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翻訳の問題を報告
The custom ReShade version works perfectly fine though. You just need the included config file to prevent ReShade from hooking D3D9 and being confused.
It does not work fine. I included the config file, I changed nothing from the files given. It will only load through the SpecialK plugin system after you rename SpecialK's d3d11.dll to dxgi.dll no matter what. And, once you get the custom version to load, it can't use presets. The official version works, but obviously doesn't have the integration features the custom version is supposed to have.
Ah I see, then I take it you don't hook onSteamInit either? If not, then I don't know why some users are having crashes. I myself don't have any, but I only test on a vanilla steam exe, which I've found many people...aren't quite using.
I agree that simple texture edits may be better in Special K for the simple reason that it gives much more granularity (game textures are often bundled together with other assets in a bnd file, or in giant archives in the case of map textures. I'm trying to find a better solution for those in the case of more advanced mods like custom maps/new meshes). I made mod engine day 1 as a port from my DS3 version, as the hooks are almost exactly the same and I wanted to modify game files asap. As a consequence I made the PS4 buttons mod as a simple PoC to test with as I saw it was highly requested. It's also intended to enable much more advanced edits like meshes and levels once I port my editors to Sekiro. Weapon/armor ports from DS3/Bloodborne and other model swaps are already possible with it, and some have already made fan translations.
It’s still remembering my settings when I delete and copy new files back over.
Wanting to see if that fixes HDR not enabling properly without alt+tab
Many thanks! Keep up the great work! :)
Perfect! - Thank you! :)
I started out with wiping out my current files completely. I extract the custom Reshade zip. I delete the dxgi.dll it comes with because that's an old version of SpecialK. I extract the new SpecialK, and rename the d3d11.dll it comes with to dxgi.dll. Then I rename custom_dxgi.ini (which came with the custom ReShade) to dxgi.ini
Then, I make sure that all the necessary shaders my preset needs are moved from the ReShade directory to ReShade\Shaders, and lastly, I put in my preset named as sekiro.ini.
Unfortunately, the problem I run into now is the SpecialK injection only works if 'Skip Post-Processing if not Triggered' is disabled. I tried toggling Alternate Trigger Logic and then pressing Re-Initialize and/or Reload, doesn't do anything.
When I restart the game, Alternate Trigger Logic is enabled even if I disabled it. It also doesn't remember other settings like setting an Effects Toggle Key. Apparently nothing in the custom ReShade's Settings section is actually saved properly.
This just doesn't work.
If there are any compatibility issues, I'll be happy to review any code you make public. I can point you to GitLab for Special K's source code, but I have to warn you, it's a HUGE codebase... > 1/2 million lines of code at last count and it's full of compatibility hacks and other stuff that only I understand :)
You probably have filesystem permission issues that are preventing ReShade from saving your config file. I don't have anything to do with that stuff, I only tell it where to save the file. I've been meaning to replace its INI code with my own.
Please stop renaming custom_dxgi.ini, it needs to be named custom_dxgi.ini. Those settings override any changes you make to prevent you from breaking stuff, but if you rename it, you can start changing settings and make things incompatible.
I re-extracted custom_dxgi.ini into the directory and didn't rename it, not that it made a difference.
Your custom ReShade generates a ReShade.ini rather than a ReShade64.ini, so this is more than likely not intended behavior.
Either it needs to generate ReShade64.ini or it needs to be made to read/write to ReShade.ini