#reframework
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Resident Evil Challenge: [1/5] Boss Fights ↳ Final Nemesis Fight ⋄ Resident Evil 3 Remake
#resident evil 3 remake#jill valentine#nemesis#gamingedit#reviledit#my edits#revilchallenge#idek this is a mess#I had no plan lol#flycam: https://github.com/praydog/REFramework/releases
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DRAGON’S DOGMA 2 (2024) — developed by capcom.
#gamingnetwork#vgedit#videogameedit#gamingedit#dailygaming#gameplaydaily#dd2#mydd2#dd2edit#ddedit#dragon's dogma#dragon's dogma 2#theophania#this game is so pretty!!!#the scenery shots i will get once i fucking figure out how 2 use reframeworks freecam
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My Leon's Adventures in Saving Luis
#screaming crying sobbing throwing up#I have to figure out how to fix the salazar cutscene tomorrow but I'm so happy#Luis Serra#resident evil#leon kennedy#resident evil 4 remake#serennedy#resident evil mods#Luis Serra Navarro#leon s kennedy#Mods used: REFramework. REFramework Teleport Plugin. REFramework Trainer#re4#re4r#resident evil memes
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Random details in the Devil May Cry van: Part 1/???
#ni blabs#dmc#devil may cry#devil may cry 5#dmc 5#with special guest stars vergil's legs and dante's shadow#these aren't the greatest shots ik. i basically just started playing around with reframework lol.#also like... the van has some pretty dingy lighting
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☾⋆。 ๋࣭ ⭑˚ dragon’s dogma 2 | clover’s travel journal — 5 / ∞
#dragon's dogma 2#dd2#oc: clover#ctj#havent had time to play bc of finals but now i am free again !#i wish reframework didnt crash my game so much i want that free cam >:(
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Can everyone appreciate (hybrid) path tracing with me Apparently, it was implemented but not finished in the game. While full path tracing is there, it's missing stuff like effects on weapons and subsurface scattering. Hybrid path tracing is most noticeable outdoors during the day, and mostly relies on vanilla raytracing at night/indoors if I remember correctly. Hardware Unboxed did a video on it last year when it was first discovered, and I've been burning my CPU/GPU on it ever since.
I have a few comparisons, ASVGF/vanilla RTGI/raytracing vs (hybrid) path tracing. Expect pointillism in path tracing pics due to the lack of denoiser:
The reflections on the armor! The skin tone and colors of clothing! The detail and depth added to the hair, fur, fabric, staff, and the wall! I love lighting. Think about its impact when used in the visual arts. You can pry lighting out of my cold dead hands
I have more examples below the cut too if anyone cares for them:
I realize most of them are on cloudy/dim days but there's still a noticeable difference. I remember on my first playthrough I was so confused by the cavern comment and didn't even go back to check for ages. ASVGF softens things (due to the denoiser?). The third pic in the first and third set is supposed to be ASVGF cloned over the hybrid path tracing layer to remove some noise and add back the ASVGF/RTGI part which is nice in some ways and meh in others. I've been sticking to hybrid path tracing these days
thank you for listening to my TED talk
#cries in path tracing#imagine if this was actually implemented/an option in the vanilla game#but it's a performance killer#it's on REFramework if you want to take a peep#dragon's dogma 2#dragons dogma 2#dragon's dogma#dragon's dogma ii#dd2#dragons dogma ii#dragonsdogma#dragons dogma
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messing around w/ camera
#mhwilds#monster hunter wilds#monster hunter#caps#otokazu#i finally installed reframework but lighting was not on my side...
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taking @ritens's Lane out trying to help with sorc brain. not a lot of fun stories from this one, but do have some notes about what did under cut.
He definitely was really spamming just floating around when I first picked him up again, but was better about it when he left (and usually trying to cast while floating when he did), I hope that comes home with him. Generally, caster pawns float trying to get away from enemies, which can kind of make Thundermine and Salamander dodgy on the pawn AI because it casts next to them and usually takes them a while to learn to cast either of those spells without being actively attacked by enemies, and even then they still kind of have to be in danger range of being smacked to be willing. This is also an issue with Iris currently while trying to train his new debilitation focused setup, though he's less likely to float and more likely to get hit and then grab and toss enemies (I blame this on was Mint until recently, and she was so aggressive about everything, Iris is just going to be like that).
LANE REALLY LIKES TO USE HIGH HAGOL. He's very good about using it on his own, and will drop everything if he sees someone else casting it to come sync it. This isn't too bad, High Hagol can be cast with some range and is a decent AOE as well as being possibly quickspelled, but feels like a weird pick for the AI to want to cast with priority when has the much faster casting High Levin available that is better for smaller enemies.
Speaking of High Levin, it took a lot of baiting, but got him more consistently casting it both synced and independently in my game (my favorite in these is the one where can see him independently dropping it right as Rose was getting beat to the ground by goblins). Hopefully he carries that home with him, it's a very solid quick pinch spell that can anti pretty much most non-boss enemies or at least stagger them back until others can get to them.
I stubbornly tried to train him and Iris to use High Seism on bosses more consistently, it's a good spell to use knock them over. Pawn AI is really, really cranky about using it, they both kept wanting to use High Hagol more, including on golems at first. While I didn't get any drake spawns while trying to really train this spell, they did start using it sometimes to tip ogres and minotaurs. They also used it immediately on the last golem I took them to and took out all but one of its medals, then both shoved the golem to knock it over, and Lane independently cast it again to break the last medal that had been on its head. I'll take that as a success, and again hopefully he carries that learning home.
#viewing the dragon's dogma (dis)respectfully#please let this have helped I'm so sorry if it doesn't#tried to dress up in an outfit to support Lane on the Sorc learning journey#these pictures aren't great as they could be but I can't use the REFramework currently with the game without it crashing so no freecam :(
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Btw luis over ashley partner swap completely breaks in cytscenes and becomes fuckign TERRIFYING
#it's the ultimate trainer mod plugin for reframework#not actually a luis replaces ashley mod. it just has a feature to swap the player character and partner w basically any other character#so i can swap ashley for luis but it's far more janky than a real replacement mod would be.#like luis is ashleys height so way shorter than leon :( and obviously it just completely breaks some times. mostly just the cutscene creepy#issue. but i also had the game completely crash a couple times during game play#i tried actually making an individual swap mod to fix some jankiness but unfortunately i was too stupid to figure out how to do that :((
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#asdlkkjsdlkmqwe#why did i put off downloading a reframework this is so fucking funny#i can pause enemies and stare at them now#mine
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Resident Evil Challenge: [1/7] Locations ↳ NEST
#resident evil 2 remake#gamingedit#reviledit#my edits#revilchallenge#freecam: https://github.com/praydog/REFramework
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Triggering
Captured using the Photo Mode, REFramework and Lua Freecam (1.9)
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So hey, I was pissed off about how the game would NOT let me color the seikret any way I wanted so I fixed it.
Edited several textures and mateirals so that: 1. the recolor textures cover the whole damn bird now instead of leaving bits peeking through 2. the base color is less green, again aiding in it not leaking though the colors you choose 3. there's also a hue shift where you'll notice the feather tips (esp. tail and arms) shifted over on the color wheel, which on some colors works out nice, on some like yellow turns into a radioactive mess. I put in an optional file for removing that.
If you like it, here's the link
tl;dr: to install you need newest NIGHTLY REFramework and Fluffy Mod Manager, please do not fuck with the files and then complain when your game breaks ;)
#mhwilds#monster hunter#monster hunter wilds#seikret#MHWilds mods#MonHun#MonHun Wilds#seikret customization#ITmade
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Lots of nice QoL stuff that were added in Dark Arisen, removed in DD2, and finally readded back (such as the storage stuff). It seems there's some improvements with the whole CPU bottleneck too.
Lastly, lots of the previously thought-to-be cut content items are now available except Hollow Cape.
Main issue for PC users who modded their game is that, as of writing this, REFramework has cease functioning in the newest update, but the mod author's working on it.
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I hadn't realized until the last post I reblogged, that the Graphics suite had been folded into the newest REframework. I was still using an older build.
Path tracing kinda messes a bit with your graphics until you reboot the game, which is why I had uninstalled the graphics suite a few months back. But now that it's part of REframework I peeked at it again, and gosh darn it looks so good.

Like, the base game already looks awesome, but holy hell! Once you've seen a scene with path tracing enabled, it totally blows your mind.



Vanilla

Pure path tracing

Hybrid

*gnaws on the screen*
#path tracing#dd2#mods#dragon's dogma 2#dd2 wyd#rds#dragon's dogma#oc: wyd#dragons dogma 2#ddii#dragon's dogma ii#dragons dogma
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Which mod are you using to get your monhun screenshots?
i just use the basic REframework that comes w/ freecam!! and then i edit them directly on my phone HAHA
#ig i should say reframework + ingame photomode focal settings do most of the heavy lifting#i'm trying to get better at timing my pauses#but the freecam makes it really fun to try getting diff angles#memo#ask
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