Tales of ARISE

Tales of ARISE

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Sep 9, 2021 @ 4:53pm
Tales of Arise: Ultrawide/16:10/4:3 support, Cutscene FPS Uncap, FOV fix thread (AriseFix WIP)
I just wanted to make a post detailing the progress that is being made on patching in a few things that I feel as if are lacking in a UE4 release (and would be easy to support on the developer end of things, as some things are being adjusted during runtime, probably through Blueprints).

Here's some progress on a Cheat Engine table, but due to how the game does some things differently than other UE4 games (And there's some UI jank mixed in, due to the fact they didn't properly anchor some UI elements), it's going to take a bit for me to release a partial fix. The stretched FMVs are likely going to require patching through 3dmigoto as well.

Cutscenes are capped at 60FPS by default (This includes a fix), and adjusting the t.MaxFPS value should help out with the Vert- scaling present. The FOV can also be adjusted independently from the FOV offset used for the Vert- FOV scaling.

https://imgur.com/a/Yu3NkeW

UPDATE (9/11/21): Alright, I have a beta version up for those who want to give it a try. Make sure that Visual Studio 2019 Redistributables are installed before running this, as it will prevent the mod from loading.

Keep in mind that due to some typecast issues that I'm facing regarding getting the right pointers for the FOV to be read and written from in C++, the Exploration and Combat FOV options are currently not functional.

Extract the archives content to the "Arise/Binaries/Win64" subdirectory that is contained inside of the game's root directory (To get to the game's root directory, you can right click the game on Steam, roll the mouse over to "Manage", and then click "Browse Local Files").

AriseFix Download:
https://github.com/KingKrouch/AriseFix/releases/

Source Code:
https://github.com/KingKrouch/AriseFix/

CT Table Download: https://github.com/KingKrouch/AriseFix/blob/main/Tales%20of%20Arise.CT
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Showing 1-15 of 312 comments
Awesome! Thank you for your hard work! 😁
Thanks so much for your work, cant wait for it!
FYI Ultrawide support has already been solved via the ever useful UUU

https://framedsc.github.io/GeneralGuides/universal_ue4_consoleunlocker.htm#configuration

I can totally understand the desire to have this among other needed fixes all done via one software though.
Originally posted by Geroya:
FYI Ultrawide support has already been solved via the ever useful UUU

https://framedsc.github.io/GeneralGuides/universal_ue4_consoleunlocker.htm#configuration

I can totally understand the desire to have this among other needed fixes all done via one software though.

You *can* use that to force remove pillarboxes, but the issue with this method is that the FOV isn't really solved, and that has an extra dependency that is required to be ran and hooked to the game each launch. There's also the issue of the framerate cap being changed during cutscenes as well. I may have to work on a DLL file that patches this kind of stuff though. Right now, I'm investigating some of the UI elements and FMVs, so they could ideally be constrained to a 16:9 aspect ratio while the rest of the game can be ran fine.

At least for coaxing the command console to work, I had to bind it to a different key other than tilde using the input.ini file. That's seemingly required to do a few things during gameplay.
Originally posted by KingKrouch:
Originally posted by Geroya:
FYI Ultrawide support has already been solved via the ever useful UUU

https://framedsc.github.io/GeneralGuides/universal_ue4_consoleunlocker.htm#configuration

I can totally understand the desire to have this among other needed fixes all done via one software though.

You *can* use that to force remove pillarboxes, but the issue with this method is that the FOV isn't really solved, and that has an extra dependency that is required to be ran and hooked to the game each launch. There's also the issue of the framerate cap being changed during cutscenes as well. I may have to work on a DLL file that patches this kind of stuff though. Right now, I'm investigating some of the UI elements and FMVs, so they could ideally be constrained to a 16:9 aspect ratio while the rest of the game can be ran fine.

At least for coaxing the command console to work, I had to bind it to a different key other than tilde using the input.ini file. That's seemingly required to do a few things during gameplay.

Figured out the FOV fix for Ultrawides. Edit Engine.ini in AppData\Local\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor

add this at the bottom

[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

Save and change file to read only.
You're a freakin' legend my guy
Originally posted by Geroya:
Originally posted by KingKrouch:

You *can* use that to force remove pillarboxes, but the issue with this method is that the FOV isn't really solved, and that has an extra dependency that is required to be ran and hooked to the game each launch. There's also the issue of the framerate cap being changed during cutscenes as well. I may have to work on a DLL file that patches this kind of stuff though. Right now, I'm investigating some of the UI elements and FMVs, so they could ideally be constrained to a 16:9 aspect ratio while the rest of the game can be ran fine.

At least for coaxing the command console to work, I had to bind it to a different key other than tilde using the input.ini file. That's seemingly required to do a few things during gameplay.

Figured out the FOV fix for Ultrawides. Edit Engine.ini in AppData\Local\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor

add this at the bottom[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

Save and change file to read only.

With this change, cutscenes are no longer stretched as well so far. But I'm only a few minutes in. Will report back
Originally posted by Geroya:
add this at the bottom[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

The issue with doing this is with older engine versions than 4.26, the FOV isn't adjusted for the difference, resulting in a much larger FOV than what would be normal with Vert- at 16:9, so it's not an ideal fix for older UE4 games. With UE5, that should change though.
Looks like I forgot to get the value for the battle pillarboxes, so I'll upload a new CT version in a few minutes.
Originally posted by KingKrouch:
Originally posted by Geroya:
add this at the bottom[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

The issue with doing this is with older engine versions than 4.26, the FOV isn't adjusted for the difference, resulting in a much larger FOV than what would be normal with Vert- at 16:9, so it's not an ideal fix for older UE4 games. With UE5, that should change though.

ah, makes sense. At least for now it makes the game playable for me. I'll eagerly await what you come up with as I'm sure more can be done with CE. I'm just not familiar enough to attempt it myself.
Thank you man for all of the useful info
If you are able to get a working mod out today you are a god among us.
There are currently some issues with certain cutscenes being pillarboxed still, and the typical constrain aspect ratio values doesn't work with those. I theorize that those could be pre-rendered, but I can't be certain. That said, this should still work for gameplay.
I'm impressed to see so much progress already, though it being UE4 likely helps getting these fixes in so quickly. Here's hoping a solid package comes out soon and that the game doesn't break for it. Thanks for all the hard work and for sharing :)
Originally posted by TheFawz:
I'm impressed to see so much progress already, though it being UE4 likely helps getting these fixes in so quickly. Here's hoping a solid package comes out soon and that the game doesn't break for it. Thanks for all the hard work and for sharing :)

So far the game seems to be very willing to be messed with via UUU, typical UE4 ini edits, etc. Haven't had it crash or bug out yet. Either the modifications work as intended or do nothing. Just need to figure out what works.
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