Tales of Arise

Tales of Arise

Преглед на статистиките:
Havoc 12 септ. 2021 в 0:23
10
7
3
9
2
7
3
2
29
Arise-SDK v29 - Skit resolution/NPC distance fix (supports new update)
v29 released with support for 7th April 2022 game update!

Hopefully all the Arise-SDK features should be working fine, what I've tested seems to be working without issues at least (and I've double-checked that all the offsets to patch seem correct), there's always a chance something might have changed which stops one of the fixes from working though - if anyone finds something broken please let me know about it!

(eg. the EnableResolutionFix setting seems to prevent game from changing resolution itself now, so it's no longer enabled by default, if you want to enable it make sure to add a r.SetRes line to your Engine.ini, inside a [SystemSettings] section - I'm not sure if this fix is even needed anymore really, maybe can be removed in a later update)

v29 has only been tested with the 7th April 2022 update, earlier updates might also still work, but I haven't tried them myself.

---

(Now includes a fix to make 30/60FPS cutscenes run at your native refresh rate!)

Latest download can be found on NexusMods: https://www.nexusmods.com/talesofarise/mods/5

(would appreciate if you can update your links to point there instead!)

This should help fix the NPC distance issue by changing the fadeout/despawn distances - if you have any problems with it please let me know!

Cutscene resolution can also be changed to be closer to your actual in-game resolution, should improve quality & reduce aliasing of them a lot!

This'll also automatically unlock the dev-console for you, and allow loading in loose cooked files, without them needing to be pak'd (also allows files to be hot-swapped at runtime without a relaunch needed, should be useful for modders testing their changes)

The issue with screen resolution being changed on startup should also be fixed too (if the fix doesn't work straight away, try setting the Engine.ini cvar as detailed in the readme)

Achievements aren't affected by this DLL at all, so no need to worry about that!

For test builds & source code check my github: https://github.com/emoose/Arise-SDK/releases/latest

Check out my similar fixes for other games too: Automata-LodMod[www.nexusmods.com] for NieR Automata, and DQXIS-SDK[github.com] for Dragon Quest XI S.

Support
If Arise-SDK helped you out and you'd like to help support development in some way, please consider donating a coffee at https://ko-fi.com/emoose - I'm grateful for anything you could help with!
Последно редактиран от Havoc; 26 апр. 2022 в 7:39
< >
Показване на 646-660 от 762 коментара
Първоначално публикувано от N7:
Първоначално публикувано от Super:
Is there a way to remove the black outlines on everything, or to at least make them less prominent? It's really grating me when they sometimes take up like half the "texture". I know it was possible in Borderlands and I think they use the same engine so it might be but I haven't found any info online about it....

Try

OverrideCharaSharpenFilterStrength = 0
OverrideStageSharpenFilterStrength = 0

in SDK config. It won't remove them, but it'll lessen the effect.
Thanks, this did reduce the effects so it's much better now :D
Първоначално публикувано от Super:
Is there a way to remove the black outlines on everything, or to at least make them less prominent? It's really grating me when they sometimes take up like half the "texture". I know it was possible in Borderlands and I think they use the same engine so it might be but I haven't found any info online about it....
I used 3Dmigoto to remove the outline shader and it works.

Filter on[i.ibb.co]
Filter off[i.ibb.co]

You can download 3Dmigoto 1.3.7 and replace the config/shader files with {ПРЕМАХНАТА ВРЪЗКА} if you don't want to hunt for the shader. And it works along with the Arise-SDK mod so you can use both.

Edit: Steam in its infinite wisdom won't let me link to the files, so just download this[pastebin.com] as a file and put it in the ShaderFixes folder, then add

[ShaderOverride_filter]
hash = 90d5fa1afb1e8a11

to the end of the d3dx.ini.
Последно редактиран от edgarska; 3 окт. 2021 в 18:25
Първоначално публикувано от edgarska:
Първоначално публикувано от Super:
Is there a way to remove the black outlines on everything, or to at least make them less prominent? It's really grating me when they sometimes take up like half the "texture". I know it was possible in Borderlands and I think they use the same engine so it might be but I haven't found any info online about it....
I used 3Dmigoto to remove the outline shader and it works.

Filter on[i.ibb.co]
Filter off[i.ibb.co]

You can download 3Dmigoto 1.3.7 and replace the config/shader files with {ПРЕМАХНАТА ВРЪЗКА} if you don't want to hunt for the shader. And it works along with the Arise-SDK mod so you can use both.

Edit: Steam in its infinite wisdom won't let me link to the files, so just download this[pastebin.com] as a file and put it in the ShaderFixes folder, then add

[ShaderOverride_filter]
hash = 90d5fa1afb1e8a11

to the end of the d3dx.ini.
I tried but damn it floors my fps from 100+ to 30....
Първоначално публикувано от Super:
Първоначално публикувано от edgarska:
I used 3Dmigoto to remove the outline shader and it works.

Filter on[i.ibb.co]
Filter off[i.ibb.co]

You can download 3Dmigoto 1.3.7 and replace the config/shader files with {ПРЕМАХНАТА ВРЪЗКА} if you don't want to hunt for the shader. And it works along with the Arise-SDK mod so you can use both.

Edit: Steam in its infinite wisdom won't let me link to the files, so just download this[pastebin.com] as a file and put it in the ShaderFixes folder, then add

[ShaderOverride_filter]
hash = 90d5fa1afb1e8a11

to the end of the d3dx.ini.
I tried but damn it floors my fps from 100+ to 30....
You probably have logging and hunting mode on, which I think is on by default. Copy everything in this[pastebin.com] and replace the text in your ini with it. Once it's working fine it should not have any impact on performance at all.
Последно редактиран от edgarska; 3 окт. 2021 в 19:23
Another way to remove edge outlines is adding "EdgeWidthTO14 = 0" to Engine.ini's [SystemSettings], or entering "EdgeWidthTO14 0" in dev-console, the SDK added that cvar in with the other FPostProcessSettings[pastebin.com] stuff, I don't know if it has the exact same effect as the 3dmigoto method though, but seems to work for me.
Последно редактиран от Havoc; 3 окт. 2021 в 21:30
Първоначално публикувано от Havoc:
Another way to remove edge outlines is adding "EdgeWidthTO14 = 0" to Engine.ini's [SystemSettings], or entering "EdgeWidthTO14 0" in dev-console, the SDK added that cvar in with the other FPostProcessSettings[pastebin.com] stuff, I don't know if it has the exact same effect as the 3dmigoto method though, but seems to work for me.
That is only removing character edges for me, not environment.
Първоначално публикувано от edgarska:
That is only removing character edges for me, not environment.
There are some StageEdge* stuff in that FPostProcessSettings list too, maybe StageEdgeBaseDistance_TO14 0 / StageEdgeFadeDistance_TO14 0 could help. (it might also need sdk.MinStageEdgeBaseDistance set to 0 for those to work tho)
Последно редактиран от Havoc; 3 окт. 2021 в 22:27
Found a way to force enemy level to certain value (so eg. could force lower-level enemies to match player level), but seems devs would also set the HP/attack/defense/exp-gain/etc values manually instead of basing it off the level. Not sure what a good way to calculate those is...

If anyone has any idea how much HP/attack/defense increase when levelling up please let me know.

E: Here's a list of the params, not sure how complete it is though, but there's 262 entries here:

https://docs.google.com/spreadsheets/d/10yShndeggT-lWrQduI4uqf8MpzvSYzAI65RhrxY2PwM/edit?usp=sharing
(e: updated with boss flags, might explain some of the outliers)

Would be grateful if anyone could work out some method for calculating those just from the Lv param, tried doing some things with finding the slope & line-of-best-fit but values from that don't seem to match up that well, probably the outliers messing up the results...
Последно редактиран от Havoc; 4 окт. 2021 в 7:49
Първоначално публикувано от Havoc:
Първоначално публикувано от edgarska:
That is only removing character edges for me, not environment.
There are some StageEdge* stuff in that FPostProcessSettings list too, maybe StageEdgeBaseDistance_TO14 0 / StageEdgeFadeDistance_TO14 0 could help. (it might also need sdk.MinStageEdgeBaseDistance set to 0 for those to work tho)
Yep, this worked kinda, it's not perfect, but it's better now. Some of the lines are probably integrated in the texture itself...
Arise-SDK v25a release
Uploaded Arise-SDK v25a to https://www.nexusmods.com/talesofarise/mods/5?tab=files

Fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value, thanks to IronyTaken on NexusMods for reporting this!

Not sure if there's any side-effects from updating that though, so making this a test-release for now, please let me know if you notice any other weirdness with the monster spawning!

(e: seems atenfyr's UAssetGUI[github.com] can edit ToA database assets fine)

Първоначално публикувано от Super:
Yep, this worked kinda, it's not perfect, but it's better now. Some of the lines are probably integrated in the texture itself...
Messing with some of the other StageEdge* vars shows theres still something there affecting it, haven't found how to disable it all yet though, maybe the StageEdgeColor* stuff could do it, but might be easier to just disable it with 3dmigoto instead.
Последно редактиран от Havoc; 4 окт. 2021 в 13:00
You still get achievements by using this?
Първоначално публикувано от LordOvelix:
You still get achievements by using this?
yep
Първоначално публикувано от edgarska:
Първоначално публикувано от Super:
Is there a way to remove the black outlines on everything, or to at least make them less prominent? It's really grating me when they sometimes take up like half the "texture". I know it was possible in Borderlands and I think they use the same engine so it might be but I haven't found any info online about it....
I used 3Dmigoto to remove the outline shader and it works.

Filter on[i.ibb.co]
Filter off[i.ibb.co]

You can download 3Dmigoto 1.3.7 and replace the config/shader files with {ПРЕМАХНАТА ВРЪЗКА} if you don't want to hunt for the shader. And it works along with the Arise-SDK mod so you can use both.

Edit: Steam in its infinite wisdom won't let me link to the files, so just download this[pastebin.com] as a file and put it in the ShaderFixes folder, then add

[ShaderOverride_filter]
hash = 90d5fa1afb1e8a11

to the end of the d3dx.ini.
Nice you found a way to disable all sharpening effects. I'll prolly ignore it, I like sharpening (lumasharpen with curves specifically), even though the game kinda does it too much.
Първоначално публикувано от edgarska:
[ShaderOverride_filter]
hash = 90d5fa1afb1e8a11

to the end of the d3dx.ini.
I figured out that 3Dmigoto does not play nice with SpecialK, and/or vice-versa.

So it's a choice between improved input latency + audio/video sync, and killing the black outlines. Unless Kaldaien knows of a way to make the two handshake.

Edit: To clarify, while the two apps seem to load properly (I can tell I have better input response, and 3Dmigoto's "Stereo Disabled" notice appears at the bottom if I leave it in diagnostics mode), the only one that actually does anything is SpecialK. The black outlines are still there, unless I run the game without SpecialK.
Последно редактиран от retsa2b; 4 окт. 2021 в 15:48
Първоначално публикувано от Havoc:
This adds a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for
Now that this is a thing, I'm wondering whether we can do anything about the monster fade-in transition. You know the one. They materialize in a pixelated fashion. The problem is they do this every single time you exit combat, even if they were a stone's throw away. Now that they can be made to appear no matter how distant they are, it's probably better just to have them appear as instantaneously as the landscape does, so we avoid having them re-materialize after every battle.
< >
Показване на 646-660 от 762 коментара
На страница: 1530 50