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Releases: emoose/Arise-SDK

Arise-SDK v28c: fix for 2021/12/14 update

15 Dec 00:13
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NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support development, please consider buying me a coffee at https://ko-fi.com/emoose, would be grateful for anything you can help with!


Changelist:

SDK v28c hopefully should support the 2021/12/14 update - haven't fully tested it yet though, but all our signatures seem to be found at least.

SDK v28 added the CutsceneAllowSubframes option, which allows cutscenes that are sampled at a lower rate than your screen rate to get interpolated to match with the screen rate instead, should improve quality of them a lot. (this is nothing like video interpolation btw, UE4 is actually rendering the new frames) (v28a added an extra hook to handle interpolating UActorSequence as well - might be good for players using higher than 60Hz!)

SDK v27b added some code improvements, and also prevents game from overwriting the t.MaxFPS cvar (similar to MaxCSMResolution / ScreenPercentage)

SDK v27 changed our patches/hooks to use signature-scanning instead of hardcoded offsets, hopefully allowing it to work with future updates without much porting work needed. (v27a added an extra signature that was accidentally left out...)

SDK v26 added a CharaDisableCull option, and added support for the game patch released on 7th Oct 2021, v26a added some additional future-proofing for future game patches.

SDK v25a fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value (thanks to IronyTaken on NexusMods for reporting this!)

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)

Arise-SDK v28a: Tales of Arise NPC distance / cutscene render fix

12 Oct 19:19
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NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support development, please consider buying me a coffee at https://ko-fi.com/emoose, would be grateful for anything you can help with!


Changelist:

SDK v28 added the CutsceneAllowSubframes option, which allows cutscenes that are sampled at a lower rate than your screen rate to get interpolated to match with the screen rate instead, should improve quality of them a lot. (this is nothing like video interpolation btw, UE4 is actually rendering the new frames) (v28a added an extra hook to handle interpolating UActorSequence as well - might be good for players using higher than 60Hz!)

SDK v27b added some code improvements, and also prevents game from overwriting the t.MaxFPS cvar (similar to MaxCSMResolution / ScreenPercentage)

SDK v27 changed our patches/hooks to use signature-scanning instead of hardcoded offsets, hopefully allowing it to work with future updates without much porting work needed. (v27a added an extra signature that was accidentally left out...)

SDK v26 added a CharaDisableCull option, and added support for the game patch released on 7th Oct 2021, v26a added some additional future-proofing for future game patches.

SDK v25a fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value (thanks to IronyTaken on NexusMods for reporting this!)

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)

Arise-SDK v28: Tales of Arise NPC distance / cutscene render fix

12 Oct 14:56
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NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support development, please consider buying me a coffee at https://ko-fi.com/emoose, would be grateful for anything you can help with!


Changelist:

SDK v28 added the CutsceneAllowSubframes option, which allows cutscenes that are sampled at a lower rate than your screen rate, to get interpolated to match your screen rate instead, should improve quality of them a lot. (this is nothing like video interpolation btw, UE4 is actually rendering the new frames)

SDK v27b added some code improvements, and also prevents game from overwriting the t.MaxFPS cvar (similar to MaxCSMResolution / ScreenPercentage)

SDK v27 changed our patches/hooks to use signature-scanning instead of hardcoded offsets, hopefully allowing it to work with future updates without much porting work needed. (v27a added an extra signature that was accidentally left out...)

SDK v26 added a CharaDisableCull option, and added support for the game patch released on 7th Oct 2021, v26a added some additional future-proofing for future game patches.

SDK v25a fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value (thanks to IronyTaken on NexusMods for reporting this!)

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)

Arise-SDK v27b: Tales of Arise NPC distance / cutscene render fix

12 Oct 09:37
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NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support development, please consider buying me a coffee at https://ko-fi.com/emoose, would be grateful for anything you can help with!


Changelist:

SDK v27b added some code improvements, and also allows the t.MaxFPS cvar to be set without the game overwriting it (similar to MaxCSMResolution / ScreenPercentage)

SDK v27 changed our patches/hooks to use signature-scanning instead of hardcoded offsets, hopefully allowing it to work with future updates without much porting work needed. (v27a added an extra signature that was accidentally left out...)

SDK v26 added a CharaDisableCull option, and added support for the game patch released on 7th Oct 2021, v26a added some additional future-proofing for future game patches.

SDK v25a fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value (thanks to IronyTaken on NexusMods for reporting this!)

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)

Arise-SDK v27a: Tales of Arise NPC distance / cutscene render fix

10 Oct 13:17
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NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support development, please consider buying me a coffee at https://ko-fi.com/emoose, would be grateful for anything you can help with!


Changelist:

SDK v27 changed our patches/hooks to use signature-scanning instead of hardcoded offsets, hopefully allowing it to work with future updates without much porting work needed. (v27a added an extra signature that was accidentally left out...)

SDK v26 added a CharaDisableCull option, and added support for the game patch released on 7th Oct 2021, v26a added some additional future-proofing for future game patches.

SDK v25a fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value (thanks to IronyTaken on NexusMods for reporting this!)

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)

Arise-SDK v27: Tales of Arise NPC distance / cutscene render fix

10 Oct 10:41
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NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support development, please consider buying me a coffee at https://ko-fi.com/emoose, would be grateful for anything you can help with!


Changelist:

SDK v27 changed our patches/hooks to use signature-scanning instead of hardcoded offsets, hopefully allowing it to work with future updates without much porting work needed.

SDK v26 added a CharaDisableCull option, and added support for the game patch released on 7th Oct 2021, v26a added some additional future-proofing for future game patches.

SDK v25a fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value (thanks to IronyTaken on NexusMods for reporting this!)

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)

Arise-SDK v26a: Tales of Arise NPC distance / cutscene render fix

08 Oct 02:15
Compare
Choose a tag to compare

NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support my work on it, please consider buying me a coffee at https://ko-fi.com/emoose, hoping to upgrade my 2012 CPU soon, would be grateful for anything you can help with!


Changelist:

SDK v26 added a CharaDisableCull option, and added support for the game patch released on 7th Oct 2021, v26a added some additional future-proofing for future game patches.

SDK v25a fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value (thanks to IronyTaken on NexusMods for reporting this!)

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)

Arise-SDK v26: Tales of Arise NPC distance / cutscene render fix

07 Oct 17:30
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Choose a tag to compare

NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support my work on it, please consider buying me a coffee at https://ko-fi.com/emoose, hoping to upgrade my 2012 CPU soon, would be grateful for anything you can help with!


Changelist:

SDK v26 added a CharaDisableCull option, and added support for the game patch released on 7th Oct 2021.

SDK v25a fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value (thanks to IronyTaken on NexusMods for reporting this!)

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)

Arise-SDK v25a: Tales of Arise NPC distance / cutscene render fix

04 Oct 14:37
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NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support my work on it, please consider buying me a coffee at https://ko-fi.com/emoose, hoping to upgrade my 2012 CPU soon, would be grateful for anything you can help with!


Changelist:

SDK v25a fixes an issue with monsters despawning when the height-difference from them is too great, by updating the "HalfHeight" spawn-distance value (thanks to IronyTaken on NexusMods for reporting this!)

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)

Arise-SDK v25: Tales of Arise NPC distance / cutscene render fix

03 Oct 14:15
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NexusMods page: https://www.nexusmods.com/talesofarise/mods/5
Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

Extract xinput1_3.dll & Arise-SDK.ini next to your "\Arise\Binaries\Win64\Tales of Arise.exe" file.

Load the game, and now hopefully NPCs should stay visible for a lot further, and cutscenes should render at the same resolution as the rest of the game!


This should unlock the dev-console for you automatically, but if it doesn't appear when pressing ~/`/Tilde, you'll need to close down the game & open up your Input.ini file (usually inside %LOCALAPPDATA%\BANDAI NAMCO Entertainment\Tales of Arise\Config\WindowsNoEditor\), and add in the following:

[/Script/Engine.InputSettings]
ConsoleKey=F2

Now save the file, run the game, and hopefully hitting F2 should bring up the console (press once for mini-console, twice to bring up the full thing)


If Arise-SDK helped you out and you'd like to help support my work on it, please consider buying me a coffee at https://ko-fi.com/emoose, hoping to upgrade my 2012 CPU soon, would be grateful for anything you can help with!


Changelist:

SDK v25 added a MonsterDistanceMultiplier setting that allows increasing the distance that monsters spawn/stay visible for, and also adds a DisableUpdateRateOptimization setting for those that don't know about a.URO.Enable.

SDK v24a should fix the cutscene resolution issue properly, making sure the resolution is divisible by 4 so that the RT size matches what UE4 creates, this should prevent panels from having Upscale pass applied to them, making them all look more uniform (with same kind of aliasing/sharpness etc) - for those that liked the Upscale filtering, you can apply it to all panels via CutsceneForceUpscaleFiltering setting.

SDK v24 added a CutsceneSquareOffset setting, which should help improve quality of square skit panels, more info can be found in my Steam discussions post.

SDK v23a should allow the r.DynamicRes.* CVars to work, though results aren't too great unfortunately...

SDK v23 added CutsceneScreenPercentage setting that allows setting a cutscene-only ScreenPercentage, this'll be applied only during cutscenes and shouldn't affect in-game. Also added a UseUE4TAA option for people to experiment with the UE4 TAA impl, made CharaLODMultiplier disable CharaLOD system if set to -1, and added an EnableResolutionFix option that allows disabling the 720p resolution fix.

SDK v21 added a hook to improve character LOD distances, can be controlled via CharaLODMultiplier INI settings & sdk.CharaLODMultiplier CVar. (this might be improved more in future - right now it's a per-frame hook instead of on-load) - v22 improved this so that LOD distances won't be set too high.

0.1.20 will now automatically unset pp.CopyValuesToCVars after copying CVar values over, and removes the patch that prevents game from overwriting r.ScreenPercentage / r.Shadow.MaxCSMResolution - instead this has been replaced with a patch that fixes the way the game sets those CVars, so that values from Engine.ini will always be preferred over any values set by the game - this way we can automatically patch it without breaking the in-game option for people that don't use Engine.ini :)

0.1.19 added ~708 CVars for changing different values inside FPostProcessSettings, removed ECVF_ReadOnly flag check when using dev-console, improved thread-safety when reading ScreenPercentage during the cutscene resize code, & potentially helps USceneCaptureComponent2D to use TAA (may need extra patches though)

0.1.17 improved the way RTs are resized, removed the limit from r.Shadow.DistanceScale, added OverrideTAAJitterScale & OverrideTAASharpness options to Arise-SDK.ini, and allowed DisableCutsceneCA to be toggled during gameplay (as sdk.DisableCutsceneCA cvar) - 0.1.18 just slightly adjusted RT resizing so it rounds up to nearest pixel instead of down.

0.1.16 changed the way UTextureRenderTarget2D creation is hooked, will now only affect it when created through UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on other things using RenderTarget2D

0.1.15 made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it, added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.

0.1.14 added r.ForceLOD cvar back to the game (normally removed in non-debug UE4), and also added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution.

0.1.13 added ingame cvars for changing some of the SDK options: sdk.CharaSharpenFilterStrength, sdk.StageSharpenFilterStrength, sdk.MinStageEdgeBaseDistance & sdk.DisableCutsceneCA, and fixed some things inside Arise-SDK.ini

0.1.12 added overrides for certain FPostProcessSettings settings: OverrideCharaSharpenFilterStrength, OverrideStageSharpenFilterStrength & MinStageEdgeBaseDistance, letting you modify/remove the main sharpen filter of the game: https://imgsli.com/NzIwMzY / https://imgsli.com/NzIwMzc

0.1.11 adds a patch to allow cheat-flagged cvars to be changed, allowing even more cvars to be changed from the dev-console (eg. the ShowFlag.* cvars such as ShowFlag.AntiAliasing - can be useful for disabling certain unwanted effects)

0.1.11 also adds a fix for the resolution-change-on-startup issue, where the game briefly changes to fullscreen 720p on startup, causing a bunch of different issues on some PCs (eg. forcing DPI to be changed, breaking things like Steam...) - you'll need to add your resolution to Engine.ini for this to work though, see the readme for info.

0.1.10 adds a patch that allows the r.TemporalAA.Upsampling cvar to take effect - previously this cvar wouldn't work due to some broken checks in the game, now it should work fine in both TAA & TAA+SMAA modes. (thanks to aymanred121 for noticing that the cvar was broken!)

0.1.9 added DisableCutsceneEffects & DisableCutsceneCA options, to stop the game from changing your post-process settings during cutscenes (thanks to Kaiten for looking into this and finding out that r.OverridePostProcessSettingsTO14 was being used by cutscenes!)

0.1.8 removed the per-frame walking NPC fade-distance hooks, and now uses an on-load fade distance patch instead (which isn't being ran per-frame like the older hook) - there's a chance this might not affect as many things as 0.1.7, if you notice any difference please let me know!

0.1.7 added hooks to hopefully fix the NPCs that walk around, maybe helps with other things like monsters too (but not sure about that)

0.1.6 added a configurable Arise-SDK.ini file, and two new patches: StopMaxCSMResolutionOverwrite & StopScreenPercentageOverwrite, enabling these allows you to set their respective cvar inside your Engine.ini without the game overwriting it in memory (the two cvars being r.Shadow.MaxCSMResolution & r.ScreenPercentage)

0.1.5 improved the method used for skipping intro logos so that voice-language hopefully shouldn't be affected, and slightly improves the distance-changing code so that it doesn't have to be ran every frame.

0.1.4 now skips the intro logos/autosave dialog, and improved the SpawnDistance modifier hook so the game will use our updated values when doing initial NPC spawns (thanks to Krizalid for reporting an issue with it!)

0.1.3 adds automatic dev-console unlocker, and support for loading in loose unpacked files, without requiring them to be pak'd (should be most useful for modders testing out their changes!)