Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I hope it's okay if I re-host it on a GDrive? I know the spam filter won't remove those links
Now i'm starting to wonder if some other graphic fixes might be possible in this way..
GDrive links:
DrawDistanceFix 0.1a -- https://drive.google.com/file/d/17SbZz7Lcb8w3yD8-Noaxfh6fniqBiaGq/view
RenderFix 0.2a -- https://drive.google.com/file/d/1PeD5zIkJ1XvH_xEDhnIib3qp85I3wosq/view
Install to <steamapps>\common\DRAGON QUEST XI S\Game\Binaries\Win64\
(where <steamapps> is typically C:\Program Files (x86)\Steam\steamapps\ depending on your installation )
--note: this will not work for the Gamepass / MS Store version as explained in this post.
We were looking for a way to parse the DataTables to JSON, but even then I wasn't sure it was possible that way. It was almost looking like we'd need a custom solution for the DataTables, similar to Trials of Mana.
In any event, this is a huge development.
After install, I did notice most NPCs will begin 'walking in place' while conversing with them, but I have several other mods installed as well [modified .ini, costume recolors and DQXISHook-0.6a].
Edit: Just discovered.... This has the side effect of locking you in conversation with a certain NPC in Act II at Insula Algarum, and possibly any NPC who has an interruption mid conversation [such as a short pause, followed by an exclamation mark appearing above their head before continuing to speak]. There is no way to advance or exit the conversation, without restarting the game.
Ah damn, thanks for letting me know, can confirm the walking-in-place bug happens with me too (just using this + INI mods).
I think the problem is something to do with some animations getting turned off for some reason, with the mod removed you can see the walking-in-place NPCs were trying to walk to turn toward you, no idea why it only affects some and not all though. I guess the problem with mid-convo interruptions is similar too.
Good news is that I think I've found the value that controls the pop-in distance, so instead of disabling this system entirely we can just increase the distance, seems to fix the walk-in-place NPCs at least, hopefully it'll help the other issue too.
I'll have an update posted soon in the next few minutes.
EDIT: Alright, I've found out there's actually a cvar that can control the distance for us:
I'll update OP with instructions for changing this soon, hopefully others might find the SDK useful for changing other things.
Also had a quick look at seeing what's left of first-person mode, seems there's 2 different first-person modes still in the game, both accessible with console commands:
- "Camera FirstPersonView" console command - seems to be the first-person mode that was in DQXI, LS zooms, RS rotates, B lets you return to normal view (or "Camera Reset" command)
- "Camera FirstPerson" console command - switches to a first-person view which is lower to the ground, but allows you to move around while using it. (IIRC there might be a cvar somewhere that controls camera height), pressing B/"Camera Reset" doesn't seem to have any effect at returning to normal view though unfortunately...
I wonder if changing DefaultInput.ini could restore the LS bind for it?
If you can figure out how to make that work, let me know. I've tried of a long while to restore Switch's Party Chat shortcut (EnterNakamaKaiwa) but had no luck. Ini editing wasn't doing the trick.
And it's there commented out in the DefaultInput.ini, but I could never get it to work, by hook or making a new pak.
At one point, we found there was a line for it
But didn't have any luck getting it to work. Our guess at the time was that the ActionName tied to that mapping was removed.
In the Switch version, this was changed to a Party Chat shortcut
However, your SDK may be able to give us some insight (or maybe even more options) via some of the exposed methods.
Engine::InputSettings
In EnterNakamaKaiwa's case there is a AJackFieldPlayerController::NakamaKaiwa() function that opens the party chat, I'd guess that maybe EnterNakamaKaiwa was meant to run that.
Had a look at seeing if we could add custom actions ourselves, got a hook working which should be able to add new ones so an action can run our own DLL code, but so far I've only been able to get it working using action names that already have keys bound...
eg. if I name the action "MyTestAction" and try adding a +ActionMappings line for it inside Input.ini, nothing happens when I press the key, but if I name it "ToggleAutoRun" (which was already bound inside DefaultInput.ini) then pressing the button bound for that runs my custom action mapping fine.
E: Ah seems you can't use "+ActionMapping" inside input.ini, "ActionMapping" works instead, but might mean all the stuff from DefaultInput.ini has to be copied over, hmm.. (edit: nope)
Anyway custom mappings seem to work, made a FirstPersonCamera mapping that calls AJackFieldPlayerController::Camera("FirstPersonView") and bound it as N, seems to switch fine (same with EnterNakamaKaiwa)
There's a ~2 second delay that happens the first time a custom mapping is used though, might be related to how this SDK searches for UFunctions.. I'll look into it some more later.
E: changed it to search for UFunction during game load & cache the address instead, and now delay is gone :)
I'll post up a new plugin soon.
This adds custom FirstPersonCamera & EnterNakamaKaiwa (party chat) actions, which can be bound to keys/controller inputs by editing Input.ini - the included Input.ini will bind first-person to N, and NakamaKaiwa to LS/M.
Source is included which shows how these actions are added, and how to call into the UFunctions that make them work.
I'll update OP in a little bit.
Very excited about this! Haven't had the chance to check either DefaultInput.ini atm, but I vaguely recall "MiddleMouseButton" being the default bind for "FirstPersonCamera" in OG? Also not sure if "Gamepad_Special_Right" is bound by default in DE, but that may be a suitable gamepad bind without interfering with party chat.
At some point I may post my own Input.ini when I get the chance to check.
Sounds like it may be possible to re-implement the ESC key (exit) bind in the same way, then?
I vaguely seem to recall skimming a file that referenced the alt+f4 bind (with yes/no/cancel dialogue), but for the life of me I can't remember where it was now... xD
In any event, much appreciated!
Edit: Still haven't found what I was looking for, but I did find this method defined in Engine.KismetSystemLibrary (not sure this is what i'm looking for either, truthfully 😅)
Latest change there adds some checks to FirstPersonCamera/EnterNakamaKaiwa so they can only be activated when character has movement enabled.
@Tim Allahn SnAckbarr - unfortunately MiddleMouseButton is already bound to ToggleAutoRun, so it's a similar problem to binding FirstPersonCamera as LS, both actions will be used at once, making your character move away from the camera without it following :/
Haven't found a solution for unbinding yet, maybe replacing DefaultInput.ini could let us unbind the controller actions at least, but I think stuff like MiddleMouseButton & some other keyboard/mouse binds get bound by the game code itself, not sure what a good way to handle it might be (maybe patching out all the binds that aren't handled by the in-game bind editor and moving them to Input.ini instead would be good, so the user is in control of it all instead of the game EXE, hm...)
What did ESC key used to do? You can bind it to show the Items/Equipment/etc menu from the in-game bind editor at least, not sure if it could be made to work like alt+f4 though, unless original was able to?
BTW is anyone able to grab the Default INIs from the original and upload them somewhere? Would help a lot to compare things.
Luckily all the row structures seem to be in the SDK I dumped, for example here's DT_MonsterFieldMovingBounds.uasset/uexp: https://i.imgur.com/EB9StbX.png
Needed a little work converting from C++ to C#, but that wasn't too hard for this struct at least, I'd imagine there's probably some structs that could be a headache though...
Unfortunately for us UAssetParser doesn't seem to have good support for working with structs (eg. values inside structs aren't printed in the JSON/YAML it creates, only DragonML/XML output contains the values, but even then some rows values aren't printed for some reason)
Seems like this is mostly for DataTables that use seperate UE4 properties/columns instead of raw structures, in a way DQ11 using raw structs might be good for us though, if we wanted to make our own parser it's a lot easier to just read in a block of data as a normal C/C++ struct instead of needing to parse all the UObject property types etc like UAssetParser does.
E: ah, seems it can work a little better with structs, here's some YAML output: https://pastebin.com/F21qx7az
Of course UAssetParser only allows deserializing objects though, so we can't convert that back into a UAsset file atm... still would probably make hex editing a little easier.
I wonder if adding the DataTable structs into a UE4.18 copy could let it work with these UAssets & convert between them though, maybe worth looking into some time.
It's my hope that changing "ChaseRadius" will increase the range that monsters will chase you. I believe that the run speed values are actually stored in DT_MonsterPhysicalProperty ( my bad :X )
Gladly!
OG: https://drive.google.com/file/d/1qhBwTivx73Ldr9zq_WqwEkDZhaL9Ln_A/view
DE: https://drive.google.com/file/d/1f9rjrFPMnj7nZTZ7th40uDpWcFLkpA4E/view
The ESC key used to pull up the exit game prompt ("Are you sure you want to exit Dragon Quest XI?" yes/no). I believe this used to be a default behavior in older versions of UE4 Editor[forums.unrealengine.com], which carried over into OG. Whether this was intentionally removed or a side-effect of the newer engine, i'm not sure.
They also removed the "Exit Game" and "System Settings" options from the main menu (pretty sure this was a BP edit carried over from the Switch release), resulting in players being "unable to close the game" or not knowing how to access the settings. Thus they created a topic instructing players to use alt+f4.
The enums like run speed/anything else starting with _ are single bytes btw, you can see the rough struct in the SDK as FJackDataTableMonsterPhysicalProperty (pretty much matches the struct in the uexp, except the UnknownData padding bytes aren't included there)