By following it to the letter (along with little bits of winecfg through protontricks), I'm playing with FAR, textures, ReShade - and some other mods, too - on my Steam Deck.
The only slight difference, for using ReShade with other proton games, too, is installing from reshade.me via https://github.com/kevinlekiller/reshade-steam-proton and choosing d3d11 for the dll before renaming it to ReShade64.dll. For deck users asking: yes, stable Special K, latest ReShade, latest Steam version of the game, LodMod, etc. (as per this great guide). I had luck with Proton-GE .54.
Does anyone know why my bullets are invisible? As well as the laser that guns down the other ships? (At the start) Have I missed something that explains this bug?
To make Bande Desinee work with SpecialK (+ Reshade), after trying a lot of stuff you have to:
Rename d3d11.dll to 3dmigoto.dll (actually the name doesn't matter but just to stay sure NieRAutomata.exe wont load it automatically) Not needed if you download the version provided in this guide download section.
Install SpecialK as local installation if not already done: Download SpecialK zip not exe installer, extract the specialk64.dll and put it the root folder of NieRAutomata
The important part is to rename specialk64.dll into dinput8.dll instead of dxgi.dll (like the SpecialK/FAR wiki/guide says).
If you already had SpecialK installed you must rename dxgi.ini to dinput8.ini to reflect the dll name change.
Now you must add at the end of dinput8.ini: [Import.3dmigoto] Architecture=x64 Role=ThirdParty When=Early Filename=3dmigoto.dll
If everything done correctly when you open the game SpecialK will notify you that 3dmigoto.dll has been loaded (just like ReShade if you have it), if you don't get any notification maybe it's because you have an outdated SpecialK version without the notifications feature.
In that case or/and just to be sure, you can set "hunting" from 0 to 1 in the d3dx.ini file, if Bande Desinee loads correctly you should see green text in the top and bottom of the screen. (you can turn off hunting reverting the 1 to 0, i think its a debug mode of 3dmigoto)
So you can have SpecialK/FAR + Bande Desinee + ReShade + LodMod + nier-mod-loader on the 2021 build working correctly.
Excellent guide and collection of mods. Thank you! I followed everything and included all the optional mods as well. So far everything seems to be working fine. I just need to figure out what are the best in game graphic settings along with NVidia control panel settings that will compliment all the mods.
How do i remove the transparent black bars in the cutscenes? Steam users say it an artistic choice by the dev but it pretty dumb one so i want to get rid of it. Gets in the way of enjoying the cutscenes.
I cannot for the life of me get lodmod to work. Using it through NAHM and I have lod multiplier set to 0 to disable all LODs and I still get grass and building pop ins two feet in front of me. I don't get what I'm doing wrong.
I just got this game and it seems that NAMH (a tool most mods of this game seem to utilize) has been set to hidden lol. This page seems to include painstaking detail in regard to detailed installation instructions and with one of the tools missing I'd probably hold off for now
This whole guide was designed WITHOUT NAMH in mind. I only put it there just for people who wish to try to use it with the guide. You can disregard NAMH and follow the guide completely without it
Olha, I'm new to placing mods... I'm having problems mainly like— SPECIAL K / FAR Mod – Fix (NieR) Automata Resolution. I really didn't understand how to install it. And mainly to use or reshade. Could someone tell me a tutorial? I know I might be an idiot, Nessa asked. But, I would appreciate it very much... I really enjoy this game, and I would like to experiment=what gives me the best possible way.I'm trying to use it with Reshade.https://www.nexusmods.com/nierautomata/mods/20?tab=description
My game keeps crashing in the prologue, I followed all the necessary steps(the green texts). The optionals I did were Grid Overlay removal and reshade with the Nier Fantasy preset, the models I used were all of the androids remastered. I did end up having issues getting reshade to hook into it, but I did eventually get it to hook in when I reinstalled reshade + special K.
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The Definitive NieR Automata Experience (Mod List and Guide):
1. GUIDE \\ Last Updated —
12 JAN 2025
2. FILES \\ Last Updated —
18 SEP 2023
By following it to the letter (along with little bits of winecfg through protontricks), I'm playing with FAR, textures, ReShade - and some other mods, too - on my Steam Deck.
The only slight difference, for using ReShade with other proton games, too, is installing from reshade.me via https://github.com/kevinlekiller/reshade-steam-proton and choosing d3d11 for the dll before renaming it to ReShade64.dll. For deck users asking: yes, stable Special K, latest ReShade, latest Steam version of the game, LodMod, etc. (as per this great guide). I had luck with Proton-GE .54.
Use the stable release instead. https://sk-data.special-k.info/SpecialK.exe
Rename d3d11.dll to 3dmigoto.dll(actually the name doesn't matter but just to stay sure NieRAutomata.exe wont load it automatically)Not needed if you download the version provided in this guide download section.
Download SpecialK zip not exe installer, extract the specialk64.dll and put it the root folder of NieRAutomata
[Import.3dmigoto]
Architecture=x64
Role=ThirdParty
When=Early
Filename=3dmigoto.dll
If everything done correctly when you open the game SpecialK will notify you that 3dmigoto.dll has been loaded (just like ReShade if you have it), if you don't get any notification maybe it's because you have an outdated SpecialK version without the notifications feature.
In that case or/and just to be sure, you can set "hunting" from 0 to 1 in the d3dx.ini file, if Bande Desinee loads correctly you should see green text in the top and bottom of the screen. (you can turn off hunting reverting the 1 to 0, i think its a debug mode of 3dmigoto)
So you can have SpecialK/FAR + Bande Desinee + ReShade + LodMod + nier-mod-loader on the 2021 build working correctly.
Edit: I looked at my crash log, my d3d11.dll is throwing up an exception:
-----------------------------------------------------------
[! Except !] << EXCEPTION_ACCESS_VIOLATION >>
-----------------------------------------------------------
[ Thread ] ~ Name.....: "[GAME] Primary Render < MainThrd >"
[ FaultMod ] # File.....: 'C:\Games\Steam\steamapps\common\NieRAutomata\d3d11.dll'
[ FaultMod ] * RIP Addr.: d3d11.dll+000000000008BBD2h
[StackFrame] <-> Rip=7ff867b9bbd2h, Rsp=00ed730ff330h, Rbp=02bea0602580h
[StackFrame] >-< Rsi=000000000000h, Rdi=000000000000h
[ GP Reg ] rax: 0x000000000000 rbx: 0x000000000000
[ GP Reg ] rcx: 0x000000000000 rdx: 0x7ff855baa2d0
[ GP Reg ] r8: 0x00000000543d r9: 0x000000000040
[ GP Reg ] r10: 0x02be97240000 r11: 0x00ed730ff468
[ GP Reg ] r12: 0x000000000000 r13: 0x000000000000
[ GP Reg ] r14: 0x000000000000 r15: 0x7ff855baa2d0
[ GP Flags ] EFlags: 0x00010206
-----------------------------------------------------------
d3d11.dll > GetCursorPos
d3d11.dll > GetCursorPos
d3d11.dll > D3D11CreateDeviceAndSwapChain
d3d11.dll > DXGID3D10RegisterLayers
dxgi.dll > SKX_D3D11_MarkTextures
dxgi.dll > D3D11Dev_CreateTexture2D_Override
dxgi.dll > SKX_D3D11_MarkTextures
dxgi.dll > D3D11_VSSetConstantBuffers_Override
KERNEL32.DLL > BaseThreadInitThunk
ntdll.dll > RtlUserThreadStart
-----------------------------------------------------------
03/20/2025 02:34:09.137: Unhandled Top-Level Exception (c0000005):
-----------------------------------------------------------
[! Except !] << EXCEPTION_ACCESS_VIOLATION >>
-----------------------------------------------------------
[ Thread ] ~ Name.....: "[SK] VBlank Counter"
[ FaultMod ] # File.....: 'C:\Games\Steam\steamapps\common\NieRAutomata\d3d11.dll'
[ FaultMod ] * RIP Addr.: d3d11.dll+000000000008BBD2h
[StackFrame] <-> Rip=7ff867b9bbd2h, Rsp=00ed784ffb40h, Rbp=02bea0602580h
[StackFrame] >-< Rsi=000000000000h, Rdi=000000000000h
[ GP Reg ] rax: 0x000000000000 rbx: 0x000000000000
[ GP Reg ] rcx: 0x000000000000 rdx: 0x000000000000
[ GP Reg ] r8: 0x7ff855c19f2c r9: 0x000000000000
[ GP Reg ] r10: 0x000000000000 r11: 0x00ed784ffc78
[ GP Reg ] r12: 0x000000000000 r13: 0x000000000000
[ GP Reg ] r14: 0x000000000000 r15: 0x000000000000
[ GP Flags ] EFlags: 0x00010202
-----------------------------------------------------------
d3d11.dll > GetCursorPos
d3d11.dll > GetCursorPos
d3d11.dll > D3D11CreateDeviceAndSwapChain
d3d11.dll > DXGID3D10RegisterLayers
dxgi.dll > SK_GetFramesDrawn
dxgi.dll > SK_Steam_PiratesAhoy
dxgi.dll > SK_DXTex_LoadFromDDSFile
KERNEL32.DLL > BaseThreadInitThunk
ntdll.dll > RtlUserThreadStart
-----------------------------------------------------------