Dark Souls 3

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Mod articles

  • Changes in 1.29

    Hi again,

    This is just an overview of the changes implemented in 1.29 of Blue Sentinel:

    Fixed another save-breaking exploit

    I can't go into details without giving it away, however I've been stress testing Blue Sentinel myself and have found a new way to affect players save data permanently. I've reported this to Bandai Namco and FromSoftware, and patched it in Blue Sentinel.

    Fixed a bug that caused the mod to crash instantly when running the steam beta

    This was an issue with Blue Sentinel's integration with Steam, in the beta there is a change to one of the parts that Blue Sentinel relies on. The mod failed to find it and would subsequently crash in previous versions. This is fixed in the new version and the mod is much more effec...

  • Defaults and Changing Keybinds

    Defaults

    Here's an illustration of the default key binds in Blue Sentinel:




    1. Kick player 1
    2. Kick player 2
    3. Kick player 3
    4. Kick player 4
    5. Kick player 5
    6. Show/Hide banner
    7. Show/Hide players
    8. Show/Hide event log
    9. Disconnect from current session

    Changing key binds

    Blue Sentinel uses virtual key codes to assign to different mod functions. If you don't like or can't use the default configuration, you can change them in the BlueSentinelPref.ini file.

    You can find all of the virtual key codes here: https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes

    These are in hexidecimal - You'll need to convert them to decimal. Thi...

  • Changes in 1.26

    Hi everyone,

    This is just an overview of the changes implemented in 1.26 of Blue Sentinel, there's not much here because it's a tiny update:

    Fixed another save-breaking exploit

    I found another one of these the other day. The update is pretty vague though because I don't want to give it away and risk the player base at large.

    Removed some problematic flags

    Blue Sentinel has some patches that are sometimes a bit touchy when combined with high latency, so I've made these less likely to trigger.

    Fixed a bug that cause binoculars and white tree branches to flag players when dropped

    I'd missed some items for the item whitelist. These two should no longer flag other players, sorry about this oversight. 

  • Changes in 1.25

    Hi everyone,

    This is just an overview of the changes implemented in 1.25 of Blue Sentinel:

    Added new ini option: 'LiteMode' which will only run the core protection part of the mod (no overlay, kicks, flagging, logging, etc)

    This was added because some people don't want the fuss of logging / player management but still want the protection that Blue Sentinel offers - It's more of a QoL update for people that want it.

    Removed some problematic flags that could occur during spikes of latency

    Specifically these were the flags relating to 'PlayerBullet' packets, but there were some others (e.g. relating to grabs/throws) that also generated an unacceptable false positive rate. Blue Sentinel will now silently catch these, so it won't flag ...

  • Changes in 1.21

    Hi everyone,

    This is just an overview of the changes implemented in 1.21 of Blue Sentinel:

    Added new ini option: 'DisplayPort' to change the alignment of the banner and player display

    This is a highly requested feature, as I understand the overlay can be quite obstructive when you're just trying to play as it overlies your health bar by default, now you should be able to anchor it to any corner of the screen, and the player updates should work much the same.

    Modified ini option: 'DisplayPlayers' so you can now opt to only have players displayed if they are flagged

    Another requested feature, some users don't like having the player display visible at all times as kind of gives away what the session has in store for you. If you ha...