First time coming back to this page in ages, seems like there's a lot of concern over this being a virus/trojan. Looking into it, my windows defender doesn't flag it, but putting the dll into virus total and reanalyzing does show 7 av's flagging it.
There's no virus, but there's not much I can do to assuage peoples fears. I do have the source on github, but that's an unstable version of 2.0 that I never released here which removes the need for the combat art / prosthetic png's, but crashes in most circumstances. It seems like past me never actually committed these inbetween versions that I released, so you either get that 2.0 version that sometimes works or the 1.0 mvp if you look at previous commits.
As for whether my account got hacked and someone replaced the files or something, the logs show no changes since my last upload ages ago, I think that's accessible to everyone?
I do want to revisit this at some point and rewrite everything because the codebase is dogshit spaghetti, but I also told myself that months back and haven't had time since, so...hopefully?
As for why this may be triggering av in the first place, the mod is basically pretending to be microsoft's dinput8.dll to trick sekiro.exe into importing it while its running (google DLL hijacking). It then loads another dll if you specified one in the chainload text file and it also saves data to the disk (the mod's save file so it remembers what's in your weapon wheel). I could see a virus performing similar, but less mundane actions, like importing the original dll when it gets into the process to make it seem like everything is normal, or perhaps writing itself to disk in various places so that other programs import it as well. Antiviruses could be noticing these hallmarks and flagging it. This is all just theory crafting though. If someone's an expert I'm curious to know more.
If you can't get it to work with modengine, try getting the mod to work on its own first.
A common pitfall for chainloading is not including a backslash e.g chainDInput8DLLPath="\weaponwheel.dll"
If this post doesn't help, please post as much detail as possible about your system and how it doesn't work. If it crashes, when does it crash? If it doesn't crash, do you see the text at the top before loading in? Does it stay at the top after loading in, despite saying that it will disappear?
I've done all the steps to try and get this mod to work including the chainloading part, i have added the backslash too. the text doesnt appear at the top of the screen and the mod just doesnt work. I use Sekiro GOTY edition, would this be the issue?
Same, I have done everything here and the wheel just doesnt know up, you are supposed to press tab to open it right? like it acts as if the mod isnt installed in the first place, doesnt do anything
Paste the 2 or 3 files from the Mod Engine into this folder.
Now download this mod. Extract the contents of the mod into a separate temporary folder. Copy from this folder the "WeaponWheelResources" into the above directory. Again, that would be -
Now this is where I think people are messing up. You have for the above mod download after extraction a file called "dinput8.dll". The problem is the Mod Engine also has this file. You can chainload your mods by tweaking these dll files but if you're just trying to get this mod to work then you need to rename the dinput8.dll file that you extracted from the above Weapon Wheel mod and call it something different. Name it WW.dll for this example.
So in other words the dinput8.dll that came with the Mod Engine download you leave as is, but the dinput8.dll from the Weapon Wheel mod above you change the name to. Again, in this case we renamed it to WW.dll.
And click on "Edit". The file should now open in Windows Notepad.
Look for a section that looks like this, it'll be right towards the top -
; Chain loads another dll that hooks dinput8.dll ; For example, if you have another dll mod that's named dinput8.dll, you can rename it to ; othermod.dll or something, place it in the Sekiro directory, and set this path to ; chainDInput8DLLPath="\othermod.dll" or whatever you named the dll chainDInput8DLLPath=""
The bottom line change -
chainDInput8DLLPath=""
To -
chainDInput8DLLPath="\WW.dll"
All we are doing here is telling the game "go to WW.dll file to have this mod engine load the weapon wheel mod". Again, if you want to have multiple mods load at once then learn how to chainload them. In my above instance I just want people to be able to get his mod working and then you can take it from there.
Once you are in the game you will see a prompt while loading that says "Press Tab+Mouse to open the weapon wheel in game".
Once the game opens I would press escape and then go over your current combat art that you have set and press "R" to remove it so it's blank.
Then after this press on this blue area above and turn on hotkeys. This makes all of your numerical numbers up top turn into your wheel slots. So press 1 and you will get what is in slot 1. Press 2, you get slot 2 etc. etc. for however many slots you allow.
I noticed something odd too with the Prosthetic Arts too. Imo before editing the weapon wheel at all you should just remove by pressing "R" all of your Prostetic Arts that you will use in the wheel so they don't come up in the auto swap button you have mapped bc this screws it up a bit.
It's very easy to figure out once you have it loaded. It completely fixed all of the "Combat Arts" mod shortfalls and makes it so you can quickswap by way of the number row on the keyboard all of your combat arts. This can be instantaneous, so you can just swap different combat arts for different foes and distances and damage needed. Honestly it's how the game should have originally been played I LOVE this mod.
Just going to put this out there, I've downloaded this mod twice, once with manually and once with mod manager. Both downloads my antivirus has warned me of this file containing a trojan. I've never had this happen on Nexus, for further context I downloaded the most recent version. Any ideas why?
because the file includes a .dll, which defender looks for in files because a dll could do anything from play a song to delete system32 and then restart your computer
doesnt work for me did everything you did maybe its from the uxm load mod thingy? i have it off could need to turn it on? i did \ instead of this / dont worry and i did every step you did yourself and watched a few youtube tutorial videos doesnt work also i have malovelence i did try this without the mods and it still didnt work help?
tragic how in my case the game just fucking explodes itself everytime i run it. white screen and boom "***Unhanded Exception! See console output for more infos! ExpCode: 0xC0000005 ExpFlags: 0 ExpAddress: 0x00007FFDA6FC7C26" error message
i've been fiddling around trying to find answers for the past hour and a half and i'm slowly going insane WHY IS IT DOING THAT AAAAAAA
how do I uninstall? I tried to just delete the folder but it broke my game so I had to bring the folder back. (or can someone explain how to combine elden arts with this? It messed up my elden arts mod)
Is there anyway to make this compatible with Sekiro Fps Unlock. I'm love this mod, but since I got a 21:9 Monitor, it breaks the widescreen patch whenever I use SFpsUaM. Specifically, it stretches the aspect ratio of the game beyond the width of the screen whenever Fullscreen Stretch is applied.
Same issue. With both the Aspect Ratio or Restore Vignettes (for 21.5:9 since my display is 3440x1440p) mods deployed, I get 16:9 menus & vignettes. And with just the Aspect Ratio mod (which should have no vignettes), I still get 16:9 menus AND vignettes (that shouldn't be there, so clearly SWW is messing with the implementation somehow).
I could put up with 16:9 HUD & menus, but the 16:9 vignettes are a dealbreaker...
How do I enable the slow time time option? I wasn't able to find a config file and I'm not using the Cheat Engine. I just ran this mod directly, dropping it into the Sekiro folder.
Is there a way to prevent the wheel from popping up when I press the D-pad down? Such as, it pops up even in conversations with NPCs, and "Touch Remnants," the will wheel pop up.
If your weapon wheel shows the text, but doesn't show, its because your Sekiro version isn't 1.06. I just realised this now and I feel like a fucking retard.
398 comments
There's no virus, but there's not much I can do to assuage peoples fears. I do have the source on github, but that's an unstable version of 2.0 that I never released here which removes the need for the combat art / prosthetic png's, but crashes in most circumstances. It seems like past me never actually committed these inbetween versions that I released, so you either get that 2.0 version that sometimes works or the 1.0 mvp if you look at previous commits.
https://github.com/tmsrise/Sekiro-Weapon-Wheel/commits/master
As for whether my account got hacked and someone replaced the files or something, the logs show no changes since my last upload ages ago, I think that's accessible to everyone?
I do want to revisit this at some point and rewrite everything because the codebase is dogshit spaghetti, but I also told myself that months back and haven't had time since, so...hopefully?
As for why this may be triggering av in the first place, the mod is basically pretending to be microsoft's dinput8.dll to trick sekiro.exe into importing it while its running (google DLL hijacking). It then loads another dll if you specified one in the chainload text file and it also saves data to the disk (the mod's save file so it remembers what's in your weapon wheel). I could see a virus performing similar, but less mundane actions, like importing the original dll when it gets into the process to make it seem like everything is normal, or perhaps writing itself to disk in various places so that other programs import it as well. Antiviruses could be noticing these hallmarks and flagging it. This is all just theory crafting though. If someone's an expert I'm curious to know more.
If this post doesn't help, please post as much detail as possible about your system and how it doesn't work. If it crashes, when does it crash? If it doesn't crash, do you see the text at the top before loading in? Does it stay at the top after loading in, despite saying that it will disappear?
like it acts as if the mod isnt installed in the first place, doesnt do anything
First I would backup your save with Simple Savegame Mod
Then extract the contents of the Mod Engine into the Sekiro game folder - for Steam it's -
C:\Program Files (x86)\Steam\steamapps\common\Sekiro
Paste the 2 or 3 files from the Mod Engine into this folder.
Now download this mod. Extract the contents of the mod into a separate temporary folder. Copy from this folder the "WeaponWheelResources" into the above directory. Again, that would be -
C:\Program Files (x86)\Steam\steamapps\common\Sekiro\WeaponWheelResources
Now this is where I think people are messing up. You have for the above mod download after extraction a file called "dinput8.dll". The problem is the Mod Engine also has this file. You can chainload your mods by tweaking these dll files but if you're just trying to get this mod to work then you need to rename the dinput8.dll file that you extracted from the above Weapon Wheel mod and call it something different. Name it WW.dll for this example.
So in other words the dinput8.dll that came with the Mod Engine download you leave as is, but the dinput8.dll from the Weapon Wheel mod above you change the name to. Again, in this case we renamed it to WW.dll.
Now right click this file -
modengine.ini
in this folder -
C:\Program Files (x86)\Steam\steamapps\common\Sekiro
And click on "Edit". The file should now open in Windows Notepad.
Look for a section that looks like this, it'll be right towards the top -
; Chain loads another dll that hooks dinput8.dll
; For example, if you have another dll mod that's named dinput8.dll, you can rename it to
; othermod.dll or something, place it in the Sekiro directory, and set this path to
; chainDInput8DLLPath="\othermod.dll" or whatever you named the dll
chainDInput8DLLPath=""
The bottom line change -
chainDInput8DLLPath=""
To -
chainDInput8DLLPath="\WW.dll"
All we are doing here is telling the game "go to WW.dll file to have this mod engine load the weapon wheel mod". Again, if you want to have multiple mods load at once then learn how to chainload them. In my above instance I just want people to be able to get his mod working and then you can take it from there.
Once you are in the game you will see a prompt while loading that says "Press Tab+Mouse to open the weapon wheel in game".
Once the game opens I would press escape and then go over your current combat art that you have set and press "R" to remove it so it's blank.
Then after this press on this blue area above and turn on hotkeys. This makes all of your numerical numbers up top turn into your wheel slots. So press 1 and you will get what is in slot 1. Press 2, you get slot 2 etc. etc. for however many slots you allow.
I noticed something odd too with the Prosthetic Arts too. Imo before editing the weapon wheel at all you should just remove by pressing "R" all of your Prostetic Arts that you will use in the wheel so they don't come up in the auto swap button you have mapped bc this screws it up a bit.
It's very easy to figure out once you have it loaded. It completely fixed all of the "Combat Arts" mod shortfalls and makes it so you can quickswap by way of the number row on the keyboard all of your combat arts. This can be instantaneous, so you can just swap different combat arts for different foes and distances and damage needed. Honestly it's how the game should have originally been played I LOVE this mod.
thanks
I can't get it to work on a controller but it works perfectly fine on mouse and keyboard
Thank you this helped me alot :)
Did i miss something to do?
i've been fiddling around trying to find answers for the past hour and a half and i'm slowly going insane WHY IS IT DOING THAT AAAAAAA
I could put up with 16:9 HUD & menus, but the 16:9 vignettes are a dealbreaker...