
Hotkeys
Beautify + Sun Flares: every effect on or off, for a quick before and after.
Beautify + Sun Flares: settings menu.
UngodlySciroccoThugs: live report to UE4SS.log and the UE4SS console.
UngodlySciroccoNeuralNav: menu, inside a level.
The game's own fullscreen toggle. Untouched.
F7 is left free. F5, F6 and F9 can be rebound in each mod's settings; the F8 report can be turned off with ReportHotkeyF8 = 0.
Ungodly Beautify + Sun Flares
Puts the two Fab post-process assets Beautify and Sun Flares into Scirocco Thugs. Both materials were read straight from their .uasset files (every shader line, connection, default value, slider range and preset) and ported 1:1, with a full in-game settings menu on F6.
Beautify
- Sharpen: the asset's luma sharpen. It's depth-aware by default, reading the game's depth buffer so it skips object outlines and the sky.
- Colour tweaks: vibrance (smart saturation), contrast, brightness, daltonize (a colour-blindness aid) and hard light.
- Coloured vignette with outer and inner ring, shape, tint, blink and fade.
- Dithering that removes colour banding in skies and fog.
- Compare mode: split screen with the untouched game on one side and Beautify on the other.
Sun Flares
- A glowing sun disk, two sets of corona rays, four lens ghosts (round, hexagon, octagon or pentagon), a rainbow halo and animated diffraction streaks drawn from the asset's own
flareNoisetexture. - Flares fade when something covers the sun. The fade reads the game's depth buffer, exactly like the asset, with physics traces as a fallback.
- 14 presets, all taken from the asset: the 4 material defaults, the 9 material instances (Natural1, Natural2, SciFi1 to SciFi4, RedGiant, Artistic1, SunFlaresDemo) and Beautify's demo instance.
- The sun is the level's directional light marked Atmosphere Sun Light, which is what the asset itself reads. If a level has none, the mod can use the brightest visible directional light instead.
The F6 menu
| Tab | What's in it |
|---|---|
| Beautify | Every M_Beautify parameter, grouped like in the asset, plus material-default and demo-instance buttons. |
| Sun Flares | Preset picker, ghost shape, blend mode, occlusion source and every SunFlares parameter. |
| Settings | Hotkeys (click a key to rebind it), master switches, depth detection, menu size. |
| Status | Live diagnostics: DirectX 11 hooked, depth buffer found and verified, which light is the sun and where it is on screen. |
| Help | A short guide. |
Hover any control for a plain-English explanation with its range and default. Right-click resets a control, and Ctrl + click on a slider lets you type an exact value. Everything saves to config.ini when you close the menu.
Checked before release
- In a test harness driving a real Direct3D 11 device, the mod's GPU output matched an independent CPU transcription of the original asset code pixel by pixel. 28 of 28 checks passed.
- F5 off really means off: the output is the game's own image, bit for bit. The game's complete Direct3D 11 state is identical after the mod draws.
- Shaders compiled by Microsoft's FXC with 0 errors and 0 warnings, and the DLL only calls functions that exist in the official UE4SS 3.0.1 DLL.
Good to know
- The effects are drawn on the finished frame, so, like ReShade, they also touch the HUD a little.
- Sun Flares originally add light before tone mapping, a step nothing outside the engine can hook. So there are two blend modes: Tone-mapped add (the default, with a soft roll-off close to the in-editor look) and Asset formula (the material's exact maths, brighter, clips to white sooner).
- Two bugs in the original assets each have a fix switch:
VignetteNormalViewandFixShapeSunBehind. - Cost: two full-screen passes per frame. The Sun Flares pass is skipped entirely whenever you're not facing the sun.
UngodlySciroccoThugs: hit detection + input buffering
The game silently throws away buttons you press during animation locks. It even sets its own isBufferingMelee flag when you attack mid-throw, but nothing in the game ever reads it. This mod fixes that for real, and makes melee hits count along the whole swing.
Input buffering: your presses stop getting eaten
| Button | Vanilla drops it when… | With the mod |
|---|---|---|
| Attack | throwing, kick wind-up, heavy-attack lock, finisher hit-lock, super-melee wind-up | Remembered, fired the instant the lock ends |
| Heavy Attack | throwing, kick wind-up | Remembered and fired |
| Kick | kicks locked out, throwing, kick wind-up | Remembered and fired |
| Jump | you're still in the air (pressed just before landing) | Jump buffering: you jump the moment you land |
| Throw Weapon | already throwing, kick wind-up | Remembered and fired |
| Swap Weapon | throwing, kicking, block-break | Remembered and fired |
Rules the game uses on purpose are never bypassed: dead, on a ladder, kick fatigue, one air-kick per jump, no heavy attack in the air or while flailing, and the game's "hold Attack for heavy" setting. Taps stay taps: if you already let go, the replay is a full press and release, exactly like your input. Each action has its own buffer window, 150 to 300 ms by default.
Melee hit detection: a DidItHit-style swing sweep
Vanilla checks your melee hitbox on one frozen frame. The mod re-checks the same hitbox along the whole arc your view travelled during the swing, using virtual sockets from root to tip, sub-stepped by angle and distance. It covers weapon melee, super melee and kicks. Extra hits go through the game's own damage code, one hit per enemy per swing, and the sweep only switches on after the mod proves, live, that the hitbox is locked to your camera or body.
Enemy fairness and firearms
- No more hits through walls: thugs and bosses can't melee you through walls or around corners. A hit needs a clear line from the attacker to you.
- Bullet thickness: hitscan shots get a small real radius (5 cm by default) on the game's own bullet channel, so shots that visibly connect can't slip through hitbox gaps. Never through walls.
Ready for the game's update
The game's October update renumbered every button event in the player Blueprint and added a Heavy Attack button (AltFire on right mouse or RB; Throw moved to F). Version 1.0.1 reads the button bindings from the Blueprint's own binding record, the same way the engine does, so renumbering can't break it again. It works on the current update and on the original release.
Checked before release
- 104 of 104 audit checks pass, re-derived from the files of both game builds.
- The maths self-test covered 10,000 random rotations against Unreal's own rotation formulas with 0 failures.
- F8 prints live stats (buffer saves, extra hits, wall blocks) so you can watch it work.
Not covered in this version
- Dash / special move: its cooldown lives in a hidden node the mod can't read.
- Previous and next weapon.
- The Sawn-Off, Revolver and Big Rifle use their own custom traces. Shots through the shared weapon code do get bullet thickness.
Built to run together
- The hotkeys never clash: F5 and F6 are Beautify's, F8 belongs to UngodlySciroccoThugs, F9 to NeuralNav. NeuralNav won't even let you rebind its menu onto another mod's key.
- Every mod writes to
UE4SS.logwith its own tag ([UBSF],[UngodlySciroccoThugs],[UngodlyNeuralNav]), so problems are easy to pin down. - The two menus are independent. If Beautify loads after NeuralNav, its sharpening may also apply to the NeuralNav menu; that's cosmetic only.
- Each mod can be switched off on its own without touching the others.
Credits and licences
- StixsworldHD (StixsmasterHD4k): design, research, ports, builds and this guide.
- Beautify and Sun Flares; DidItHit (Project Zero) and InputBufferAdvanced (Isaac Hsu); Adaptive Pathfinding System and Neural Network Layered Perceptron (NordVader): Fab assets licensed to StixsworldHD.
- UE4SS by the UE4SS-RE team (MIT) and Dear ImGui by Omar Cornut (MIT).
- Scirocco Thugs belongs to BRIAN DAMAGE. These are unofficial single-player fan mods.