly reminded me why I love VisualV so much: default lighting, especially by day, looks so bland. So I put back in the edited files and I didn't see any bad effect on your mod, on the contrary I can now experience the best of both worlds. Not sure what the issue is but ECED seems very compatible with VisualV to me.

    Edited by DLM3
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    8 minutes ago, Narobic said:

    One more question: What does changing timecycle_mods_1,3,&4 do?

    The prerelease version doesn't have these files. Should I use the default with the prerelease or use the three files from the normal BRIGHTEST folder?

    They are the default game files and are included for the sole purpose of overwriting potential VisualV or any other edited timecycle files back to the original values. Bxbugs123 helped me identify that issue, as he was the first person to run ECED alongside VisualV. They aren't in the prerelease version because Jeff and I don't have VisualV installed; in hindsight they probably should be in there. I'll keep that in mind for the next potential update. Thank you for the review, Narobic!

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    One more question: What does changing timecycle_mods_1,3,&4 do?

    The prerelease version doesn't have these files. Should I use the default with the prerelease or use the three files from the normal BRIGHTEST folder?

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    2 hours ago, BLacKHaLLoW said:

    You need both file sets to increase the render distance. I have attached a custom visualsettings file for you - ECED on bright settings with the default indicator values. Hope that helps!

    visualsettings.dat

    Dude. You rock! Thanks! I'll test it out right now. (5 Star Review right there)

     

    Edit: Works perfectly. Thanks again!

    Edited by Narobic
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    1 hour ago, Narobic said:

    What happens if we keep the default "visualsettings.dat" ?

     

    Because I'm not a fan of either having no indicators or indicators that always look like they're on.

    You need both file sets to increase the render distance. I have attached a custom visualsettings file for you - ECED on bright settings with the default indicator values. Hope that helps!

    visualsettings.dat

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    What happens if we keep the default "visualsettings.dat" ?

     

    Because I'm not a fan of either having no indicators or indicators that always look like they're on.

    Edited by Narobic
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    Hey its me Cody Sweiss that ive talked to you on your youtube channel. I really want this in my game but my Fivereborn Gta and i cannot see or where to find the place to put the timecycle and the visualsettings.dat could you please help me?

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    2 hours ago, BLacKHaLLoW said:

    Its been a long time coming and I am very grateful that Jeff used the mod from the beginning. 

     

    There is a script called "Pursuit on the Fly!" by TheUniT here on LSPDFR. It is fantastic and I use it all the time. 

     

    Thanks. I'll have to try it. Great mod as well.

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    On 8/17/2016 at 4:52 PM, Azteco said:

    Ah so this is what Jeff commented on in a video chase not too far back. I remember something like look at those lights from distance how bright they are. When he said that I knew something was coming out. Nice.

    Its been a long time coming and I am very grateful that Jeff used the mod from the beginning. 

     

    19 hours ago, Pritchard said:

    Looks really cool. How did you force a pursuit?

    There is a script called "Pursuit on the Fly!" by TheUniT here on LSPDFR. It is fantastic and I use it all the time. 

     

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    14 hours ago, straitdill said:

    Is this combined with VisualV? If not is there way to do that?

    I'll be reaching out to the developers of VisualV once I have completed testing and optimizing ECED to work with it. I am hoping I can release a timely update that includes VisualV compatible timecycle files.

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