Wrapper DLL for NieR Automata (PC ver.) to disable LODs & fix AO issues

Overview
Comments
  • DLL chainloading on v0.76.x

    DLL chainloading on v0.76.x

    Looks like using the wrapper to chainload DLLs no longer works on versions v0.76/0.76.1 Tested with NAIOM named as NAIOM.dll, it gets chainloaded correctly on any LodMod version prior to 0.76. I haven't tested renaming NAIOM to something else, nor have I tested to chainload other DLLs.

    opened by Kyhze 6
  • Shadow issues

    Shadow issues

    More like an issue it's a question: Is there any way to fix these shadows with LodMod.ini config? https://imgur.com/a/XnLBJ2j

    Here's a video showing the issue (that's also in the game without LodMod) https://drive.google.com/file/d/1sSsdC7scsoj0j5DNiu43htqG5IA-CBD2/view?usp=sharing

    opened by VanitasCloud 1
  • H264 encoding - Criware/Scaleform SDK request

    H264 encoding - Criware/Scaleform SDK request

    With LodMod v0.77 we've been able to patch in support to the game for H264, by using H264-USMs from other titles it's been confirmed that it seems to work fine.

    Unfortunately we don't actually have any method to create our own H264 USM though... the only tool that can even create normal MPEG1-USMs is some ancient version of Scaleform VideoEncoder, which has it's own issues (eg. out-of-memory issues when encoding 4k videos)

    Apparently that VideoEncoder was updated however, and also added a medianocheH264.exe file for encoding H264-USM files, but sadly doesn't look like that update was ever publicly posted anywhere...

    The Criware SDK package also seems to include encoders with it (sofdec2encH264.exe...) but again it doesn't seem that this has ever been released publicly neither (only ones that have been are old ones without the Sofdec2 tools included ;_;)

    TL;DR: If anyone ever had access to Scaleform GFx or Criware SDKs, could you check if you have any version of medianocheH264.exe or sofdec2encH264.exe? If you're able to share it I'd be extremely grateful, would help NA cutscene modders out a lot!

    (My email is on my github profile page if you want to get in contact: https://github.com/emoose)

    opened by emoose 1
  • ShadowDistanceMultiplier increases the brightness of the Sun

    ShadowDistanceMultiplier increases the brightness of the Sun

    Im using the latest version of the game with: Steam Build ID of the game 7020666 Reshade v 5.0.2 Special K v 22.3.6 Wolf's Limit Break - File Size Limit Patch Bande Desinée

    I experimented with this setting because of Strange Shadow behavior in the distance. They seem to overlap because of some kind of shadow lod. ShadowDistanceMultiplier = 4 should reproduce the "bug". Maybe its not even Possible to separate them from each other.

    opened by jantendog 0
  • Amusement park and Castle lods visible from areas where they should not be visible!

    Amusement park and Castle lods visible from areas where they should not be visible!

    This is old bug i think i reported it on steam, or maybe i forgot to do so, but whenever you are in flooded city and in castle - you see very distracting and misaligned lods of park floating in air the left of coast near the see, and it should not be visible (check vanilla game) from these areas, except for 3 flying resource units later in game. In flooded city this looks especially broken.

    Also castle and forest area lod floating about ruined city in desert (near the pit where we first meet adam and eve) should not be visible from this point.

    There are still also a couple of other lod that does not appear in vanilla but i cant remember where i saw them.

    I suggest to load every chapter and run a little every area in vanilla and lod modded game to compare and check if there are other unwanted lods floating around.

    opened by v00d00m4n 1
  • Would it be possible to force real time shadows from the flashlight all the time?

    Would it be possible to force real time shadows from the flashlight all the time?

    By default the game decides when it allows the renderer to use flashlight real time shadows, the idea would be if that's possible to force them at all times.

    opened by Deus-nsf 0
  • LodMod breaks some physics animations

    LodMod breaks some physics animations

    Using LodMod, some ambient animations like the wind ruffling 2b's and 9's hair in City Ruins get broken.

    The issue is with LodMod itself. It doesn't matter whether FAR and NAIOM are being used or not. When LodMod is also used, being injected as xinput1_4.dll in the 2021 build of Automata, the above mentioned animations don't play anymore. The movement of hair due to running, walking and dodging are not broken though, just the motion due to wind when standing still.

    Please fix this, since it breaks immersion, and LodMod itself is very important for running 2021 build correctly.

    I have tested with latest LodMod 0.77.4 as well as an older version, 0.76.2

    Same behaviour in both versions

    opened by Abolohit 5
  • SkipBootingScreens set to true breaks a flashback cutscene

    SkipBootingScreens set to true breaks a flashback cutscene

    Today I found a side effect of this setting, with both 0.77.4 and 0.77.1: SkipBootingScreens = true

    With that set to true, during route B, when you're at the forest for the first time and kill the first group of enemies, the game doesn't transition properly into a flashback cutscene (it starts saying it's from 256 years before, for reference). The black/gray "glitched" transition image is still pasted on the screen and never leaves, although you can read and skip the subtitles. When the cutscene ends (black image still there, not letting you see), you can't pause the game and can't save when you approach an access point.

    I don't know if this problem is known or expected. And I don't know if cutscenes from later in this zone also have this problem.

    Here's my save file, renamed to ".txt" extension instead of ".dat", in case it's needed: SlotData_2.txt

    The save file is in the first forest access point. Back to the main road and turning right, the enemy group is there.

    opened by masterotaku 0
  • Stray/incorrect model geometry in the Tower Library (C Route) when using this mod

    Stray/incorrect model geometry in the Tower Library (C Route) when using this mod

    Entered the Tower Library in the C route with LodMod enabled and there a couple of large pieces of model geometry obscuring a good portion of both the left and right sides of the library.

    Mods: Automata-LodMod v0.75.1 Latest SpecialK With latest HQ Texture pack from Nexus

    DLC has been adjusted to the 2021 version (unchecked in Steam) if it makes any difference.

    Removing LodMod (both the Xinput dll & the ini file) resolves the issue. No tweaks/changes have been made to the LodMod ini file.

    Example screens of the issue: https://i.imgur.com/nNSbquS.jpg https://i.imgur.com/H8c6plT.jpg

    opened by TerraIce 2
  • Worse performance/latency in 2021 compared to 2017

    Worse performance/latency in 2021 compared to 2017

    It's been claimed that the 2021 build performs worse than the older, Denuvo'ed 2017 build, with 2021 apparently having worse performance & latencies.

    I haven't actually checked the performance myself, but do trust the ones claiming this, porting LodMod to all the commonly used builds also revealed a likely cause for it: 2021 seems to have much less build optimizations applied compared to 2017. No idea if this was a deliberate change, or maybe something that happened with different compiler/build-environments being used, I just know some pretty beneficial build optimizations are no longer being used in the 2021 build for some reason.

    As an example, there's a function I name as cMapControllerBase::Init (2017 addr: 0x5A5220, 2021/Win10 addr: 0x7D51B0)

    In the 2021 build, this takes a 2nd parameter which is a constant of 7, this never changes and is hardcoded in the EXE (and is also part of what LodMod's HQMapSlots feature updates), but in 2021 you can see that the parameter given to this function gets used for calculations of a bunch of sizes/offset, is pushed/popped from stack, passed to subroutines called inside it... in other words, a lot of code is ran which works on the value of that parameter.

    However in the 2017 build, optimization has made the compiler realize that the constant 7 never changes, and there's no need to calculate any things at runtime: all those sizes/offsets can be mostly calculated during the build & hardcoded instead, the function doesn't even seem to take in a parameter to define it anymore, instead that function (and the subroutines it calls) all have the constant 7 hardcoded inside them.

    That's just an example from a part of the code I've been working on, things like that can be seen everywhere when comparing 2021 vs 2017 (along with even worse things like dead-code being ran, or jumps all over the place to non-inlined 1-line functions...)

    Though from a modding point-of-view the unoptimized code used by 2021 is actually a lot nicer to work with than the 2017 code (I doubt a lot of the LodMod things could have been figured out very easily with 2017's binary alone, would have been a lot more time-consuming at least), but I don't really think this modding benefit outweighs the performance drop from it.

    Until another 4 years pass and SQEX maybe (probably not) decides on another update, I'd guess our only option is to somehow salvage the code we already have.

    Maybe it's possible to profile the game and find hotspots, and then "transplant" 2017's code over them, I've done this with code from 2017-debug into 2021 already, depending on the code it isn't too difficult, as usual the harder part is finding the code that needs it... I haven't really done profiling of black-box games like this before though, not even sure how possible it is.

    Another option could maybe be code "lifting", where all of the machine-code is lifted into a compiler's bytecode format for modification/re-optimization, and then re-compiled from there. It seems like this might be possible using LLVM & McSema (which apparently even has Win-x64 support), but not sure if this has ever been done with a 16MB+ game EXE before, maybe worth exploring if nothing else helps.

    Any other ideas would be appreciated, if all else fails we can just downgrade to the 2017 build I guess, but who knows how long Denuvo activation will last for it...

    (also before it's brought up, Denuvo doesn't seem to be a cause of the optimization differences here - 2017 debug was also Denuvo'd, and the level of optimization there is pretty much just as bad as the current 2021 build, actually worse in some cases probably due to using debug build config, so IMO it's unlikely that Denuvo somehow optimized the 2017 build)

    opened by emoose 0
Releases(v0.77.4)
  • v0.77.4(Sep 9, 2021)

    Changelist:

    • v0.77.4: CriH264_wrapper: fixed issue with optimization, compiler can now optimize the wrapper code properly
    • v0.77.3: added DisableVignette, disables the vignette darkening effect around the edges of the screen (but only when rendering 3D, as 2D parts like menus etc seem to have vignetting baked into the textures, IIRC there was a mod to remove those, but can't recall where I saw that now)
    • v0.77.3: ShadowDistancePSS: if non-zero will make shadows use PSS (practical split scheme) for shadow cascade distances, can look pretty good in some cases, but bad in others, maybe worth trying if you can play with 16k shadow resolution.
    • v0.77.2: added ShadowCascadeAlgorithm section to INI, allows defining a custom math expression to setup the 4 shadow cascade distances, LodMod.ini contains some sample algorithms that can work with this. (many thanks to Raincode for https://github.com/Raincode/DeskCalc!)
    • v0.77.1: added TranslateEnable to translate some hardcoded Japanese text, in retail builds these are mostly just error dialogs, but on debug builds this can also translate a lot (~80%) of the Japanese debug menus for you, making them much more accessible to people.
    • v0.77.1: added SkipIntroMovies & SkipBootingScreens options, these work how you'd expect, should let you load into the game much quicker!
    • v0.77.1: added FixJapaneseEncoding to convert the Japanese texts Shift-JIS over to UTF8 instead. In retail this will again mostly just affect error messages, but on debug builds this can also fix the debug output given to any attached debugger too.
    • v0.77.1: added a way to open debug-build menu on keyboard: HOME + END - unfortunately the debug menus themselves only accept controller input, hoping to add in support for keyboard to all the menus eventually (have something working locally already, but doesn't work with all of them yet)
    • v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
    • v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
    • v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
    • v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
    • v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
    • v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
    • v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
    • v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
    • v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
    • v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
    • v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
    • v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    (the NAMH download below is just to help NAMH automatically download this release, there's no need to download that manually)

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.77.4.zip(156.13 KB)
    automata-lodmod-NAMH.zip(156.13 KB)
  • v0.77.3(Sep 6, 2021)

    Changelist:

    • v0.77.3: added DisableVignette, disables the vignette darkening effect around the edges of the screen (but only when rendering 3D, as 2D parts like menus etc seem to have vignetting baked into the textures, IIRC there was a mod to remove those, but can't recall where I saw that now)
    • v0.77.3: ShadowDistancePSS: if non-zero will make shadows use PSS (practical split scheme) for shadow cascade distances, can look pretty good in some cases, but bad in others, maybe worth trying if you can play with 16k shadow resolution.
    • v0.77.2: added ShadowCascadeAlgorithm section to INI, allows defining a custom math expression to setup the 4 shadow cascade distances, LodMod.ini contains some sample algorithms that can work with this. (many thanks to Raincode for https://github.com/Raincode/DeskCalc!)
    • v0.77.1: added TranslateEnable to translate some hardcoded Japanese text, in retail builds these are mostly just error dialogs, but on debug builds this can also translate a lot (~80%) of the Japanese debug menus for you, making them much more accessible to people.
    • v0.77.1: added SkipIntroMovies & SkipBootingScreens options, these work how you'd expect, should let you load into the game much quicker!
    • v0.77.1: added FixJapaneseEncoding to convert the Japanese texts Shift-JIS over to UTF8 instead. In retail this will again mostly just affect error messages, but on debug builds this can also fix the debug output given to any attached debugger too.
    • v0.77.1: added a way to open debug-build menu on keyboard: HOME + END - unfortunately the debug menus themselves only accept controller input, hoping to add in support for keyboard to all the menus eventually (have something working locally already, but doesn't work with all of them yet)
    • v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
    • v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
    • v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
    • v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
    • v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
    • v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
    • v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
    • v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
    • v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
    • v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
    • v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
    • v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.77.3.zip(156.15 KB)
  • v0.77.2(Sep 6, 2021)

    Changelist:

    • v0.77.2: added ShadowCascadeAlgorithm section to INI, allows defining a custom math expression to setup the 4 shadow cascade distances, LodMod.ini contains some sample algorithms that can work with this. (many thanks to Raincode for https://github.com/Raincode/DeskCalc!)
    • v0.77.1: added TranslateEnable to translate some hardcoded Japanese text, in retail builds these are mostly just error dialogs, but on debug builds this can also translate a lot (~80%) of the Japanese debug menus for you, making them much more accessible to people.
    • v0.77.1: added SkipIntroMovies & SkipBootingScreens options, these work how you'd expect, should let you load into the game much quicker!
    • v0.77.1: added FixJapaneseEncoding to convert the Japanese texts Shift-JIS over to UTF8 instead. In retail this will again mostly just affect error messages, but on debug builds this can also fix the debug output given to any attached debugger too.
    • v0.77.1: added a way to open debug-build menu on keyboard: HOME + END - unfortunately the debug menus themselves only accept controller input, hoping to add in support for keyboard to all the menus eventually (have something working locally already, but doesn't work with all of them yet)
    • v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
    • v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
    • v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
    • v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
    • v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
    • v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
    • v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
    • v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
    • v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
    • v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
    • v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
    • v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.77.2.zip(155.26 KB)
  • v0.77.1(Sep 5, 2021)

    Changelist:

    • v0.77.1: added TranslateEnable to translate some hardcoded Japanese text, in retail builds these are mostly just error dialogs, but on debug builds this can also translate a lot (~80%) of the Japanese debug menus for you, making them much more accessible to people.
    • v0.77.1: added SkipIntroMovies & SkipBootingScreens options, these work how you'd expect, should let you load into the game much quicker!
    • v0.77.1: added FixJapaneseEncoding to convert the Japanese texts Shift-JIS over to UTF8 instead. In retail this will again mostly just affect error messages, but on debug builds this can also fix the debug output given to any attached debugger too.
    • v0.77.1: added a way to open debug-build menu on keyboard: HOME + END - unfortunately the debug menus themselves only accept controller input, hoping to add in support for keyboard to all the menus eventually (have something working locally already, but doesn't work with all of them yet)
    • v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
    • v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
    • v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
    • v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
    • v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
    • v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
    • v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
    • v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
    • v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
    • v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
    • v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
    • v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.77.1.zip(118.99 KB)
  • v0.77.0(Aug 30, 2021)

    Changelist:

    • v0.77.0: added support for H264 to the games video player - still requires being wrapped in a USM container however (and sadly, there's currently no tools for doing that... if anyone has access to medianocheH264.exe or sofdec2encH264.exe please consider sharing them!)
    • v0.77.0: added Movies.EnableH264 & Movies.EncryptionKey settings, if EnableH264 is -1 LodMod will only enable H264 if it detects a H264 movie file in your game folder. Movies.EncryptionKey can be used if the movies are encrypted for some reason. (like with MovieMultiplier, mod authors can include the EnableH264/EncryptionKey settings in their own data\movie\LodMod.ini file)
    • v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
    • v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
    • v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
    • v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
    • v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
    • v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
    • v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
    • v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
    • v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
    • v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.77.0.zip(70.66 KB)
  • v0.76.5(Aug 30, 2021)

    Changelist:

    • v0.76.5: add CriUSM class, allows us to read video widths/heights and set MovieMultiplier based on them when set to -1 - I still recommend movie modders create a LodMod.ini in the movie folder, just in case MovieMultiplier wasn't set properly, or the user doesn't have it as -1
    • v0.76.5: Now uses correct GameDir path when loaded from outside of game folder, should fix INI override scanner, and prevented LM from reading from main INI more than once (so overrides won't themselves get overridden...) - thanks to Skytalis for reporting!
    • v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
    • v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
    • v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
    • v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
    • v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
    • v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
    • v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
    • v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.76.5.zip(62.81 KB)
  • v0.76.4(Aug 27, 2021)

    Changelist:

    • v0.76.4: Allow loading settings overrides from any LodMod.ini found in a game subfolder - now any movie mods can easily include their own data\movie\LodMod.ini file with overrides inside, which will get loaded after the main LodMod.ini. LodMod_MovieSample.ini gives an example of a LodMod.ini for 4K movies, change the wording as you see fit!
    • v0.76.4: Changed MovieMultiplier default to 1, since most people won't be using any modded movies, no point in wasting several MBs of (V)RAM on it.
    • v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
    • v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
    • v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
    • v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
    • v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
    • v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.76.4.zip(54.20 KB)
  • v0.76.3(Aug 27, 2021)

    NOTE: it's been found that the 2021 update was meant to update the DLC packages too, but due to depot issues Steam overwrites the DLC with the older 2017 versions.

    If you want to use the latest 2021 files, open your Steam library, right click NieR:Automata, open Properties, select the DLC tab, then uncheck all of the DLC listed there (besides the wallpaper set, if you have it).

    Now select the "Local files" tab, and choose "Verify integrity of game files...", this'll take a little while, but once it's finished verifying Steam should start downloading the updated 2021 DLC files.

    Normally the game would disable the DLCs in-game if you had them disabled in Steam (even if you have the files available...), but as of LodMod v0.76.2 this has been fixed so the game just checks whether the files exist now.

    (for reference, size of 2021 data100.cpk is 982,907,600 bytes)

    ShadowModelHQ & ShadowModelForceAll

    Two new fixes have been added to LodMod.ini, ShadowModelHQ & ShadowModelForceAll.

    ShadowModelHQ allows the game to draw shadows with the real-time HQ model, instead of a static LQ model. (so eg. tree shadows will now sway along with the tree, instead of showing a static shadow) Not tested much yet, seems to work fine around city ruins at least, but could possibly cause issues if any area depends on the LQ models. (as this forces LQ models not to render, so that both HQ & LQ don't render at the same time...)

    ShadowModelForceAll allows forcing all models to draw shadows, helping with objects like small rocks & grass. This seems to help many different models, but looks like some still aren't casting shadows for some reason, will need to look into it some more. This can be used independently of ShadowModelHQ, but is best used together with it. (may cause certain models to draw shadows that 100% shouldn't, if you notice any weird shadow issues with this let me know!)

    For now it looks like it has a pretty good effect though, for a comparison between vanilla vs ShadowModelHQ + ShadowModelForceAll see https://slow.pics/c/GIa50v0A (click image to compare)

    Changelist:

    • v0.76.3: Added [Buffers] section to INI, allows customizing the movie buffer size & toggling the 2017 buffer-size increase.
    • v0.76.3: Added buffer-size changes for movie related buffers, allows greater-than-1080p movies to play fine, seemingly without issues
    • v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
    • v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
    • v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
    • v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.76.3.zip(46.07 KB)
  • v0.76.2(Aug 24, 2021)

    NOTE: it's been found that the 2021 update was meant to update the DLC packages too, but due to depot issues Steam overwrites the DLC with the older 2017 versions.

    If you want to use the latest 2021 files, open your Steam library, right click NieR:Automata, open Properties, select the DLC tab, then uncheck all of the DLC listed there (besides the wallpaper set, if you have it).

    Now select the "Local files" tab, and choose "Verify integrity of game files...", this'll take a little while, but once it's finished verifying Steam should start downloading the updated 2021 DLC files.

    Normally the game would disable the DLCs in-game if you had them disabled in Steam (even if you have the files available...), but as of LodMod v0.76.2 this has been fixed so the game just checks whether the files exist now.

    (for reference, size of 2021 data100.cpk is 982,907,600 bytes)

    ShadowModelHQ & ShadowModelForceAll

    Two new fixes have been added to LodMod.ini, ShadowModelHQ & ShadowModelForceAll.

    ShadowModelHQ allows the game to draw shadows with the real-time HQ model, instead of a static LQ model. (so eg. tree shadows will now sway along with the tree, instead of showing a static shadow) Not tested much yet, seems to work fine around city ruins at least, but could possibly cause issues if any area depends on the LQ models. (as this forces LQ models not to render, so that both HQ & LQ don't render at the same time...)

    ShadowModelForceAll allows forcing all models to draw shadows, helping with objects like small rocks & grass. This seems to help many different models, but looks like some still aren't casting shadows for some reason, will need to look into it some more. This can be used independently of ShadowModelHQ, but is best used together with it. (may cause certain models to draw shadows that 100% shouldn't, if you notice any weird shadow issues with this let me know!)

    For now it looks like it has a pretty good effect though, for a comparison between vanilla vs ShadowModelHQ + ShadowModelForceAll see https://slow.pics/c/GIa50v0A (click image to compare)

    Changelist:

    • v0.76.2: Fix chainloading issue with settings not being loaded, add GetSaveFolder reimplementation instead of needing to call into game (many thanks to Kyhze for reporting this issue!)
    • v0.76.2: ShadowModelForceAll: move filters to INI, add filter for ugly shadow near desert-camp teleporter
    • v0.76.2: Steam DLC fix, to let people disable 2017 DLC depots & use updated 2021 DLC files without them getting disabled in-game
    • v0.76.2: Remove unnecessary LOD hooks, add patch to change 2017 save filename (2017 & 2021 system-data files were slightly incompatible, would change random settings when swapping between them)
    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.76.2.zip(42.80 KB)
  • v0.76.1(Aug 22, 2021)

    NOTE: it's been found that the 2021 update was meant to update the DLC packages too, but due to depot issues Steam overwrites the DLC with the older 2017 versions. If you want to use the latest 2021 files, open your Steam library, right click NieR:Automata, open Properties, select the DLC tab, then uncheck all of the DLC listed there (besides the wallpaper set, if you have it) - this won't disable access to these DLCs, since the DLC is now actually included with the main game, this just prevents the updated 2021 DLC files from being downgraded to the 2017 version.

    ShadowModelHQ & ShadowModelForceAll

    Two new fixes have been added to LodMod.ini, ShadowModelHQ & ShadowModelForceAll.

    ShadowModelHQ allows the game to draw shadows with the real-time HQ model, instead of a static LQ model. (so eg. tree shadows will now sway along with the tree, instead of showing a static shadow) Not tested much yet, seems to work fine around city ruins at least, but could possibly cause issues if any area depends on the LQ models. (as this forces LQ models not to render, so that both HQ & LQ don't render at the same time...)

    ShadowModelForceAll allows forcing all models to draw shadows, helping with objects like small rocks & grass. This seems to help many different models, but looks like some still aren't casting shadows for some reason, will need to look into it some more. This can be used independently of ShadowModelHQ, but is best used together with it. (may cause certain models to draw shadows that 100% shouldn't, if you notice any weird shadow issues with this let me know!)

    For now it looks like it has a pretty good effect though, for a comparison between vanilla vs ShadowModelHQ + ShadowModelForceAll see https://slow.pics/c/GIa50v0A (click image to compare)

    Changelist:

    • v0.76.1: ShadowModelForceAll: filter/skip ENKEI model that covered city ruins with ugly shadow
    • v0.76.1: Split the ShadowModelHQ patch, so ShadowModelForceAll can work without needing HQ active
    • v0.76.1: Expand buffers in 2017 to match 2021, allows using 2021 data files with 2017 EXE (see bottom of downgrade guide for how to set that up - using 2021 files on 2017 EXE seems to work stably, but I haven't tested it that much yet)
    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.76.1.zip(42.02 KB)
  • v0.76(Aug 21, 2021)

    NOTE: it's been found that the 2021 update was meant to update the DLC packages too, but due to depot issues Steam overwrites the DLC with the older 2017 versions. If you want to use the latest 2021 files, open your Steam library, right click NieR:Automata, open Properties, select the DLC tab, then uncheck all of the DLC listed there (besides the wallpaper set, if you have it) - this won't disable access to these DLCs, since the DLC is now actually included with the main game, this just prevents the updated 2021 DLC files from being downgraded to the 2017 version.

    ShadowModelHQ & ShadowModelForceAll

    Two new fixes have been added to LodMod.ini, ShadowModelHQ & ShadowModelForceAll.

    ShadowModelHQ allows the game to draw shadows with the real-time HQ model, instead of a static LQ model. (so eg. tree shadows will now sway along with the tree, instead of showing a static shadow) When used with ShadowModelForceAll this can also allow smaller models like rocks/grass to cast shadows. Not tested much yet, seems to work fine around city ruins at least, but could possibly cause issues if any area depends on the LQ models. (as this forces LQ models not to render, so that both HQ & LQ don't render at the same time...)

    ShadowModelForceAll can also optionally be used with ShadowModelHQ, to force small objects like rocks & grass to cast shadows. This seems to help many different models, but looks like some still aren't casting shadows for some reason, will need to look into it some more.

    For now it looks like it has a pretty good effect though, for a comparison between vanilla vs ShadowModelHQ + ShadowModelForceAll see https://slow.pics/c/GIa50v0A (click image to compare)

    Changelist:

    • v0.76: Added ShadowModelHQ & ShadowModelForceAll patches
    • v0.76: DisableManualCulling: added 3 more entries to SoftFilteredModels, to get rid of some building pieces showing up during The Tower (thanks to TerraIce for reporting!)
    • v0.76: Improved DLL loading code, should now be able to patch/hook the game earlier if the game has already decrypted itself (eg. when LodMod is ran through SK or any other loader)
    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.76.zip(41.62 KB)
  • v0.75.1(Aug 14, 2021)

    NOTE: it's been found that the 2021 update was meant to update the DLC packages too, but due to depot issues Steam overwrites the DLC with the older 2017 versions. If you want to use the latest 2021 files, open your Steam library, right click NieR:Automata, open Properties, select the DLC tab, then uncheck all of the DLC listed there (besides the wallpaper set, if you have it) - this won't disable access to these DLCs, since the DLC is now actually included with the main game, this just prevents the updated 2021 DLC files from being downgraded to the 2017 version.

    Alternatively automata-2021_dlc_patch.zip is also provided below, the patches included in this ZIP can update the 2017 DLC up to the intended 2021 update for you, the readme.txt goes into more detail about it.

    Before using 2021_dlc_patch, check the size of your data100.cpk file against the sizes below: data100.cpk 2017 size: 973,603,536 bytes (patchable) data100.cpk 2021 size: 982,907,600 bytes (no patch needed)

    LodMod changelist:

    • v0.75.1: Support changing AOMultiplier in Steam2017/Debug2017 builds
    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-2021_dlc_patch.zip(778.07 KB)
    automata-lodmod-0.75.1.zip(40.07 KB)
  • v0.75(Aug 10, 2021)

    Changelist:

    • v0.75: Add support for previous Steam April 2017 update, and debug build (no support for AO/HQMapSlots tweaks atm though) - requires renaming to xinput1_3.dll/dinput8.dll/dxgi.dll
    • v0.75: Revert shadow changes if LodMod didn't get loaded in properly, should prevent shadows-following-camera bug
    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.75.zip(39.95 KB)
  • v0.74(Aug 8, 2021)

    Changelist:

    • v0.74: Split AOMultiplier into AOMultiplierWidth & AOMultiplierHeight, can improve quality with much less performance hit.
    • v0.74: Add support for chainloading other wrapper DLLs (must wrap the same DLL that LodMod is named as - dinput8.dll/dxgi.dll/xinput1_4.dll)
    • v0.74: Prioritized HQMapSlot no. 14, should now appear with HQMapSlots = 9 or more
    • v0.73.2: Made LodMod.ini filters case-insensitive
    • v0.73.2: DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • v0.73: Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • v0.73: DisableManualCulling: Culled some more LODs appearing in forest & desert
    • v0.73: Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • v0.72b: DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • v0.72a: Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • 0.72: Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • 0.72: Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • 0.72: Culled ugly LOD at resistance camp caused by increased HQ distance
    • 0.72: Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • 0.71: filtered out some LODs being shown when using DisableManualCulling, added HQMapSlots for people to try out.
    • 0.7: Added DisableManualCulling to disable culling triggers, helping to stop models randomly disappearing/reappearing
    • 0.63: improved how shadow-map levels/cascade distances were worked out, now figures out the ratio of the original distances and applies that to the new distances.
    • 0.62a: lowered the default ShadowMinimumDistance to 40 - it was found that the previous default (70) could cause some strange effects in some scenes, the cause hasn't been nailed down yet but lowering minimum to 40 seems to prevent it for now. (many thanks to flow for reporting the issue!)
    • 0.62: now updates all 4 shadow-map levels, so lower-quality levels won't overwrite the main one, and shadow distances can be pushed even further.
    • 0.61: added a CommunicationScreenResolution setting to change the resolution of the 3D render shown when characters contact you, and added a missing xinput1_4 export.
    • 0.6: added a DebugLog setting to log the patching/hooking process & help make sure things are applied, allowed LodMod.ini to be loaded from DLL folder (if different from game EXE folder), and fixed a small issue with 2160p resolution not working properly with custom shadow resolutions.
    • 0.53: added LODMultiplier option to increase LOD distances without disabling them entirely, and changed FullResAO into AOMultiplier instead.
    • 0.52: added a fix for god rays when using increased shadow distances (and maybe helps with the quality of god rays too)
    • 0.51: added a FullResAO option that can double the resolution of the SAO used by the game, increasing the quality & reducing shimmering! (though this can have a large performance hit, ~10FPS in worst cases...)
    • 0.5: added a configurable LodMod.ini where you can change the resolution of the shadow-map, and play around with the shadow distance.
    • 0.3/0.4: test builds for changing shadow resolution & distance, the test passed :)
    • 0.2: hooked up the in-game Ambient Occlusion setting with the games AO code, so turning the setting off will actually stop AO from being rendered now (note that this likely won't have any performance benefit though since the AO shaders etc are still being ran, as they're also used for the games lighting), previously the AO option didn't seem to have any effect?

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.74.zip(38.79 KB)
  • v0.73.2(Aug 6, 2021)

    (NOTE: make sure to update the culling-filters by replacing the included LodMod.ini with the one at https://raw.githubusercontent.com/emoose/NieRAutomata-LodMod/master/LodMod.ini) (hold down ALT and click the link above to download a copy of it, or right click -> Save Link As)

    Changes from 0.71:

    • (v0.73.2) Made LodMod.ini filters case-insensitive
    • (v0.73.2) DisableManualCulling: Added more filters for desert/forest/ship (thanks to v00d00m4n & N7!)
    • (v0.73) Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • (v0.73) DisableManualCulling: Culled some more LODs appearing in forest & desert
    • (v0.73) Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • (v0.72b) DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • (v0.72a) Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • Culled ugly LOD at resistance camp caused by increased HQ distance
    • Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.73.2.zip(38.07 KB)
  • v0.73.1(Aug 6, 2021)

    Changes from 0.71:

    • (v0.73) Moved model filtering lists into LodMod.ini as SoftFilteredModels & HardFilteredModels
    • (v0.73) DisableManualCulling: Culled some more LODs appearing in forest & desert
    • (v0.73) Reverted HQMapSlots default to 7 (no longer worth testing atm)
    • (v0.72b) DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)
    • (v0.72a) Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • Culled ugly LOD at resistance camp caused by increased HQ distance
    • Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)

    (NOTE: If you're using Win7 version, make sure to leave HQMapSlots as 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you feel adventurous feel free to try it out though, if you find any other issues please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.73.1.zip(37.87 KB)
  • v0.72(Aug 4, 2021)

    (outdated, use v0.72b: https://github.com/emoose/NieRAutomata-LodMod/releases/tag/v0.72b)

    • Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • Culled ugly LOD at resistance camp caused by increased HQ distance
    • Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)

    The included LodMod.ini is set up to use 17 slots - unfortunately the full 19 slots can't be used properly atm due to an issue below.

    (NOTE: If you're using Win7 version, make sure to change HQMapSlots to 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    Sadly I've already noticed a few small issues with this, hoping to find something for them soon:

    • With HQMapSlots = 19 loading all these HQ maps at once seems to make the game hit a model/size limit or something, and models end up turning invisible (with physics still applied, so they are definitely loaded in...)

    Tried increasing buffer sizes like Wolf's Limit Break patch does but no luck yet, wouldn't be surprised if there's a hardcoded count in here like everything else has :/ Spying some memory addrs shows it might be happening when game reaches ~1000 models, could be graphics related where it's only handling so many models or something, not really sure where to start looking into this, maybe debug build will shed some light.

    For now it doesn't seem HQMapSlots = 18 is affected by this bug, maybe use HQMapSlots = 17 to be safe.

    • Some buildings/models have a diagonal seam across them, kinda looks like two instances of the same model are being loaded at once, with the shadowing only being applied to one of them...

    (I'm not sure why increasing LOD distance makes this happen yet the normal LOD distance was fine, this happens even with buildings you're right next to, but maybe it's only when the building was far away when originally loaded)

    I'm guessing maybe game has something that would blend two instances together, which was only setup for the normal LOD distance, or maybe it's something lighting related, no idea though.

    • Desert has some strange issues, some reason some far away map cells aren't rendered, not even the LQ versions (I haven't actually tried messing with the LQ-LOD code at all for this, maybe need to extend that as well)

    There's also a strange stepping pattern that can happen in the sand where two cells meet, probably related to the building issue above.

    • (fixed) the building you can walk through near entrance of Resistance Camp had an ugly LOD covering it up, this was being loaded in by the cell next to it, which would conveniently unload when you were actually in the camp, but increasing the LOD distance stopped that from happening.

    Fortunately found out the code to disable manual culling triggers can also be used to cull whatever models we want too, just a matter of finding the name of the ugly LODs model and forcing it to be culled. I wouldn't be surprised if other places in the game have the same issue though.

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.72.zip(29.26 KB)
  • v0.72b(Aug 4, 2021)

    Release posts:

    • 0.72: https://steamcommunity.com/app/524220/discussions/0/5197701062328187336/?ctp=13#c3050611741088505970
    • 0.72a: https://steamcommunity.com/app/524220/discussions/0/5197701062328187336/?ctp=13#c3050611741089131398
    • 0.72b: https://steamcommunity.com/app/524220/discussions/0/5197701062328187336/?ctp=13#c3050611741089494650

    Changes from 0.71:

    • Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • Culled ugly LOD at resistance camp caused by increased HQ distance
    • Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • (v0.72a) Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)
    • (v0.72b) DisableManualCulling: Filter out some more amusement park LODs (thanks again to Valentyn_L!)

    The included LodMod.ini is set up to use 17 slots - unfortunately the full 19 slots can't be used properly atm due to an issue below.

    (NOTE: If you're using Win7 version, make sure to change HQMapSlots to 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    HQMapSlots is very buggy atm and brings a lot of issues, a list of them is here: https://github.com/emoose/NieRAutomata-LodMod/issues/4 If you have any other problems please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.72b.zip(29.41 KB)
  • v0.72a(Aug 4, 2021)

    (outdated, use v0.72b: https://github.com/emoose/NieRAutomata-LodMod/releases/tag/v0.72b)

    • Sets up proper HQ map slots for doubling the HQ LOD distance (complete doubling requires HQMapSlots = 19)
    • Increased hardcoded area-loading limit from 14 to 38, makes sure the increased areas can all be loaded.
    • Culled ugly LOD at resistance camp caused by increased HQ distance
    • Improved DisableManualCulling so it can disable even more culling triggers (eg. mall interior will now stay rendered)
    • (v0.72a) Ignore game-stage (beginning/middle/end) when checking LOD models area IDs, fixes ugly resistance camp LOD still showing up (thanks to Valentyn_L for reporting it!)

    The included LodMod.ini is set up to use 17 slots - unfortunately the full 19 slots can't be used properly atm due to an issue below.

    (NOTE: If you're using Win7 version, make sure to change HQMapSlots to 7! - I haven't ported everything over to the Win7 ver yet, will look into it soon)

    Sadly I've already noticed a few small issues with this, hoping to find something for them soon:

    • With HQMapSlots = 19 loading all these HQ maps at once seems to make the game hit a model/size limit or something, and models end up turning invisible (with physics still applied, so they are definitely loaded in...)

    Tried increasing buffer sizes like Wolf's Limit Break patch does but no luck yet, wouldn't be surprised if there's a hardcoded count in here like everything else has :/ Spying some memory addrs shows it might be happening when game reaches ~1000 models, could be graphics related where it's only handling so many models or something, not really sure where to start looking into this, maybe debug build will shed some light.

    For now it doesn't seem HQMapSlots = 18 is affected by this bug, maybe use HQMapSlots = 17 to be safe.

    • Some buildings/models have a diagonal seam across them, kinda looks like two instances of the same model are being loaded at once, with the shadowing only being applied to one of them...

    (I'm not sure why increasing LOD distance makes this happen yet the normal LOD distance was fine, this happens even with buildings you're right next to, but maybe it's only when the building was far away when originally loaded)

    I'm guessing maybe game has something that would blend two instances together, which was only setup for the normal LOD distance, or maybe it's something lighting related, no idea though.

    • Desert has some strange issues, some reason some far away map cells aren't rendered, not even the LQ versions (I haven't actually tried messing with the LQ-LOD code at all for this, maybe need to extend that as well)

    There's also a strange stepping pattern that can happen in the sand where two cells meet, probably related to the building issue above.

    • Weather changes can happen randomly when crossing certain points, my guess is the increased distance is letting the game load in a weather-change trigger earlier than it should be, maybe they didn't include any check for the player distance and just relied on the map-loader's distance instead.

    • (fixed) the building you can walk through near entrance of Resistance Camp had an ugly LOD covering it up, this was being loaded in by the cell next to it, which would conveniently unload when you were actually in the camp, but increasing the LOD distance stopped that from happening.

    Fortunately found out the code to disable manual culling triggers can also be used to cull whatever models we want too, just a matter of finding the name of the ugly LODs model and forcing it to be culled. I wouldn't be surprised if other places in the game have the same issue though.

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.72a.zip(29.26 KB)
  • v0.71(Aug 1, 2021)

    • Filtered out some LODs being displayed with DisableManualCulling - if you see any other weird LODs/texture with this please let me know!
    • Added HQMapSlots setting to increase the number of HQ map slots, should increase distance of HQ maps a lot (though sadly not all are affected atm, but most are) - more info in the LodMod.ini & in the steam thread.

    (NOTE: don't set HQMapSlots higher than 16, 17/18th slot has a bug that'll stop a random map section from loading properly. will hopefully have a fix soon)

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.71.zip(28.77 KB)
  • v0.7(Jul 30, 2021)

    • Added a new DisableManualCulling setting, which should help prevent some models (buildings, roads, etc..) randomly disappearing/reappearing at specific locations.
    • Added ShadowFilterStrength Bias/Minimum/Maximum settings for adjusting the filter applied to shadows.
    • Added ShadowDistanceMultiplier setting for multiplying the per-level shadow distances.
    • Changed shadow-modifier code to apply on-load instead of per-frame.
    • Added enums for debug flags (taken from debug EXE)
    • Added structs for BinaryXML parameters (cLightDataMinimum, cLightDataMinimumEv, cLightSaveWork, cDofWork, cLightApplyScale, cShadowParam), with field names taken from the EXE.

    To install just extract xinput1_4.dll & LodMod.ini into your NieR Automata folder, next to NieRAutomata.exe.

    The default LodMod.ini is set up to just disable LODs and increase shadow distance - shadow quality is mostly left the same as vanilla, but you can easily increase the quality by just lowering the shadow distance, or if your card can handle it increase the shadow resolution.

    DisableManualCulling is also enabled by default but is still experimental, if you notice any strange LODs being displayed close-up without disappearing please let me know!

    Source code(tar.gz)
    Source code(zip)
    automata-lodmod-0.7.zip(26.30 KB)
Owner
emoose
emoose
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