Elden Ring photomode mod v1.0.13 (Patreon)
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Camera version: 1.0.13
Released on: 24-jul-2023
Compatible with: Elden Ring v1.0.5+, Steam.
Documentation: https://opm.fransbouma.com/Cameras/eldenring.htm
NOTE: This game uses anti-cheat, which has to be disabled. Please read the enclosed readme how to do that.
Features:
- Camera control: (Also in cut scenes)
- FoV control
- Free unlimited camera movement and rotation
- Timestop / game pause control
- Camera paths support ('dolly cam') for defining moving camera trajectories for movies.
- Camera shake support
- Game speed control (slow-motion, speed up)
- Frameskip
- HUD toggle
- Configurable input interpolation for smooth camera movement/rotation/fov zoom in/out
- Pillarbox/letterbox removal in custom aspect ratios
- Vignette removal
- Chromatic Aberration (CA) removal
- Higher LODs
- Setting for being invisible to enemies
- Sun light direction control (pseudo Time of Day)
Changelog:
v1.0.13:
ADDED: Ability to configure which gamepad trigger is used for moving camera up/down
ADDED: Ability to configure which gamepad stick is used for rotating/moving the camera (for left-handed users).
ADDED: Keybinding for appending a new node after the active node on the current path
ADDED: Keybinding for deleting the current path
ADDED: Keybinding for deleting the active node on the current path
ADDED: 3 camera position save slots (Ctrl-F1/F2/F3 to store, F1/F2/F3 to recall) when the camera is active.
ADDED: Camera shake controls in both manual movement (for hand-shot videos) and camera paths.
ADDED: Support for the IGCS Connector 2.0+ for Reshade support per camera path node.
ADDED: Mouse sensitivity slider for people using high dpi mouse devices
ADDED: Shift / Shift+Ctrl are now usable on the sliders to have them move slower and even more slower
ADDED: The mousewheel can now be used on the sliders to move the value.
v1.0.12: ADDED: The ability to append a camera path node after the current node; both in the camera path window and using keybinds (Shift-F10)
v1.0.11: CHANGED: Applying the fast movement multiplier doesn't affect rotations anymore.
ADDED: When closing the client when the game is still running, you're now asked whether you actually want to proceed.
v1.0.10: FIXED: Fixed for game version 1.0.5+
v1.0.9: ADDED: Camera movement/rotation/fov interpolation factors. These factors can be used to make the camera movement/rotation/fov be interpolated over multiple frames so you can get smooth camera movement, rotation and fov zoom in/out for videos without the need for camera paths.
ADDED: Support for the IGCS Connector so you can create automated horizontal panoramas and lightfield screenshots.
v1.0.8: ADDED: Player-relative camera path playback has been added. This isn't 100% ideal tho: when crossing a cell in the world with your player, it will display a single frame that likely looks off. This is unavoidable.
v1.0.7: FIXED: Fixed for game version 1.0.4
v1.0.6: ADDED: When the camera is enabled, the engine's dithering/transparency of objects near the camera is now disabled.
v1.0.5 FIXED: Fixed a game crash on Windows 11 or other situation where injecting the dll would cause the game to crash.
v1.0.4 FIXED: When opening the camera path window, the mouse cursor would disappear
v1.0.3 CHANGED: I finally found the real game pause function (the menu explanation pause), everything pauses perfectly: grass, no TAA blurriness. So the addition added in 1.0.2 has been removed as it's no longer needed. Just press Numpad 0 to pause.
v1.0.2 CHANGED: The timestop wasn't ideal, due to the TAA mitigation causing physics issues. I decoupled these now. See Readme!
v1.0.1 CHANGED: Changed the timestop to a better pause. This freezes the engine better so it's not prone to random crashes.
FIXED: Mouse cursor vanished when it was over the camera path window
FIXED: Higher LODs selector now doesn't crash the game anymore at random
FIXED: Time of Day control didn't always work
v1.0.0: First release