Honestly releasing a mod like this is a little scary for a series with such a big modding scene 😅 hope it comes in useful, if you give it a try I'd appreciate hearing how it works for you!
Dec 2024 update:
Online mode is now available without needing a test code, doesn't seem to be any online issues from what testers have tried.
Unfortunately weapon durability is still reduced when playing at higher FPS, IIRC sometimes durability gets affected from two different parts of the code when at high framerates for some reason, sadly haven't been able to find much to help that yet...
Such funny timing, to get the urge to do a 2nd play-through of DS2 (I always felt like it's a game I want to get back to ever since doing my first play-through, SOTFS edition), right as this wonderful mod is getting active development. Thanks a lot for this!!!
I'm running SotFS on Linux (Mint, not SteamDeck) and when I enable the mod using the launch options in the install instructions, my controller input stops working, KB+M works fine. Has anyone run into anything similar before? I'm using DS2LE to set the FPS cap and no other mods, so not 100% sure if this would be an issue with this mod or with DS2LE, although DS2LE on its own works fine w/ controller. I have the logs for both mods and can include them if needed.
Hi, would it be possible to add a setting to the ini file that allows you to turn on or off the logging? Instead of it being implicit by default.
I ask because based on the log it seems that whenever it does do some physics stuff it writes an entry to the log file. It'd be nice to avoid any unnecessary overhead at runtime especially when most ppl playing will have no need or care about this log file, they just want to play the game.
Cant get it to work. Using the frame limiter from ds2le (240fps) and the fps is extremely unstable, it goes above 60 and jumps to random values from that to 240 and is very stuttery. I have zero idea how to fix this
Did take a look at it before and was able to do the same as here, but DSR seems to have some anticheat/antitamper stuff which randomly causes crashes when code was modified, no idea how to work around that and couldn't see any other mentions of it unfortunately...
When it was working the only problem I saw was roll distance being reduced, may have found some workaround for that eventually if I could have bypassed that anti-tamper :/
damn i missed that you had replied to me... anyway, there's a ce plugin called "stealth edit" which works around the check the game does on memory somehow. it lets you use ce on dsr. only problem is its closed source... stealth edit would only help here if you made the fps mod entirely with cheat engine, which i know is possible since the grand archives table has something like that for elden ring https://fearlessrevolution.com/viewtopic.php?t=1849 and the grand archives ce table in which the fps script is https://github.com/The-Grand-Archives/Elden-Ring-CT-TGA
also there's a way to disable the anticheat of dsr completely here https://github.com/metal-crow/Dark-Souls-1-Overhaul/blob/master/OverhaulDLL/src/AntiAntiCheatASM.asm im not gonna pretend i understand whats going on in that though
now that i looked at dsr overhaul's codebase again i found this https://github.com/metal-crow/Dark-Souls-1-Overhaul/blob/master/OverhaulDLL/src/AntiAntiCheat.cpp which mentions some kind of hash checks. it could mean that this anticheat bypass also disables the crashing but idk you should ask the author or even test your mod while running this mod
how do i fix the full second of input delay i get when using this mod? it doesn't matter if im on controller or keyboard, it's only when this mod is installed that i get a full second of input delay.
edit: for anyone with the same issue, just cap your fps at 120. it seems the mod has issues going above the framerate
180 comments
Dec 2024 update:
Online mode is now available without needing a test code, doesn't seem to be any online issues from what testers have tried.
Unfortunately weapon durability is still reduced when playing at higher FPS, IIRC sometimes durability gets affected from two different parts of the code when at high framerates for some reason, sadly haven't been able to find much to help that yet...
I ask because based on the log it seems that whenever it does do some physics stuff it writes an entry to the log file. It'd be nice to avoid any unnecessary overhead at runtime especially when most ppl playing will have no need or care about this log file, they just want to play the game.
E: posted 0.4.1 which should remove it, thanks for letting me know!
It works but.... It add some cray ass input lag, any idea ? oO
edit: managed to make it works, ds 2 120 fps sick.
Boss use it as well, works perfectly. capped at 120 recorded at 120
Voila the tutorial from Micro.
When it was working the only problem I saw was roll distance being reduced, may have found some workaround for that eventually if I could have bypassed that anti-tamper :/
https://fearlessrevolution.com/viewtopic.php?t=1849
and the grand archives ce table in which the fps script is
https://github.com/The-Grand-Archives/Elden-Ring-CT-TGA
also there's a way to disable the anticheat of dsr completely here
https://github.com/metal-crow/Dark-Souls-1-Overhaul/blob/master/OverhaulDLL/src/AntiAntiCheatASM.asm
im not gonna pretend i understand whats going on in that though
https://github.com/metal-crow/Dark-Souls-1-Overhaul/blob/master/OverhaulDLL/src/AntiAntiCheat.cpp
which mentions some kind of hash checks. it could mean that this anticheat bypass also disables the crashing but idk you should ask the author or even test your mod while running this mod
edit: for anyone with the same issue, just cap your fps at 120. it seems the mod has issues going above the framerate