So I just finished entire game from start to end with all 5 main endings and all sidequests + a lot of hacking and I found only one minor issue. When you play as A2 in tower, during hecking section with many red girls. In cutscene before they start fighting each other there is stuck hacking crosshair and it is impossible to move it from screen. Same issue is after final fight when you choose A2. After she touches 9S and is "teleported" to hacking space until final credits, there is also stuck hacking crosshair entire time.
Except that, it is fully functional. Thanks for your care, skill and time you put into this.
It is good to know that the mod held up in a thorough playthrough of the game. NieR: Automata is quite complex with all its branches and replayability, which makes it quite challenging with a mod like this to ensure that it works as intended.
I just found that stuck hacking crosshair is actually just loading wheel. If I uncheck Enable Custom Cursors option in NAIOM than it looks like blue loading wheel from windows. Also it is not shown when I do screenshot of the game even when I actually can see it in the game.
Is it possible to make transparent hacking crosshair/loading wheel as optional addon to the mod? Or it is more complicated than I think? :-P
Hello, can I rename the dinput8.dll from this mod to anything else? The dinput8.dll from special k won't play nice with me and if I rename it to dxgi.dll or anything else, the game will refuse to launch. So I wonder if I can change the .dll name of this mod instead, any advice would be appreciated.
@iccrrxz I dont think you can rename this mod's dinput8.dll - mod might not work. Renaming FAR as dxgi.dll should definitely work though. Did you try to delete the old dxgi.ini?
@Methanhydrat Here's a SAVE FILE (not mine) to quickly reproduce @NamelessUndead's report. (less spoiler, tested on 1.4.0 and 1.5.0-Preview2) Chapter Select > Ch 17.06 > Defeat Boss > Enter Door going downstairs Chapter Select > Ch 17.09 > Pick A2 > Defeat Boss Both will have a Visible Loading icon at the center when in the hacking area, and if you proceed further in that hacking area, the movement keys (WSAD) ignores the camera movement. The loading icon is also visible on the movie cutscene after Ch. 17.09.
These are minor bugs like the Status Sounds though - Can live with that so just take your time.
Just out of curiosity. Are you planning to fix that stuck crosshair and A2´s movement in the final chapter in a future or this is final version of the mod? :-)
I would like to fix the remaining issues. However, I am preoccupied with a lot of other things right now, which unfortunately makes it unlikely that I will be able to work on the mod again any time soon.
Does the mod version 1.4+ change xinput or anything like before. I'm trying to get it working on linux (through wine/proton) I'm not bothering with the GUI, just the actual mod functionality.
Do you know if anyone has gotten the mod to work like this? For me, setting ThirdPersonMode to "Raw Input" makes me unable to turn the camera at all whilst in game
This made enjoying the game possible for me. Single-handedly fixed everything about the controls. The odd hitching is still there, but it's such a massive improvement that I have to point out. Thank you!
The preview version of NAIOM v1.5.0 is now available in the files section.
IMPORTANT: This is a preview release, which still has several unresolved issues. Please wait until the final release if you are not interested in testing the mod!
Due to the complexity of the game, any help with testing the new version would be greatly appreciated. I will update the known issues based on your feedback here.
Known issues:
<none>
Preview version history:
v1.5.0-PREVIEW-5:
Added support for renaming DLL file to increase compatibility with other mods (see readme for details)
Fixed 'pattern mismatch' error on Linux when using Proton/Wine
v1.5.0-PREVIEW-4:
Clarified GUI requirements
v1.5.0-PREVIEW-3:
Fixed 'Status Sounds' option
v1.5.0-PREVIEW-2:
Added support for allowing auto pod program discharge with regular 'Pod Program' binding
Fixed auto pod program state when canceled via pod fire action
v1.5.0-PREVIEW-1:
Added non-standard binding for 'Pod Dash / Air Slide'
Added non-standard binding for 'Next/Previous Lock-On Target'
Thanks! Currently testing. I'll let you know how it goes
Edit:
'Pod Dash / Air Slide' & 'Next/Previous Lock-On Target' = PERFECT. Was able to connect two long combos using these two in a very convenient way.
'Auto Pod Program'
TL;DR - Permanent Hold of Pod Program Key with no key conflicts if toggle is ON
Here are my suggestions. These suggestions are actually working with the script I found on GIT - but your other input mods/keybinds are way more superior so it would be really nice to implement it in NAIOM.
1. Turning the toggle ON disables the binding for 'Use Pod Program'. Would be nice if turning it ON would still allow the use of 'Use Pod Program'. So when I release the charged program using 'Use Pod Program' key, it will auto charge again automatically - like a permanent autocharge of the pod program for the entire gaming session because the toggle is ON, then using 'Use Pod Program' releases the skill, and pressing the 'Auto Pod Program' toggle again is the part where the toggle completely turns OFF.
2. It's a battle mechanic of the game that pressing Fire key while pod charging (holding down the key) completely cancels the pod charging - releasing the holded key will do nothing. Turning the toggle ON and pressing Fire key (or Auto-Fire or Pod Dash) cancels the pod charging, but it seems the toggle is still currently set to ON so it will require the toggle to be pressed twice (OFF -> ON) to be able to auto charge the pod again. Would be nice if the auto pod will charge again automatically in case Fire key is pressed, because the toggle is still set to ON.
I uploaded preview 2 to address some of the issues you mentioned. You should now be able to release the charged program with the regular program binding, as well as correctly cancel the charge with the regular fire binding.
However, adding the continuous charge with the toggle is not that trivial, due to the way the charging and program cooldown work.
It is probably doable, but I have to take a break from working on this mod now, since it already has taken up way more than anticipated.
No problem with that! I find Preview-2 already perfect - it solved the main concern of my suggestion because 'Use Pod Program' can now release the 'Auto Pod Program', and canceling 'Auto Pod Program' using Fire/Auto Fire/Pod Dash (which is a battle mechanic) doesn't require pressing the 'Auto Pod Program' twice anymore to toggle it back. I see no issues and you even improved the script I found in GIT. You can actually release this already as 1.5.0 :D
Many Thanks! I'll will try to donate if I got funds on my PayPal.
Probably a minor issue but the Status Sounds (or MiscSoundsEnabled in the configuration file) option does not seem to work. It stays enabled regardless of it being actually enabled or not. The voice still plays upon loading/reloading the mod, even when set to disabled.
So I tested if that stuck crosshair I mentonied under sticky post for version 1.4.0 is also present in version 1.5.0 and it is. I also noticed there is another weird issue these two parts (red girls fight and A2 during hacking 9S) have in common. A2 do not react when you moving mouse. She turning only when you use keyboard keys.
I just uploaded preview 3 to fix the status sound option. It also does include some minor changes in the GUI and some technical changes under the hood, which should not be noticable, but it would still be good to have some feedback whether there are any issues.
Unfortunately I cannot investigate the other issues you mentioned right now. I am afraid those have to wait until I have more time available again.
Using the "Definitive" guide by silencer711, here (for context). It seems that NAIOM Preview v. 5, but also v. 4.0 for that matter, don't recognize the name XInput1_3 for the .dll. NAIOM starts correctly only by using "dinput8".
I tested "XInput1_3" as mentioned, but also "dsound", "XAudio2_8", and "dinput8_Remote". NAIOM doesn't load and doesn't override the in-game key bindings with any of those.
Any way to disable the annoying "naiom loaded" text to speech that plays when loading the game? I have the status sounds option unchecked so I've no idea why it is doing it.
Is it just me or... anyone of you encounter this. My mouse cannot move the crosshair. the crosshair does shows up when even never i shoot but it stuck at the middle of the screen.
Mods i am running with NAOIM NAMH FAR( installed from NAMH) Reshade( Installed from NAMH)
I had this problem once too. Sadly I don't remember how i fixed it. But the worst case is a resinatallation, if nothing else helps. You said you use NAMH. I would recommand to install NAIOM through it too anyway. Maybe they are just conflicting with each other rn.
I tried wipe all the things and install the game again. but still... the same problem again. i have no issue with older FAR mod release, i think its the latest SK makes it incompatible.
I have no problems with far/sk. Are you useing the newest naiom version from 7 Sep 2021? Could there be a conflict with reshade? Are you using lod mod? Maybe you could try it with them disabled. idk, i just throw ideas at the wall and see what sticks. Like I said did I had this problem too once. I don't remember how I fixed it. But I manage everything through NAMH and I use the newest versions of the tools and mods.
i am using the latest Far with Reshade as plug in, Lod , and NAIOM. i am wondering do i have to tweak the FAR setting for make the NAIOM Shotting crosshair to work?
Random Idea after reading an answer two comments down this page: have you set SK to always show the crosshair? Dissabling this might solve the visibility issue. If the crosshair is stuck to the middle of your screen in top-down/side-scrolling view, you could try to switch between raw-input and raw-input-crosshair to reaply the setting. If this doesn't work, maybe wondows itself blocks something. Maybe running the program as an admin (or dissabling admin mode if it already was active) might solve it.
Thank you for your help, LiloLila. I was having the same problem, and I was referring to the (outdated) guide about not installing NAIOM through NAMH. I didn't need to change my installation of NAIOM, but loading this mod inside of the updated NAMH seemed to resolve the problem. Plus, now I can access the NAIOM options easily through NAMH since this mod is now included in the Wrappers section of NAMH.
I've working to get this working on my system, and so far, most of it seems to work like a charm. The one problem I have found so far, is one I do not know is caused by this tool. I have not played this game in several years and thought I'd try it again. I do not recall seeing this issue before. I am in the beginning flight sequence, every time I press S the pod menu opens. I've checked the game, and triple checked how I set this tool up. I'm not seeing how this is happening. As I stated, I do not think this is actually a problem with this tool. However, I am at a loss on how to fix this. Also, where to look for information. I am hoping someone might be able to give me an idea what to do about this, thanks in advance.
This mod is literally a lifesaver for all those who play with mouse and keyboard, the Japanese are very good at making games, but they really have no idea what user friendliness is in terms of options, being forced to double tap for the dodge, not being able to use some keys like Alt for the binding-key is a crime... If only I had known about this mod during my first playthrough I wouldn't have lost all my mental sanity.
This is already supported. As stated in the tooltip description, using a negative value for a sensitivity setting will invert movement of the corresponding axis.
Ah, I see. It's just I'm having the same issue as the guys below, Cursor stuck in the middle when FAR and NAIOM are installed. NAIOM works perfectly without FAR, guess I'll just uninstall FAR and wait for a solution.
I see, I see. I use both together without this problem. I had this too, like mentioned in the other comment. But I don't know what caused it therefor I can't reproduce it on my end.And I couldn't figure it out again. For me it was anouying and then it just mysteriously solved it self that one time. But I can confirm that they can work together under win10 and win8.1.
Hi there is a problem with me installing the mod, so it says that I need .net core and I installed it from the link in the PDF file requirements section but I still get the error even after installing it
407 comments
IMPORTANT: Follow the instructions in the readme if you still have NAIOM v1.3.0 or older installed!
v1.4.0:
Thank you very much for your patience and also for participating in the testing process of the preview builds and for providing valuable feedback.
This took way longer than expected.
About NAIOM version 1.4.0.
With story SPOILERS. :)
So I just finished entire game from start to end with all 5 main endings and all sidequests + a lot of hacking and I found only one minor issue. When you play as A2 in tower, during hecking section with many red girls. In cutscene before they start fighting each other there is stuck hacking crosshair and it is impossible to move it from screen. Same issue is after final fight when you choose A2. After she touches 9S and is "teleported" to hacking space until final credits, there is also stuck hacking crosshair entire time.
Except that, it is fully functional. Thanks for your care, skill and time you put into this.
It is good to know that the mod held up in a thorough playthrough of the game. NieR: Automata is quite complex with all its branches and replayability, which makes it quite challenging with a mod like this to ensure that it works as intended.
Thank you for the confirmation.
Is it possible to make transparent hacking crosshair/loading wheel as optional addon to the mod? Or it is more complicated than I think? :-P
@Methanhydrat Here's a SAVE FILE (not mine) to quickly reproduce @NamelessUndead's report. (less spoiler, tested on 1.4.0 and 1.5.0-Preview2)
Chapter Select > Ch 17.06 > Defeat Boss > Enter Door going downstairs
Chapter Select > Ch 17.09 > Pick A2 > Defeat Boss
Both will have a Visible Loading icon at the center when in the hacking area, and if you proceed further in that hacking area, the movement keys (WSAD) ignores the camera movement. The loading icon is also visible on the movie cutscene after Ch. 17.09.
These are minor bugs like the Status Sounds though - Can live with that so just take your time.
Just out of curiosity. Are you planning to fix that stuck crosshair and A2´s movement in the final chapter in a future or this is final version of the mod? :-)
I would like to fix the remaining issues. However, I am preoccupied with a lot of other things right now, which unfortunately makes it unlikely that I will be able to work on the mod again any time soon.
Do you know if anyone has gotten the mod to work like this? For me, setting ThirdPersonMode to "Raw Input" makes me unable to turn the camera at all whilst in game
Could you, please, consider migrating to .NET 6? .Net 3 is no longer supported and is not receiving security updates, so it's unsafe to use nowadays.
This mod is still the only solution for KB&M players, vanilla is unplayable without it with KB&M.
IMPORTANT: This is a preview release, which still has several unresolved issues. Please wait until the final release if you are not interested in testing the mod!
Due to the complexity of the game, any help with testing the new version would be greatly appreciated. I will update the known issues based on your feedback here.
Known issues:
Preview version history:
v1.5.0-PREVIEW-5:
v1.5.0-PREVIEW-4:
v1.5.0-PREVIEW-3:
v1.5.0-PREVIEW-2:
v1.5.0-PREVIEW-1:
Edit:
- 'Pod Dash / Air Slide' & 'Next/Previous Lock-On Target' = PERFECT. Was able to connect two long combos using these two in a very convenient way.
- 'Auto Pod Program'
TL;DR - Permanent Hold of Pod Program Key with no key conflicts if toggle is ONHere are my suggestions. These suggestions are actually working with the script I found on GIT - but your other input mods/keybinds are way more superior so it would be really nice to implement it in NAIOM.
1. Turning the toggle ON disables the binding for 'Use Pod Program'. Would be nice if turning it ON would still allow the use of 'Use Pod Program'. So when I release the charged program using 'Use Pod Program' key, it will auto charge again automatically - like a permanent autocharge of the pod program for the entire gaming session because the toggle is ON, then using 'Use Pod Program' releases the skill, and pressing the 'Auto Pod Program' toggle again is the part where the toggle completely turns OFF.
2. It's a battle mechanic of the game that pressing Fire key while pod charging (holding down the key) completely cancels the pod charging - releasing the holded key will do nothing. Turning the toggle ON and pressing Fire key (or Auto-Fire or Pod Dash) cancels the pod charging, but it seems the toggle is still currently set to ON so it will require the toggle to be pressed twice (OFF -> ON) to be able to auto charge the pod again. Would be nice if the auto pod will charge again automatically in case Fire key is pressed, because the toggle is still set to ON.
However, adding the continuous charge with the toggle is not that trivial, due to the way the charging and program cooldown work.
It is probably doable, but I have to take a break from working on this mod now, since it already has taken up way more than anticipated.
Many Thanks! I'll will try to donate if I got funds on my PayPal.
Unfortunately I cannot investigate the other issues you mentioned right now. I am afraid those have to wait until I have more time available again.
Using the "Definitive" guide by silencer711, here (for context). It seems that NAIOM Preview v. 5, but also v. 4.0 for that matter, don't recognize the name XInput1_3 for the .dll. NAIOM starts correctly only by using "dinput8".
I tested "XInput1_3" as mentioned, but also "dsound", "XAudio2_8", and "dinput8_Remote". NAIOM doesn't load and doesn't override the in-game key bindings with any of those.
I have the status sounds option unchecked so I've no idea why it is doing it.
Mods i am running with NAOIM
NAMH
FAR( installed from NAMH)
Reshade( Installed from NAMH)
You said you use NAMH. I would recommand to install NAIOM through it too anyway. Maybe they are just conflicting with each other rn.
Could there be a conflict with reshade? Are you using lod mod? Maybe you could try it with them disabled.
idk, i just throw ideas at the wall and see what sticks. Like I said did I had this problem too once. I don't remember how I fixed it. But I manage everything through NAMH and I use the newest versions of the tools and mods.
If the crosshair is stuck to the middle of your screen in top-down/side-scrolling view, you could try to switch between raw-input and raw-input-crosshair to reaply the setting. If this doesn't work, maybe wondows itself blocks something. Maybe running the program as an admin (or dissabling admin mode if it already was active) might solve it.
I find it crazy that even today I have to look for third party solutions to use sprint/dodge separately using left shift.
Thank you for this, nier impossible to dodge in this game without this mod.
The one problem I have found so far, is one I do not know is caused by this tool.
I have not played this game in several years and thought I'd try it again.
I do not recall seeing this issue before.
I am in the beginning flight sequence, every time I press S the pod menu opens.
I've checked the game, and triple checked how I set this tool up.
I'm not seeing how this is happening. As I stated, I do not think this is actually a problem with this tool.
However, I am at a loss on how to fix this.
Also, where to look for information.
I am hoping someone might be able to give me an idea what to do about this, thanks in advance.