I'm probably missing something, but I wasn't able to get the mod working. I have GeDoSaTo installed and activated and the textures where the "how to install" told me to put them.
Hmm, there aren't multiple versions of this texture so it cannot be that. Make sure everything in the .ini file is set, in the GeDoSaTo/config/darksoulsII folder, you can paste a .ini file that will only activate for that game, I recommend doing this if you're having trouble.
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation # read them before changing anything!
## NOTE 1: you might want to set most of these settings in game-specific setting files # if a game has a profile the settings there overwrite the defaults specified here!
## NOTE 2: if you want your personal settings to persist across updates # put them into a user config file (created with the "U" button below)
# The actual rendering resolutions you want to use, # and how many Hz you want the game to think they work at. # format: renderResolution [width]x[height]@[hz] renderResolution 3200x1800@60 renderResolution 3840x2160@60 renderResolution 4480x2520@60 renderResolution 5120x2880@60 renderResolution 7680x4320@60
# The resolution you want to downsample *to*. # Should generally always be your output device pixel size and frequency. # Writing something not supported by the display here will probably cause a crash. # 0 = main monitor resolution presentWidth 0 presentHeight 0 presentHz 60
# How many vertical traces to wait when presenting # -1 = unchanged # 0 = no vsync # 1 = standard vsync # 2 = half refresh rate (e.g. 30 on 60 Hz) # 3 = 1/3rd refresh rate, etc. presentInterval -1
# The type of scaling you want to use. # bilinear: what GPUs generally do, cheap performance-wise # bicubic: higher quality, more expensive performance-wise # lanczos: higher quality and sharp, most expensive performance-wise # nearest: extremely cheap, generally ugly, but useful to upsample retro games scalingType bilinear
# Whether to maintain the aspect ratio if different ratios between input and output # false = stretching # true = pillar/letterboxing maintainAspectRatio true
# Forces an anisotropic filtering level # 0 = no override # N = force Aniso level N on all surfaces (eg. N=16) # NOTE: this is more "brutal" than the driver-level override, and may break the graphics #in some games. Outside of special circumstances (e.g. FF13), you should rather use a #driver-level override. forceAnisoLevel 0
# Forces the constant reporting of the downsampling resolution in all applicable # scenarios - a small selection of games needs this to show the DS resolutions forceAlwaysDownsamplingRes false
# Emulate exact flipping behaviour # requires some extra performance/memory, # but may be important for some games to work emulateFlipBehaviour false
# Restricts interception to only system dlls # might increase compatibility with 3rd-party injectors, but decrease stability interceptOnlySystemDlls false
# Force disables Steam in-game overlay from getting loaded into the process # which caused some games to crash, even if it was disabled in Steam settings preventSteamOverlay false
# Loads Steam overlay early loadSteamOverlayEarly true
# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise loadD3DEarly false
# Forces the present resolution to be set, regardless of what the game requests # usually only makes sense in conjunction with game-specific plugins # for games with resolution limits forcePresentRes false
# For games which use strange methods to query resolutions, # injecting a new one might not work. In such cases, you can try replacing an # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600 # 0 = override disabled overrideWidth 0 overrideHeight 0
# GenericDepthPlugin options # zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up # zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine) zBufCompatibilityFlag 0 zBufClearIndex 0
# Override the plugin selection process to always select the given plugin # example: pluginOverride GenericDepthPlugin pluginOverride None
# Delays the detouring operation until the first hook call (like the old default injection) # may fix startup crashes in some games (e.g. Alan Wake) delayDetouring false
# Hides the mouse cursor, at all times # options: "true" (= hidden) and "false" (= unchanged) hideMouseCursor false
# Forces borderless windowed fullscreen mode instead of fullscreen mode # options: "true" (= force borderless windowed FS) and "false" (= unchanged) forceBorderlessFullscreen false
# Forces "real" fullscreen (e.g. for games which only support borderless FS) # NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly forceFullscreenMode false
######################################################################################## # Image processing settings # Note: may or may not apply depending on the plugin used
## AA
# AA toggle and quality setting # 0 = off (best performance, worst IQ) # 1 = low # 2 = medium # 3 = high # 4 = ultra (worst performance, best IQ) aaQuality 2
# AA type # either "smaa" or "fxaa", depending on your preferences aaType fxaa
## SSAO
# Determine the type of AO used # "SAO" = Scalable Ambient Obscurance # "HBAO" = Horizon Based Ambient Occlusion # "VSSAO2" = Volumetric SSAO # "MSSAO" = Martinsh SSAO inspired by ArKano22 ssaoType HBAO
# Enable and set the strength of the SSAO effect # (all 3 settings have the same performance impact!) # 0 = off # 1 = low # 2 = medium # 3 = high ssaoStrength 3
# Set SSAO scale # 1 = high quality (default) # 2 = lower quality, lower impact on performance ssaoScale 1
# Set SSAO Blur type # gaussian = soft, cheap # sharp = depth-dependent, more expensive ssaoBlurType sharp
## DOF
# Enable Depth of Field # false = off # true = on enableDoF false
# Select the type of DOF effect # basic = basic pseudo-Bokeh DoF # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact dofType bokeh
# Bokeh Depth of Field radius # default = 1.00 # higher = more blurry (e.g. 1.1) # lower = less blurry (e.g. 0.9) # note: small changes make a large difference dofBaseRadius 1.05
## Post
# Enable Postprocessing # false = off # true = on # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx" enablePostprocessing false
# Postprocessing type # durante = basic postprocessing adapted from SweetFX (dark, local contrast) # asmodean = postprocessing by Asmodean (with tone mapping, softer) # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx" postProcessingType durante
## Bloom
# Enable HDR Bloom # false = off # true = on # For in-depth configuration, look in "assets/bloom.fx" enableBloom true
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga # if you enable override at the same time, the overridden texture will be dumped enableTextureDumping true
# Override game textures loaded using d3dx with those from # textures\[gamename]\override\[hash].(dds|png), if available enableTextureOverride true
# Mark textures with their hash (for texture modders) # WARNING: extremely slow if a game loads many textures # (if you think a game crashed, it's probably still just loading textures) enableTextureMarking true
######################################################################################## # Mouse settings # you may have to play around with these a bit to get mouse input working correctly # while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling modifyGetCursorPos false
# Modify the mouse position set by "SetCursorPos" when downsampling modifySetCursorPos false
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling interceptWindowProc false
# Adjust the mouse position reported in peeked Windows messages when downsampling adjustMessagePt false
# Adjust the reported client rect when downsampling modifyGetClientRect true
# Adjust the reported window rect when downsampling modifyGetWindowRect true
# The amount of logging output for debugging purpose. # Should be set to 0 if everything works fine for performance reasons. logLevel 0
# Enable shader tracking # Turn on only if you want to find a PSHash/VSHash for a game! trackShaders false
# Number of seconds on-screen messages are displayed for messageSeconds 10
# The maximum degree of parallelism for screenshot encoding # N = use up to N worker threads for screenshots # 0 = synchronous (no parallelism) # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround) maxScreenshotParallelism 4
# The actual rendering resolutions you want to use, # and how many Hz you want the game to think they work at. # format: renderResolution [width]x[height]@[hz] #renderResolution 2715x1527@60
# The resolution you want to downsample *to*. # Should generally always be your output device pixel size and frequency. # Writing something not supported by the display here will probably cause a crash. # 0 = main monitor resolution presentWidth 1920 presentHeight 1080 presentHz 60
# How many vertical traces to wait when presenting # -1 = unchanged # 0 = no vsync # 1 = standard vsync # 2 = half refresh rate (e.g. 30 on 60 Hz) # 3 = 1/3rd refresh rate, etc. presentInterval -1
# The type of scaling you want to use. # bilinear: what GPUs generally do, cheap performance-wise # bicubic: higher quality, more expensive performance-wise # lanczos: higher quality and sharp, most expensive performance-wise # nearest: extremely cheap, generally ugly, but useful to upsample retro games scalingType bilinear
# Whether to maintain the aspect ratio if different ratios between input and output # false = stretching # true = pillar/letterboxing maintainAspectRatio false
# Forces the constant reporting of the downsampling resolution in all applicable # scenarios - a small selection of games needs this to show the DS resolutions forceAlwaysDownsamplingRes false
# Emulate exact flipping behaviour # requires some extra performance/memory, # but may be important for some games to work emulateFlipBehaviour false
# Restricts interception to only system dlls # might increase compatibility with 3rd-party injectors, but decrease stability interceptOnlySystemDlls false
# Force disables Steam in-game overlay from getting loaded into the process # which caused some games to crash, even if it was disabled in Steam settings preventSteamOverlay false
# Loads Steam overlay early loadSteamOverlayEarly true
# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise loadD3DEarly false
# Forces the present resolution to be set, regardless of what the game requests # usually only makes sense in conjunction with game-specific plugins # for games with resolution limits forcePresentRes false
# For games which use strange methods to query resolutions, # injecting a new one might not work. In such cases, you can try replacing an # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600 # 0 = override disabled overrideWidth 0 overrideHeight 0
# Zbuffer access compatibility flag (required for some reluctant games) # 0 = off # >0 = on (possible values: 2/3/6/7) zbufCompatibilityFlag 0
# Override the plugin selection process to always select the given plugin # example: pluginOverride GenericDepthPlugin pluginOverride None
# Delays the detouring operation until the first hook call (like the old default injection) # may fix startup crashes in some games (e.g. Alan Wake) delayDetouring false
# Hides the mouse cursor, at all times # options: "true" (= hidden) and "false" (= unchanged) hideMouseCursor true
# Forces borderless windowed fullscreen mode instead of fullscreen mode # options: "true" (= force borderless windowed FS) and "false" (= unchanged) forceBorderlessFullscreen true
######################################################################################## # Image processing settings # Note: may or may not apply depending on the plugin used
## AA
# AA toggle and quality setting # 0 = off (best performance, worst IQ) # 1 = low # 2 = medium # 3 = high # 4 = ultra (worst performance, best IQ) aaQuality 2
# AA type # either "smaa" or "fxaa", depending on your preferences aaType smaa
## SSAO
# Enable and set the strength of the SSAO effect # (all 3 settings have the same performance impact!) # 0 = off # 1 = low # 2 = medium # 3 = high ssaoStrength 2
# Set SSAO scale # 1 = high quality (default) # 2 = lower quality, lower impact on performance ssaoScale 2
# Set SSAO Blur type # gaussian = soft, cheap # sharp = depth-dependent, more expensive ssaoBlurType gaussian
## DOF
# Enable Depth of Field # false = off # true = on enableDoF false
# Select the type of DOF effect # basic = basic pseudo-Bokeh DoF # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact dofType bokeh
# Bokeh Depth of Field radius # default = 1.00 # higher = more blurry (e.g. 1.1) # lower = less blurry (e.g. 0.9) # note: small changes make a large difference dofBaseRadius 1.05
## Post
# Enable Postprocessing # false = off # true = on # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx" enablePostprocessing true
# Postprocessing type # durante = basic postprocessing adapted from SweetFX (dark, local contrast) # asmodean = postprocessing by Asmodean (with tone mapping, softer) # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx" postProcessingType durante
## Bloom
# Enable HDR Bloom # false = off # true = on # For in-depth configuration, look in "assets/bloom.fx" enableBloom false
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga # if you enable override at the same time, the overridden texture will be dumped enableTextureDumping false
# Override game textures loaded using d3dx with those from # textures\[gamename]\override\[hash].(dds|png), if available enableTextureOverride true
# Mark textures with their hash (for texture modders) # WARNING: extremely slow if a game loads many textures # (if you think a game crashed, it's probably still just loading textures) enableTextureMarking false
######################################################################################## # Mouse settings # you may have to play around with these a bit to get mouse input working correctly # while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling modifyGetCursorPos false
# Modify the mouse position set by "SetCursorPos" when downsampling modifySetCursorPos false
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling interceptWindowProc false
# Adjust the mouse position reported in peeked Windows messages when downsampling adjustMessagePt false
# Adjust the reported client rect when downsampling modifyGetClientRect true
# Adjust the reported window rect when downsampling modifyGetWindowRect true
# The amount of logging output for debugging purpose. # Should be set to 0 if everything works fine for performance reasons. logLevel 0
# The maximum degree of parallelism for screenshot encoding # N = use up to N worker threads for screenshots # 0 = synchronous (no parallelism) # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround) maxScreenshotParallelism 4
That did work, thank you. I'm recording a series for YouTube, so the mod will be in effect and mentioned from part 12 (the next episode to record) until the end.
Really nice hud, easy tp se you putted some work in it . I also saw that you have that dot for lock-on on enemies, but thise verion has closer to valinlla so will you also upload other version for that?
If I can figure out which texture that is I'll be sure to upload it. I'm also not sure if the one I have is just someone else's texture with my own personal edit on it. I'll see if I can find the original file for the lock-on thing and put my dot over it.
Sure thing! However, when I was using it yesterday, there were three things that bugged me. How low a phantom's health bar is. It's hard to notice from a distance because of the silver backdrop whenever the bar drains (I was using an ENB, and I was using your Dark Souls 2 version). The right end of the health bar is also a bit odd as it looks like there's still a bit of health you're missing, this is probably just my eyes however And the colors are a touch too bright, so it makes it a bit distracting.
Sorry if I'm being a dick, that's just what I was thinking while playing with it yesterday. I'll keep using it and hopefully I'll just get use to it, since this is actually the first HUD mod I installed.
I notice part of a bar not filling completely as well, just a sliver but I believe it was the stamina bar and not health for me. still like this mod a lot and use it, not trying to nitpick but thought id chime in on the tiny little issue as well.
I might need to shift the icon to the left a little to cover it, it's not that the bars aren't filling, It's just that the end icons might be a bit out of place. I'll look into it! And you can change the color intensity if you want but just opening the file in say Paint.net (It's free) and select the health/stamina bar, then saturate it to your liking.
I was thinking of doing that actually, but I wasn't sure if you wanted to release a version of your own. And I already got Paint That's what I use to use for my mods.
yes! very good.personally i would take off the thing on which the items/weapons/magic lie on but hey(or maybe make a better one since this one has rough edges).really like the red/green bars.very ds1 imo
24 comments
2 and a half years late. time to boot up ds2 again
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!
## NOTE 1: you might want to set most of these settings in game-specific setting files
# if a game has a profile the settings there overwrite the defaults specified here!
## NOTE 2: if you want your personal settings to persist across updates
# put them into a user config file (created with the "U" button below)
########################################################################################
# Graphics settings
# The actual rendering resolutions you want to use,
# and how many Hz you want the game to think they work at.
# format: renderResolution [width]x[height]@[hz]
renderResolution 3200x1800@60
renderResolution 3840x2160@60
renderResolution 4480x2520@60
renderResolution 5120x2880@60
renderResolution 7680x4320@60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
# 0 = main monitor resolution
presentWidth 0
presentHeight 0
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
# lanczos: higher quality and sharp, most expensive performance-wise
# nearest: extremely cheap, generally ugly, but useful to upsample retro games
scalingType bilinear
# Whether to maintain the aspect ratio if different ratios between input and output
# false = stretching
# true = pillar/letterboxing
maintainAspectRatio true
# Forces an anisotropic filtering level
# 0 = no override
# N = force Aniso level N on all surfaces (eg. N=16)
# NOTE: this is more "brutal" than the driver-level override, and may break the graphics
#in some games. Outside of special circumstances (e.g. FF13), you should rather use a
#driver-level override.
forceAnisoLevel 0
########################################################################################
# Compatibility Settings
# Forces the constant reporting of the downsampling resolution in all applicable
# scenarios - a small selection of games needs this to show the DS resolutions
forceAlwaysDownsamplingRes false
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# Restricts interception to only system dlls
# might increase compatibility with 3rd-party injectors, but decrease stability
interceptOnlySystemDlls false
# Force disables Steam in-game overlay from getting loaded into the process
# which caused some games to crash, even if it was disabled in Steam settings
preventSteamOverlay false
# Loads Steam overlay early
loadSteamOverlayEarly true
# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
loadD3DEarly false
# Forces the present resolution to be set, regardless of what the game requests
# usually only makes sense in conjunction with game-specific plugins
# for games with resolution limits
forcePresentRes false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
# GenericDepthPlugin options
# zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
# zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
zBufCompatibilityFlag 0
zBufClearIndex 0
# Override the plugin selection process to always select the given plugin
# example: pluginOverride GenericDepthPlugin
pluginOverride None
# Delays the detouring operation until the first hook call (like the old default injection)
# may fix startup crashes in some games (e.g. Alan Wake)
delayDetouring false
########################################################################################
# Windowing settings
# Hides the mouse cursor, at all times
# options: "true" (= hidden) and "false" (= unchanged)
hideMouseCursor false
# Forces borderless windowed fullscreen mode instead of fullscreen mode
# options: "true" (= force borderless windowed FS) and "false" (= unchanged)
forceBorderlessFullscreen false
# Forces "real" fullscreen (e.g. for games which only support borderless FS)
# NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
forceFullscreenMode false
########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used
## AA
# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 2
# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType fxaa
## SSAO
# Determine the type of AO used
# "SAO" = Scalable Ambient Obscurance
# "HBAO" = Horizon Based Ambient Occlusion
# "VSSAO2" = Volumetric SSAO
# "MSSAO" = Martinsh SSAO inspired by ArKano22
ssaoType HBAO
# Enable and set the strength of the SSAO effect
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 3
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType sharp
## DOF
# Enable Depth of Field
# false = off
# true = on
enableDoF false
# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.05
## Post
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing false
# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType durante
## Bloom
# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping true
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride true
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking true
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos false
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos false
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc false
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt false
# Adjust the reported client rect when downsampling
modifyGetClientRect true
# Adjust the reported window rect when downsampling
modifyGetWindowRect true
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
# Enable shader tracking
# Turn on only if you want to find a PSHash/VSHash for a game!
trackShaders false
# Number of seconds on-screen messages are displayed for
messageSeconds 10
# The maximum degree of parallelism for screenshot encoding
# N = use up to N worker threads for screenshots
# 0 = synchronous (no parallelism)
# -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
maxScreenshotParallelism 4
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
########################################################################################
# Graphics settings
# The actual rendering resolutions you want to use,
# and how many Hz you want the game to think they work at.
# format: renderResolution [width]x[height]@[hz]
#renderResolution 2715x1527@60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
# 0 = main monitor resolution
presentWidth 1920
presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
# lanczos: higher quality and sharp, most expensive performance-wise
# nearest: extremely cheap, generally ugly, but useful to upsample retro games
scalingType bilinear
# Whether to maintain the aspect ratio if different ratios between input and output
# false = stretching
# true = pillar/letterboxing
maintainAspectRatio false
########################################################################################
# Compatibility Settings
# Forces the constant reporting of the downsampling resolution in all applicable
# scenarios - a small selection of games needs this to show the DS resolutions
forceAlwaysDownsamplingRes false
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# Restricts interception to only system dlls
# might increase compatibility with 3rd-party injectors, but decrease stability
interceptOnlySystemDlls false
# Force disables Steam in-game overlay from getting loaded into the process
# which caused some games to crash, even if it was disabled in Steam settings
preventSteamOverlay false
# Loads Steam overlay early
loadSteamOverlayEarly true
# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
loadD3DEarly false
# Forces the present resolution to be set, regardless of what the game requests
# usually only makes sense in conjunction with game-specific plugins
# for games with resolution limits
forcePresentRes false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
# Zbuffer access compatibility flag (required for some reluctant games)
# 0 = off
# >0 = on (possible values: 2/3/6/7)
zbufCompatibilityFlag 0
# Override the plugin selection process to always select the given plugin
# example: pluginOverride GenericDepthPlugin
pluginOverride None
# Delays the detouring operation until the first hook call (like the old default injection)
# may fix startup crashes in some games (e.g. Alan Wake)
delayDetouring false
########################################################################################
# Windowing settings
# Hides the mouse cursor, at all times
# options: "true" (= hidden) and "false" (= unchanged)
hideMouseCursor true
# Forces borderless windowed fullscreen mode instead of fullscreen mode
# options: "true" (= force borderless windowed FS) and "false" (= unchanged)
forceBorderlessFullscreen true
########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used
## AA
# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 2
# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType smaa
## SSAO
# Enable and set the strength of the SSAO effect
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 2
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 2
# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType gaussian
## DOF
# Enable Depth of Field
# false = off
# true = on
enableDoF false
# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.05
## Post
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing true
# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType durante
## Bloom
# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom false
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride true
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos false
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos false
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc false
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt false
# Adjust the reported client rect when downsampling
modifyGetClientRect true
# Adjust the reported window rect when downsampling
modifyGetWindowRect true
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
# The maximum degree of parallelism for screenshot encoding
# N = use up to N worker threads for screenshots
# 0 = synchronous (no parallelism)
# -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
maxScreenshotParallelism 4
I also saw that you have that dot for lock-on on enemies, but thise verion has closer to valinlla so will you also upload other version for that?
How low a phantom's health bar is. It's hard to notice from a distance because of the silver backdrop whenever the bar drains (I was using an ENB, and I was using your Dark Souls 2 version).
The right end of the health bar is also a bit odd as it looks like there's still a bit of health you're missing, this is probably just my eyes however
And the colors are a touch too bright, so it makes it a bit distracting.
Sorry if I'm being a dick, that's just what I was thinking while playing with it yesterday. I'll keep using it and hopefully I'll just get use to it, since this is actually the first HUD mod I installed.
jk it's pretty cool