I have a steam version with game version 1.28.08 and file size of 33,014,240 bytes, but nothing changes when I place dinput8.dll, Nioh2ICEU2.asi and Nioh2ICEU2.ini in the game folder. Am I missing something?
Does it affect the fact that I have a steam folder and nioh2 folder on drive D?
would it be possible to prevent the main menu from starting the intro cinematic as well? right now there is a timer that will start the intro every minute or so
hi, thanks. It can be done but I don't see much point in it. It's not that intrusive and long to skip manualy as initial sequence of logo/intro/message box.
Is there a way to keep the previous method of patching the .exe? I prefer it since I already have a .dll (from the Helix mod) so it's not compatible with this.
Yeah, but it says the archived files are only for reference and can't be downloaded, sadly. I think all archived files are like this nowadays?
One more question regarding the mod (currently using 1.1): whenever I press the PS-buttion on the Dualshock 4, the game interprets that as O (Circle). Is that normal and can it be fixed?
I'm not sure if the PS-button thing is because of the game's native implementation, I tried to use Steam Input instead and it fixed it. I use the PS-button as a chord button (e.g. PS-button + Share takes a screenshot and such) so it's not like I use the PS-button individually.
Unbelievable that a mod like this finally exists (I just learned of it). You've done many people a great favor with this, so all respect to you. Do you know if anything similar is possible for Nioh 1? Of course, that game doesn't even have controller remapping.
The only issue I see is that it requires so much patching. I had thought that a potential workaround--which doesn't require any injection--would be a mod that swaps the A/B button prompts graphically (and cross/circle for PS). You also swap A/B in Steam Input/reWASD. Then, if you swap the confirm and cancel buttons in the game, you should get confirm/interact on A and cancel/dodge on B, just as in Souls (or Souls in the west at least). However, Yokai Shift will then be mapped to Y+A, which is quite awkward. This can be solved in multiple ways via Steam Input or reWASD, however. For instance, you can put the buttons (or just the keyboard key since the game supports mixed input) on a button chord (in Steam Input) for LB when RB (stance) is held down. Or on LT when RT (shiftling) is held down. With reWASD, any button combination is of course possible. Another possible solution would be to also swap the button prompts for X/Y or square/tri, and then map the buttons as desired. Yokai Shift would then be on A+X or cross+square, which is interact+light attack. The menu controls for X/Y would then be swapped, however.
Of course, this solution is superior in every regard. I would also appreciate a .dll version, if possible. There are countless of those on this site already, so I don't know exactly how antivirus checks work.
Thank you. Everything is possible, but it will require so much efforts and time that I won't even start it for Nioh 1. As for .dll or .asi for this mod, I will give it a try but I'm quite sure that modern AVs that used on virustotal mark any executable as malicious if it writes to other process memory. And that is exactly what this mod in form of .dll/.asi will have to do in order to patch nioh2.exe in memory.
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but nothing changes when I place dinput8.dll, Nioh2ICEU2.asi and Nioh2ICEU2.ini in the game folder.
Am I missing something?
Does it affect the fact that I have a steam folder and nioh2 folder on drive D?
thank you so much for this mod!
would it be possible to prevent the main menu from starting the intro cinematic as well?
right now there is a timer that will start the intro every minute or so
Thanks!
One more question regarding the mod (currently using 1.1): whenever I press the PS-buttion on the Dualshock 4, the game interprets that as O (Circle). Is that normal and can it be fixed?
Thank you again!
I'm not sure if the PS-button thing is because of the game's native implementation, I tried to use Steam Input instead and it fixed it. I use the PS-button as a chord button (e.g. PS-button + Share takes a screenshot and such) so it's not like I use the PS-button individually.
The only issue I see is that it requires so much patching. I had thought that a potential workaround--which doesn't require any injection--would be a mod that swaps the A/B button prompts graphically (and cross/circle for PS). You also swap A/B in Steam Input/reWASD. Then, if you swap the confirm and cancel buttons in the game, you should get confirm/interact on A and cancel/dodge on B, just as in Souls (or Souls in the west at least). However, Yokai Shift will then be mapped to Y+A, which is quite awkward. This can be solved in multiple ways via Steam Input or reWASD, however. For instance, you can put the buttons (or just the keyboard key since the game supports mixed input) on a button chord (in Steam Input) for LB when RB (stance) is held down. Or on LT when RT (shiftling) is held down. With reWASD, any button combination is of course possible. Another possible solution would be to also swap the button prompts for X/Y or square/tri, and then map the buttons as desired. Yokai Shift would then be on A+X or cross+square, which is interact+light attack. The menu controls for X/Y would then be swapped, however.
Of course, this solution is superior in every regard. I would also appreciate a .dll version, if possible. There are countless of those on this site already, so I don't know exactly how antivirus checks work.
2. Select Plugin - Automatic
3. Unpacking options. Uncheck all, then select next ones:
Verbose output
Keep bind section
Don't realign sections
Zero DOS stub data