Dark Souls 2

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SameOldTrey

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sameoldtrey

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24 comments

  1. carrotZED
    carrotZED
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    can somebody send me the link to the GeDoSaTo
    1. IrascibleBasil
      IrascibleBasil
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      https://community.pcgamingwiki.com/files/file/897-gedosato/
      2 and a half years late. time to boot up ds2 again
  2. NimbleBolt
    NimbleBolt
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    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.
    1. sameoldtrey
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      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.
    2. NimbleBolt
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      This is my current .ini configuration:


      # 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
    3. sameoldtrey
      sameoldtrey
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      Here's mine, you can try using this and seeing what happens.

      # 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
    4. NimbleBolt
      NimbleBolt
      • member
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      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.
  3. terrorr
    terrorr
    • member
    • 1 kudos
    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?
    1. sameoldtrey
      sameoldtrey
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      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.
    2. pwat
      pwat
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      Should be 01d82cb0
    3. sameoldtrey
      sameoldtrey
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      Oh cool, thanks man, I'll do a quick dump for it and put my lock on into the vanilla.
    4. pwat
      pwat
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      so... how's that reticle coming? ;_;
    5. sameoldtrey
      sameoldtrey
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      Oh s#*!, I've been busy with other stuff I forgot to do that. I'm probably going to make that a separate mod. So keep on the lookout for that!
  4. Malastrome
    Malastrome
    • premium
    • 6 kudos
    I oddly really enjoy the design of this. I can't quite place why... Excellent work sameoldtrey!
    1. sameoldtrey
      sameoldtrey
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      Thanks a lot man! Hope you continue to use it!
    2. Malastrome
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      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.
    3. KainTheRavager
      KainTheRavager
      • member
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      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.
    4. sameoldtrey
      sameoldtrey
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      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.
    5. Malastrome
      Malastrome
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      • 6 kudos
      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.
  5. Metalstar28
    Metalstar28
    • member
    • 0 kudos
    This is terrible, definitely do not recommend.






    jk it's pretty cool
    1. sameoldtrey
      sameoldtrey
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      • 0 kudos
      MetalStar :^) o/
    2. terrorr
      terrorr
      • member
      • 1 kudos
      not enought water/10
  6. deleted1051657
    deleted1051657
    • account closed
    • 11 kudos
    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
    1. sameoldtrey
      sameoldtrey
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      Yeah, the holder has its issues and I've been trying to work on that. I'll see what I can do and possibly update it in the future.