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!
Dude I can get this to work with FAR, it works when i remove the it though... I already tried renaming FAR Differently like d3d11, dxgi etc. iut it still wont work. what shout I do?
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.
Program demand NET core to launch, but I already have one. I tried everything, don't know what to do now. Probably it's not worth it, don't want to waste my time on it anymore.
7 years later, and this is still the only way to make the hacking mini-game even remotely tolerable on PC keyboard+mouse. it's not good, no, but only so much can be done, without the engine having support for it, as all they did was map keys to button presses. I suppose you could fake an entire dual thumbstick analog setup in complex imaginative ways, but it's enough, so thanks!
but dude... got to call you out, you did the exact same thing as Platinum; you assume people are on Windows, the way they assume gamers are on Playstations with dualshock controllers.
a .net requirement for a basic GUI and storage settings, when you could have used Tcl/Tk, GTK, Qt, anything honestly, and plain ol .xml/.ini/.json text files for configuration that could circumvent the GUI requirements and keypress scanning? I'm assuming you used one of the open source hooking and code injection libraries, too. well, if you have no interest in keeping up with this, you could always zip up your VS project and put it out there! (I thought "Download source" meant you already had, but you meant it "a source to download it from")
.net does not easily install under most proton prefixes without a little surgery, and especially under current Steam encapsulated runtimes anymore, it fails by default, not "full" .net nor core... you have to be pretty capable in wine, you can't just winetricks / protontricks it in anymore if Steam is how the non-Windows gamer is running it... and let's face it, non-technical users are the norm these days. not ideal, this, especially when they're already frustrated about the downright insane key mappings when they fire up N:A and come looking...
It is crazy how this should always have been the input method in PC port yet PROFESSIONAL game studio can't do it properly and some modders do the job instead. Un F-kin believable.
awesome mod, i want to unlock simultaneous mouse + joystick support so i can use the steam deck track pad to move camera quickly while i play, can this mod do that?
Who the hell thought adding a loud ass text to speak voice clip to go off on the start up every time was a good idea, it's annoying and the option to turn it off doesn't actually turn it off. I understand the use for text to speak, but for a god damn mod its annoying if i didn't enable it
With mods like this, there are few ways of communicating to the user that the mod was indeed loaded correctly. That is why the message is enabled by default, because otherwise users would have no way to tell if something is set up incorrectly.
The option to disable it is there, precisely because some people might find it annoying.
However, it seems to be buggy with the latest release and has to be fixed.
If you find it unacceptable to hear a message once when the game starts, then I am afraid you have to wait until the issue is fixed.
i just wanted to know how long could it take until it's fixed, or can you disable it in a older version and just not in the newest versions of the mod?
430 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.
but dude... got to call you out, you did the exact same thing as Platinum; you assume people are on Windows, the way they assume gamers are on Playstations with dualshock controllers.
a .net requirement for a basic GUI and storage settings, when you could have used Tcl/Tk, GTK, Qt, anything honestly, and plain ol .xml/.ini/.json text files for configuration that could circumvent the GUI requirements and keypress scanning? I'm assuming you used one of the open source hooking and code injection libraries, too. well, if you have no interest in keeping up with this, you could always zip up your VS project and put it out there! (I thought "Download source" meant you already had, but you meant it "a source to download it from")
.net does not easily install under most proton prefixes without a little surgery, and especially under current Steam encapsulated runtimes anymore, it fails by default, not "full" .net nor core... you have to be pretty capable in wine, you can't just winetricks / protontricks it in anymore if Steam is how the non-Windows gamer is running it... and let's face it, non-technical users are the norm these days. not ideal, this, especially when they're already frustrated about the downright insane key mappings when they fire up N:A and come looking...
still endorsed, of course! :-)
I really want to use the mod because I love how accessible the game is with it.
The option to disable it is there, precisely because some people might find it annoying.
However, it seems to be buggy with the latest release and has to be fixed.
If you find it unacceptable to hear a message once when the game starts, then I am afraid you have to wait until the issue is fixed.