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Повідомити про проблему з перекладом
Nvm. Version 7.0.13 works for me now. Thanks for this awesome mod. :)
This mod is built directly into all versions of Special K. You could (in theory) grab my latest HDR mod and apply it to this game. Compatibility generally improves over time in the core project itself, but I don't spend a whole lot of time updating these game-specific mods.
I want to add HDR, problem is the game's banding gets in the way. It's probably the reason Xbox X didn't get the expected HDR support (assuming that's still the case). Deband mod doesn't work with my texture pack either :/ Reshade is the alternative to remove banding, though no perfect solution.
When you select "FAR" in the product list of the automatic installer, it will query Steam for the install location of the game and allow it to be installed in said folder.
Before you fly off the handle at question #1... I don't know the answer to this, your profile is private. My mods generally don't work with pirated games because of SteamAPI stuff. It's sad that I even have to add this disclaimer, but I want to avoid any conflict I can.
Here are the logs,
crash.log: https://pastebin.com/trYtizqh
dinput8.log: https://pastebin.com/u8UpNpAh
modules.log: https://pastebin.com/8KM4fusP
This DLL has no version info, I don't know what it is. I know it's not ReShade and I know it's not another copy of my software. I'm almost positive that whatever that DLL turns out to be, it's causing your problems.
Now I can open my game!
I think I put it for the problem that I couldn't save my keyboard setting.
A modder have figured out how to execute input commands directly in NieR:Automata, which allows some fixes to the lackluster mouse + keyboard input scheme of the game (including disabling pod pet, double tap evade, and set up a dedicated evade button!). I highly recommend players trying it out.
Looks clean to me.
The DLLs that it imports are consistent with the purpose of this mod, and the functions it exports are as well. I sort of wish it exported DLL ordinal #100 though, that's used for the guide button and if a XInput 1.3 or 1.4 DLL does not export this ordinal, it's potentially going to cause problems with other overlays like Steam or GeForce Experience.
Ordinal #100 = XInputGetStateEx [But it's not listed in the DLL by name]
The Unity engine and SDL both use ordinal 100 instead of XInputGetState, meaning this wrapper is kind of incomplete and while it works here, the author should really add this feature to make it functionally complete as an XInput 1.3 proxy.
I didn’t run into any issues when I tried it out :)