Sorry for the off topic, but I can't figure it out by myself and you seem to know your way around game files and settings. Is it possible to remove lens dirt?
I tried to tweak DevilEngine.ini in Documents\My Games\UnrealEngine3\DevilGame\Config to no avail. That overlay disappears if I choose the lowest graphics preset in options, but I'd like to play on Ultra obviously. Perhaps you could point me in the right direction.
EDIT: found the texture using UPK Explorer, made the texture transparent and replaced it using TFC Installer.
The 144fps adjustment will be too much at 120fps. I'd suggest you give the 60fps version a try and see if you find that to be enough. Sadly, hitstop is an extremely sensitive thing so its hard to find values that work for everyone.
Please be patient. I am just one person working to create a lot of different mods using relatively new tools that I'm still learning how to use more efficiently. Making mods that alter the gameplay this much while wanting to keep the game functioning as intended is difficult and takes time to make. The 60fps version was pretty easy, but still required me to test all the moves that were changed to make sure things aren't breaking, and after that, the mod is still run by players who are much better than myself to see if they're satisfied with the results. Those players are also not always available and they can't get back to me quickly.
This 60fps version has only been out for 11 days. In that time, I updated 2 existing mods, made a very important bug fix for one them, and released 2 new mods, one of which has 8 variations. All of these mods go through the same process of making the changes, testing them, creating detailed descriptions of what they change, and after that I also create the assets for the Nexus page they'll be uploaded to. Keep in mind that I do this as a hobby not as a job so the rate at which the updates come out isn't set in stone even if I want it to be.
Question, are we just stuck with installing 1 module for both Mian Campaign Dante and Vergil's Downfall each, or can we like overwrite one by one? Say like, I wanna have both Classic Rapid Slash and Calibur High FPS Fix, is that plausible or nah? And what are the boundaries to know whether they are replaced or just added on top of each other?
If you want to have both Calibur's fix and Classic Rapid Slash you absolutely can! The ability to install multiple mods at once without overwriting each other is the new biggest development in DmC modding (and UE3 as a whole). The patches you download only edit certain parts of the game so you can install mods together just fine. I usually specify in the mod descriptions everything that I've edited so that you know exactly what you can and cannot mix together (and for the sake of our sanity I encourage all modders to do the same). I try to make sure all the mods I've made can work together, but at some point, exceptions will obviously have to be made.
For example: Classic Rapid Slash edits the animation that the attack uses, how many animations are used and tweaks all the projectiles that the attack spawns. So if someone were to make a mod that edits the Rapid slash damage and ONLY the damage values, that person's patch can be applied with my Rapid Slash mod installed and there wouldn't be any conflicts regardless of the order you install them in. However, if they make a mod that edits the damage and changes 1 of the 3 animations that are used by default, then you may start running into some goofy problems.
As time goes on and more mods get made, there's even more that could go wrong so by all means, feel free to ask me if any new mods I release will work with another. I can't account for all possibilities so notifying me of conflicts will help me improve the experience for users of my mods.
To summarize: Patches will only conflict with each other if they edit the same components of a particular thing.
8 comments
I tried to tweak DevilEngine.ini in Documents\My Games\UnrealEngine3\DevilGame\Config to no avail. That overlay disappears if I choose the lowest graphics preset in options, but I'd like to play on Ultra obviously. Perhaps you could point me in the right direction.
EDIT: found the texture using UPK Explorer, made the texture transparent and replaced it using TFC Installer.
And thanks for all your mods! :)
Please be patient. I am just one person working to create a lot of different mods using relatively new tools that I'm still learning how to use more efficiently. Making mods that alter the gameplay this much while wanting to keep the game functioning as intended is difficult and takes time to make. The 60fps version was pretty easy, but still required me to test all the moves that were changed to make sure things aren't breaking, and after that, the mod is still run by players who are much better than myself to see if they're satisfied with the results. Those players are also not always available and they can't get back to me quickly.
This 60fps version has only been out for 11 days. In that time, I updated 2 existing mods, made a very important bug fix for one them, and released 2 new mods, one of which has 8 variations. All of these mods go through the same process of making the changes, testing them, creating detailed descriptions of what they change, and after that I also create the assets for the Nexus page they'll be uploaded to. Keep in mind that I do this as a hobby not as a job so the rate at which the updates come out isn't set in stone even if I want it to be.
Question, are we just stuck with installing 1 module for both Mian Campaign Dante and Vergil's Downfall each, or can we like overwrite one by one? Say like, I wanna have both Classic Rapid Slash and Calibur High FPS Fix, is that plausible or nah? And what are the boundaries to know whether they are replaced or just added on top of each other?
First of all, thanks for the compliments!
If you want to have both Calibur's fix and Classic Rapid Slash you absolutely can! The ability to install multiple mods at once without overwriting each other is the new biggest development in DmC modding (and UE3 as a whole). The patches you download only edit certain parts of the game so you can install mods together just fine. I usually specify in the mod descriptions everything that I've edited so that you know exactly what you can and cannot mix together (and for the sake of our sanity I encourage all modders to do the same). I try to make sure all the mods I've made can work together, but at some point, exceptions will obviously have to be made.
For example: Classic Rapid Slash edits the animation that the attack uses, how many animations are used and tweaks all the projectiles that the attack spawns. So if someone were to make a mod that edits the Rapid slash damage and ONLY the damage values, that person's patch can be applied with my Rapid Slash mod installed and there wouldn't be any conflicts regardless of the order you install them in. However, if they make a mod that edits the damage and changes 1 of the 3 animations that are used by default, then you may start running into some goofy problems.
As time goes on and more mods get made, there's even more that could go wrong so by all means, feel free to ask me if any new mods I release will work with another. I can't account for all possibilities so notifying me of conflicts will help me improve the experience for users of my mods.
To summarize: Patches will only conflict with each other if they edit the same components of a particular thing.