Skip to content

Releases: emoose/Arise-SDK

Arise-SDK 0.1.16: Tales of Arise NPC distance / cutscene render fix

23 Sep 03:48
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 automatically for you, 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!


Changelist:

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 0.1.15: Tales of Arise NPC distance fix

23 Sep 01:01
Compare
Choose a tag to compare

(note: this is a test/beta release - for the last known-good release check https://github.com/emoose/Arise-SDK/releases/latest)

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 automatically for you, 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!


Changelist:

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 0.1.14: Tales of Arise NPC distance fix

22 Sep 23:27
Compare
Choose a tag to compare

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!


This should unlock the dev-console automatically for you, 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!


Changelist:

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 0.1.13: Tales of Arise NPC distance fix

18 Sep 19:35
Compare
Choose a tag to compare

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!


This should unlock the dev-console automatically for you, 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!


Changelist:

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 0.1.12: Tales of Arise NPC distance fix

17 Sep 18:55
Compare
Choose a tag to compare

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!


This should unlock the dev-console automatically for you, 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!


Changelist:

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 0.1.11: Tales of Arise NPC distance fix

16 Sep 20:01
Compare
Choose a tag to compare

Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

(note: this is a test/beta release - for the last known-good release check https://github.com/emoose/Arise-SDK/releases/latest)

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!


If Arise-SDK helped you out and you'd like to help support my work, please consider buying me a coffee at https://ko-fi.com/emoose

My main goal there is to buy my own copy of the game, so I'm not stuck with the demo anymore :)


This should unlock the dev-console automatically for you, 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)


Changelist:

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 0.1.10: Tales of Arise NPC distance fix

15 Sep 05:01
Compare
Choose a tag to compare

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!


If Arise-SDK helped you out and you'd like to help support my work, please consider buying me a coffee at https://ko-fi.com/emoose

My main goal there is to buy my own copy of the game, so I'm not stuck with the demo anymore :)


This should unlock the dev-console automatically for you, 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)


Changelist:

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 0.1.9: Tales of Arise NPC distance fix

15 Sep 03:34
Compare
Choose a tag to compare

Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

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!)


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!


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

Arise-SDK 0.1.8

14 Sep 22:35
Compare
Choose a tag to compare

Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

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!)


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!


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

Arise-SDK 0.1.7: Tales of Arise NPC distance fix (test)

14 Sep 03:36
Compare
Choose a tag to compare

Steam thread: https://steamcommunity.com/app/740130/discussions/0/3042733612667703000/

(old release, check https://github.com/emoose/Arise-SDK/releases/latest for latest)

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!)


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!


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