The Saboteur

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thrive4

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thrive4

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21 comments

  1. thrive4
    thrive4
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    Locked
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    update 07/10/2020
    - altered reshade tonemap preserves contrast a bit better
      plus added a little bit of blue
    - no helix tweaks were altered
    (see new tonemap screenshots for an impression)
  2. MephilesDank
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    Hi there, after copying this mod over, the EA launcher (I'm using EA Play) keeps telling me to repair the files. Will this not work with the EA beta app?
    1. KunalBiswas00
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      Don't use that EA Launcher for this game.
      Use the original .exe instead.
  3. moCHI0001
    moCHI0001
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    hi, how do we put enable reshade after installing the care package option b? I wanted to add ray tracing.
  4. Skyriminator13
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    For those of u that still downloads this mod and has the problem with the reshade removing markers over target, Just go to 

    /Shadersoverride/Vertexshaders/Remove the txt file "2237FE41.txt"
  5. fallout3123
    fallout3123
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    is this compatible with the global mod?
  6. NeverBlameMe
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    Hey. I was wondering what should I change in the ai.ini to make the game harder outside of covert stuff. Is it possible to increase the number of enemies during the alerts further? I'd love to fight a tsunami tide of nazis.
  7. Madmonkey68
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    Interesting to see new mods nowadays for this game! I was wondering if you knew how to make an AI Upscaled version of the textures for this game? Ive seen many other people uploads mods like that for older games, maybe you could look into it and share it with the community. Im currently looking into it myself but I dont have much experience. Let me know what you think
    1. thrive4
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      Well I don't have much experience in that area myself but
      I think it could have some interesting results considering
      the art style of the game.

      However the first hurdle is exporting the texture files
      and then re-injecting after modifying them somehow,
      I have not come across a mechanism for saboteur like that yet.

      Ah somebody seems to have done some work:
      https://sites.google.com/site/theultimatedanmccarthy/saboteurtools

      Well that's a first good step but it will still take
      quite a lot of work and determination for now I'll
      stick to some light shader tweaking but if you are
      inspired have a field day ;)
  8. ghsmith55
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    Something in the reshade of this mod appears to be removing the markers over targets, such as mission objectives like placing the explosives on the railroad bridge, or target markers over people you need to speak to, such as when you go to speak with Luc in the alley beside the Belle at the beginning of the game. It is also removing timers such as the countdiwn timers which appear when you set an explosive, as when Luc blows up the truck outside the fuel dump. The Optional AI.ini is fine, but if I use the reshade with or without the AI.ini, all those markers disappear.
    1. thrive4
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      Well spotted most likely it's
      - remove hud ally occupation indicator
      which is a helix tweak (helix modifies existing
      shaders used by the game, reshade adds shaders
      to the game).

      To test it you can try removing shader 87406A68.txt
      which is contained in the \shaderoverride\vertexshaders\
      folder.

      A more brute force way of testing if it is a helix tweak
      is by renaming d3d9.dll to say d3d9.dll.o this should
      deactivate helix (all the shader tweaks) and start the game.

      Hope it helps.

      PS in the description there are more hints and tips for working with helix.
    2. ghsmith55
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      One other question, if I may. Is there a single line in the optional ai.ini which controls coming out of an alarmed state back to the white suspicion cooldown timer? I am trying to complete the Right Of Way Perk (Destroy 20 vehicles with 1 vehicle). I pick up the smoking Foucalt (Renault FT) on the side road which leads down to the road out to La Havre, and trundle down to my favourite spot for the perk, down the hill using that dirt path through the trees as if you are heading out to the convent/Radar installation. As you proceed down the next hill, there is a Panther tank on the left, then a fuel depot on the left and an observation/.sniper tower on the right. I blow up everything in sight, get a level 1 alarm, and move into the T intersection to await the fun. At that point I am still in a level 1 alarm, but it quickly goes to the white suspcion countdown ring, and the alarm clears. No German vehicles come by, because therre is no longer any alarm, and there is no way to complete the perk.
      I suspect it would probably be easier to simply put the original AI back in place, do the perk, and then put the optional AI.ini back.
      I like this mod, and endorsed it, but truth be told, it makes the game much too easy unless you play on "Fekin" Hard", and even then I would call it "mildly challenging". Then again, I've played the game so many times, I can race through the streets of Paris in an Altair at full speed with my eyes closed (Okay, that might be a very slight exaggeration). I haven't tried messing with the numbers to find a "sweet spot".
    3. thrive4
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      Ah perks ;)
      Well one way of finding the magic numbers is comparing the
      tweaked ai.ini with the original ai.ini (contained in the package
      in a separate folder called 'original') with a file compare you
      should / could pick out the setting and tweak it to your hearts
      content.

      Note that practically all the variables are remarked (by the developer)
      which should help as a wild guess, in the case you are describing, I
      would zoom in on:
      Esc_Cooldown10000.0// How long it takes for escalation to cooldown. (per escalation state)
      Orginal:
      Esc_Cooldown12000.0// How long it takes for escalation to cooldown. (per escalation state)

      Good luck.
    4. ghsmith55
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      Thanks for the suggestion, but that line controls how long it takes for the alert to cooldown. My issue was that the alert was instantly disappearing as soon as I moved away from the first buidling I blew up with the tank. I simply put the original ai.ini back in, got the Right Of Way perk, then forgot to change back and finished the game using the original ai.ini. Thanks again; great mod.
    5. thrive4
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      okidoki.
      Good to hear you found a way around the issue.

  9. tn7877
    tn7877
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    I want to know how to use
    1. thrive4
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      From the description:

      Important the helix tweaks only work with the updated version
      of saboteur 1.03 or higher!

      Copy the contents of the zip file to the install folder of
      saboteur, the folder which contains saboteur.exe with the
      exception of the folder 'optional' and 'original'.

      The folder optional contains:
      ai.ini
      InputTemplates.txt

      If you want to use these gameplay tweaks copy these
      files to the same dir as saboteur.exe note this will
      overwrite the existing files so it might be handy to
      make a backup of both files.

      The folder original contains the original versions of:
      ai.ini
      InputTemplates.txt

      Just in case use these to restore.
  10. DracoXXX1994
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    colorization mod is thanks to Dan McCarthy
    1. thrive4
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      Is that the same person who did this:
      https://www.nexusmods.com/thesaboteur/mods/2

      If it is kudos I really appreciate the 'First Person Driving Mod'
      great work.
  11. DracoXXX1994
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    It works perfectly with the colourizer mod, makes it feel like I'm playing a whole different game. I was a bit disappointed at first with black & white color & intense darkness of the vanilla game but with these 2 mods I am loving it. Endorsed bruv
    1. thrive4
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      You're welcome!
      Nice to hear mix and match works.