v30 (beta) released with support for the 2023-11-28 game update
This is a beta since I'm not fully sure if all Arise-SDK features are working properly, the main ones like resolution fixes / dev console / NPC distances should be working fine though, but if you run into any issues please let me know.
(I don't own the DLC so haven't been able to test with that neither, only the base game, but afaik it should work fine)
BTW - if you have the weird color-banding-on-ground issue, it seems to be caused by games volumetric lighting - you could just disable it in game options, but I found that adding "r.VolumetricLightingBufferPixelNumPerCell=64" into Engine.ini can help make it less obvious, I think this also reduces the brightness of the games lighting though, and not sure if this might break things in certain areas, let me know if it helped for you.
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v29 released with support for 7th April 2022 game update
Hopefully all the Arise-SDK features should be working fine, what I've tested seems to be working without issues at least (and I've double-checked that all the offsets to patch seem correct), there's always a chance something might have changed which stops one of the fixes from working though - if anyone finds something broken please let me know about it!
(eg. the EnableResolutionFix setting seems to prevent game from changing resolution by itself now, so it's no longer enabled by default, if you want to enable it make sure to add a r.SetRes line to your Engine.ini, inside a [SystemSettings] section!)
---
v28a added a new feature to let 30/60FPS cutscenes run at your native refresh rate, via UE4's subframe interpolation (this seems to work better than my previous attempt that would just prevent cutscenes from limiting FPS - with the interpolation enabled the anims themselves appear a lot smoother now too) - apparently it can even help with locked-framerate boost strike anims, and probably even more things!
So far pretty much everything I've tried with it has worked great, and haven't had any reports of breaking anything, but please do let me know if you notice anything weird!
(this will also prevent the game from overwriting the t.MaxFPS cvar, so you can set that to whatever you like now and game shouldn't modify it neither :)
v16 adds a fix that resizes/scales up the skit cutscene render resolution to fit within the in-game resolution, greatly improving the quality of cutscenes/skits!
v18 improves that fix even further by letting it scale up to a resolution that has same number of pixels as your screen res, instead of only scaling it within the screen dimensions - see https://imgur.com/Lt4Uosf for a visual explanation of this change - the scaled up box is then downsized to fit inside the skit window (AFAIK this is pretty much making it super-sampled, without perf impact since it's still rendering the same # of pixels as in-game would!)
and v24a improved that resize fix even more - seems the reason some panels looked different is due to them having an Upscale filter applied by the engine, which happens when there's a mismatch between the requested RT size & what the engine expects (engine needed it divisible by 4) Now the fix will make sure it's sized how UE4 wants, and with that it should stop the engine from applying any Upscale filters at all, allowing skit panels to look a lot more uniform (same kind of sharpness/aliasing/etc between them)
Saw many people requesting this, hopefully the way this fixes it should help with mostly all the cutscenes that had resolution issues, but if you still notice anything weird please let me know!
that's not going to happen because GAMEPASS uses a secure container to install the game. you don't own the game your paying a subscription to have access to a library of games that's why its not easy to mod or use mods like this one. if you want mods and ini hacks like this then buy the game on steam use GAMEPASS to try out a game and if you like it enough to want to mod it buy it and its yours on steam to keep GAMEPASS adds and removes games so you don't own them GAMEPASS doesn't want you modifying game files and ini files it wants you choosing convenience over ownership of your games. to use this mod you have to move all the files from that secure container to a new folder be aware that doing that might be considered piracy so do your googling first you might lose your GAMEPASS account.
lol MAINGOLDDRAGON the only agenda I have is ownership of our games not renting them that is what GAMEPASS is if you don't believe me then install a GAMEPASS game and then cancel your subscription see if you can still play it. after you cancel you will have to wait until your subscription runs out at the end of the month. you should do your home work on mods for GAMEPASS a lot of them don't work on it because of the DRM it has. one such case is the installation folder C:/windows apps its a hidden folder there's your first clue they don't want you modding it my modded steam version install location is "D:\Program Files (x86)\Steam\steamapps\common\Tales of Arise see the difference.
I'm sorry thegamemaster211, but as others have mentioned, your statement is incorrect. The Game Pass version of Tales of Arise isn't protected by any special measures and is just as moddable as the Steam version.
It's clear you're relying on outdated information and hearsay from other misinformed users. UWP games haven't had significant restrictions for years now, with a few exceptions like Minecraft for Windows and some older titles.
As a modder, I've had no issues loading custom PAKs in the same manner as I do with the Steam version of Tales of Arise. The folder structure is slightly different, and for the Arise-SDK, new offsets are needed for the Game Pass version (and someone has already made a basic implementation on Git).
Ikobi my original argument is GAMEPASS and other game company's making a subscription service for games so you don't own them just look ay Ubisoft the crew when they choose to shut down the servers you lose it even when you've payed. look at the new star wars outlaws the price for the complete game is 143.18 USD but you can get it for 18.66 USD if you get Ubisoft+ they don't want you owning anything. just so you know UWP is being discontinued {https://learn.microsoft.com/en-us/windows/apps/windows-app-sdk/migrate-to-windows-app-sdk/what-is-supported} I've looked on GitHub but I cant find what you are talking about if you have a link that would be great. GAMEPASS is hard to mod you cant inject scripts or edit the executables because they are protected so not all mods are available for GANEPASS.
I'm not interested in BIAS and misinformation about game ownership, it really does not matter if you have a subscription service or not, as you only own a license to play the game, and not the game iself, not to mention the whole theme has nothing to do with game mods nor Nexus.
As for your claims of UWP being replaced with WinUI 3 it makes no sense at all, seems you under the assumption that will affect Windows Apps, when that is just a UI design library.
Microsoft may want developers to use WinUI 3, but there barely anyone using it or older Microsoft libraries, when it comes to UI design people are using Avalonia UI among others, this does not affect games in anyway neither, since this all for App UI design and not Game UI design.
UWP is not going anywhere as a container for Windows Apps, as for your claims of not being able to MOD Game Pass games, as already stated those are false, not to mention none of the MODs we have for Tales of Arise need to change the executable at all, including Arise-SDK that changes the memory at runtime.
Ikobi yet again you have failed to get the point and Microsoft has stopped updating UWP in 2021 https://www.thurrott.com/dev/258377/microsoft-officially-deprecates-uwp having all the files on your hard drive and being able to edit them in any way you want is game ownership, on GAMEPASS you cant inject scripts use some bug fixes etc on some games, so while you have a licence for that game on GAMEPASS you cant say you own it. calling what I say Bias and misinformation doesn't make what I'm saying any more or less true if you cant see that the gaming industry doesn't want you to change or edit the files and they are trying to classify modding as cheating even in a single player game. As Capcom sees it, mods are part of this problem. During the presentation (around the 14-minute mark), Capcom suggests that mods are "no different" than cheats. "All mods are defined as cheats, except when they are officially supported," it says. "What they are doing internally is no different than cheating. if you call yourself a modder then this should piss you off, all because a nude chun-li the gaming industry is looking to police or ban mods in the near future because it embarrassed Capcom live on the internet. mods are a part of free speech and freedom of expression from LGBTQ+ to guns skins and creating whole levels in your favourite games modders do a fantastic job at keeping older games alive and improving on them some games are just old so they are not friendly for LGBTQ+ people, taking away the ability to mod and edit game exes and files would harm game longevity and inclusivity of both old and new games.
There's nothing that upsets me because I'm well-informed and would notice any limitations on my work. CAPCOM's statements were misinterpreted, and their efforts have no impact on mods, which I can attest to as I have coded lua scripts for Monster Hunter Rise (thanks to praydog work).
Moreover, UWP does not block the modification of game files or scripts on Game Pass, the games are not even installed on the protected folder (outside of a few exceptions like Minecraft for Windows).
It seems you're referring to the script extender for Starfield, but that is a decision made by the script extender team, not a restriction by Microsoft. That's why we use Script Hook and other alternatives, because without a license and support from the script extender team, we cannot add support for the Game Pass version ourselves.
that's not going to happen because GAMEPASS uses a secure container to install the game. you don't own the game your paying a subscription to have access to a library of games that's why its not easy to mod or use mods like this one. if you want mods and ini hacks like this then buy the game on steam use GAMEPASS to try out a game and if you like it enough to want to mod it buy it and its yours on steam to keep GAMEPASS adds and removes games so you don't own them GAMEPASS doesn't want you modifying game files and ini files it wants you choosing convenience over ownership of your games. to use this mod you have to move all the files from that secure container to a new folder be aware that doing that might be considered piracy so do your googling first you might lose your GAMEPASS account.
Sorry THEGAMEMASTER211 but I have to point it out, we never "own" a game as player. You may argue that we could by a physical copy of game on consoles and keep the disc forever. No, it still does not count as "owning a game"; we just got a permanent license to play the game. Modern PC games seldom use physical disc, but the idea is very much alike: we buy the license to play the game. In this context, GAMEPASS grants you licenses to play various games within your subscription period.
And you have wrong understanding of "piracy". Piracy means unlicensed user gets their access to copyrighted contents. Copying files from a place to another place does not constitute piracy: it does not let any unlicensed user to access the game. What you mean is "cheating", and that's totally different. Modification to game files does not lead to ban if we don't use the mod for unfair advantages in multiplayer games.
@coltlv1994 So if we go with your dumb logic most of the stuff we buy is not our property? Maybe touch some grass outside so you can atleast have an idea how the real world works. Intellectual properties doesn't have a grey area, it is bound by legal ownership.
Ain't it wild seeing the propaganda machine on fuckin Nexus of all places? They're everywhere; s#*! is wild. "Own nothing and be happy" mentality being fully pushed by these smooth brained NPCs.
You say it's possible to mod gamepass, just with a different offset. could u provide the offset? and do u know if this mod will remove the screen tearing? ive tried every combination of settings i could. when rotating camera, there is always tearing. everything says to turn on v-sync, but that doesn't help at all.
hey Shadowdemon, Vsync is the fix for tearing in almost all cases which is why it is being suggested. Other things to try: VSync settings on your graphic card software, i.e. the NVIDIA control panel, or else limiting the framerate to match the refresh rate of your monitor.
Thegamemaster211 You understand that buying a game on Steam does NOT give you ownership of that game, right? Any online purchase is you buying a license to play that game. That's why in almost every game EULA, you can be restricted if they detect something that goes against their TOS (Cheating, piracy, etc.). Truly owning a game in this day and age is very difficult unless you own a physical copy of the game. With that being said, you are being incredibly pretentious in saying that this is difficult to mod on gamepass due to the fact that it "wants you choosing convenience over ownership of your games". Steam can revoke your "ownership" of ANY game in your library, and if Steam ever shuts down, you will lose every single game in your library. So telling someone to "buy it on steam" is incredibly stupid of you.
hello, would it be possible to have the same thing for vision of mana please ?
draw distance for npcs and monsters is too close (not even 100 meters), would be nice to be able to have them spawn much further, like you did with tales of arise.
thank you for reading ! and for this tales of arise mod, a must have !
Any way to Load Model/Lod/Shadow of all world object (tree, montain, ground, wall, etc) from the farest distance ? Increase Overall Quality mod doesn't work anymore since update...
I have a 3080ti and can run this game max settings 4k no problem, but as soon as I drop the SDK files in the folder my FPS drops to about 39. I'm not using the Engine.ini, and I've tried setting the SDK ini to the following:
v30 works great! But I found two bugs which are not game breaking per se:
There are at some side quests in the DLC story where you would need to talk to someone. Once the conversation ends, it goes into an infinite loading screen. It seems they all happen in Viscint, weirdly enough. These missions are:
-On the Brink of Paradise [Reconstruction] (when you talk to a merchant lady) -A Feast of Blessings (EX-side quest) (when you talk to Gourdeno about a boss fish) -Relaxing Residence (EX-side quest) (when you talk to Drashin) ... and every conversation in that quest chain that involves talking to someone on the streets of Viscint.
The solution is to simply not use the mod during these conversations. That's it. lol
That just disables everything except for SkipIntroLogos - even with them disabled in INI there are still code changes made to game though, but would be interesting if that INI fixes it somehow.
For me, any quest interaction in Viscint proper (at least with the masked guys around) lead to an infinite loading screen after the dialogue. Simply deactivating the mod made it work. Had no issues with the mod in any other city (I did everything I could in the other cities and went to Viscint last). I don't think it's a big deal since we can always just deactivate the mod, go through the dialogues there, and then activate it again, but I thought it'd be good if people knew so they don't blame the game for it.
The ini does fix it but it's practically the same as disabling the mod for the quests only tho, also maybe just update the description/posts pages with this workaround? I had to figure it out myself before, unless you're planning to update the mod.
Specifically, the issue is with the MinimumNPCDistance setting, that's what causes the issue. All of the others work fine. The maximum value I was able to set for MinimumNPCDistance while making sure that it would never cause the infinite loading screen was 6153 - it was different for each quest but talking to Lagill on the streets of Viscint during the quest Relaxing Residence while being stood as close to the city gates as possible is what required the lowest value. It doesn't seem to be linked to any specific NPC, at least not one that's visible or interactable in normal play. Values of 6153 and 6154 had the same NPCs loaded in, but 6154 would cause an infinite loading screen while 6153 would not. The only thing that seems to be in roughly the right location to be at the threshold of that distance was actually the fast travel point - maybe that has something to do with it?
In any case, it might be worthwhile setting the default value to 6153, or even round down to something like 6000 to make it cleaner and be 100% safe, just so that people don't experience any gamebreaking bugs. Then add a note to the .ini stating that a value that low is only necessary for some side quests in the DLC.
It's important to consider that DXVK may not be as stable as vanilla APIs in every situation, so try not to use DXVK for everything, there no benefits when it comes to Tales of Arise.
435 comments
This is a beta since I'm not fully sure if all Arise-SDK features are working properly, the main ones like resolution fixes / dev console / NPC distances should be working fine though, but if you run into any issues please let me know.
(I don't own the DLC so haven't been able to test with that neither, only the base game, but afaik it should work fine)
BTW - if you have the weird color-banding-on-ground issue, it seems to be caused by games volumetric lighting - you could just disable it in game options, but I found that adding "r.VolumetricLightingBufferPixelNumPerCell=64" into Engine.ini can help make it less obvious, I think this also reduces the brightness of the games lighting though, and not sure if this might break things in certain areas, let me know if it helped for you.
---
v29 released with support for 7th April 2022 game update
Hopefully all the Arise-SDK features should be working fine, what I've tested seems to be working without issues at least (and I've double-checked that all the offsets to patch seem correct), there's always a chance something might have changed which stops one of the fixes from working though - if anyone finds something broken please let me know about it!
(eg. the EnableResolutionFix setting seems to prevent game from changing resolution by itself now, so it's no longer enabled by default, if you want to enable it make sure to add a r.SetRes line to your Engine.ini, inside a [SystemSettings] section!)
---
v28a added a new feature to let 30/60FPS cutscenes run at your native refresh rate, via UE4's subframe interpolation (this seems to work better than my previous attempt that would just prevent cutscenes from limiting FPS - with the interpolation enabled the anims themselves appear a lot smoother now too) - apparently it can even help with locked-framerate boost strike anims, and probably even more things!
So far pretty much everything I've tried with it has worked great, and haven't had any reports of breaking anything, but please do let me know if you notice anything weird!
(this will also prevent the game from overwriting the t.MaxFPS cvar, so you can set that to whatever you like now and game shouldn't modify it neither :)
v18 improves that fix even further by letting it scale up to a resolution that has same number of pixels as your screen res, instead of only scaling it within the screen dimensions - see https://imgur.com/Lt4Uosf for a visual explanation of this change - the scaled up box is then downsized to fit inside the skit window (AFAIK this is pretty much making it super-sampled, without perf impact since it's still rendering the same # of pixels as in-game would!)
and v24a improved that resize fix even more - seems the reason some panels looked different is due to them having an Upscale filter applied by the engine, which happens when there's a mismatch between the requested RT size & what the engine expects (engine needed it divisible by 4)
Now the fix will make sure it's sized how UE4 wants, and with that it should stop the engine from applying any Upscale filters at all, allowing skit panels to look a lot more uniform (same kind of sharpness/aliasing/etc between them)
Saw many people requesting this, hopefully the way this fixes it should help with mostly all the cutscenes that had resolution issues, but if you still notice anything weird please let me know!
Can you update the MOD please ?
It's clear you're relying on outdated information and hearsay from other misinformed users. UWP games haven't had significant restrictions for years now, with a few exceptions like Minecraft for Windows and some older titles.
As a modder, I've had no issues loading custom PAKs in the same manner as I do with the Steam version of Tales of Arise. The folder structure is slightly different, and for the Arise-SDK, new offsets are needed for the Game Pass version (and someone has already made a basic implementation on Git).
So, once more, your claims are incorrect.
As for your claims of UWP being replaced with WinUI 3 it makes no sense at all, seems you under the assumption that will affect Windows Apps, when that is just a UI design library.
Microsoft may want developers to use WinUI 3, but there barely anyone using it or older Microsoft libraries, when it comes to UI design people are using Avalonia UI among others, this does not affect games in anyway neither, since this all for App UI design and not Game UI design.
UWP is not going anywhere as a container for Windows Apps, as for your claims of not being able to MOD Game Pass games, as already stated those are false, not to mention none of the MODs we have for Tales of Arise need to change the executable at all, including Arise-SDK that changes the memory at runtime.
https://www.thurrott.com/dev/258377/microsoft-officially-deprecates-uwp
having all the files on your hard drive and being able to edit them in any way you want is game ownership, on GAMEPASS you cant inject scripts use some bug fixes etc on some games, so while you have a licence for that game on GAMEPASS you cant say you own it. calling what I say Bias and misinformation doesn't make what I'm saying any more or less true if you cant see that the gaming industry doesn't want you to change or edit the files and they are trying to classify modding as cheating even in a single player game. As Capcom sees it, mods are part of this problem. During the presentation (around the 14-minute mark), Capcom suggests that mods are "no different" than cheats. "All mods are defined as cheats, except when they are officially supported," it says. "What they are doing internally is no different than cheating. if you call yourself a modder then this should piss you off, all because a nude chun-li the gaming industry is looking to police or ban mods in the near future because it embarrassed Capcom live on the internet. mods are a part of free speech and freedom of expression from LGBTQ+ to guns skins and creating whole levels in your favourite games modders do a fantastic job at keeping older games alive and improving on them some games are just old so they are not friendly for LGBTQ+ people, taking away the ability to mod and edit game exes and files would harm game longevity and inclusivity of both old and new games.
As I've mentioned, I'm not interested in bias or misinformation. Microsoft deprecated UWP for ARM in 2023 not 2021 nor x64, as outlined in the Deprecated features in the Windows client - What's new in Windows | Microsoft Learn
Moreover, UWP does not block the modification of game files or scripts on Game Pass, the games are not even installed on the protected folder (outside of a few exceptions like Minecraft for Windows).
It seems you're referring to the script extender for Starfield, but that is a decision made by the script extender team, not a restriction by Microsoft. That's why we use Script Hook and other alternatives, because without a license and support from the script extender team, we cannot add support for the Game Pass version ourselves.
Sorry THEGAMEMASTER211 but I have to point it out, we never "own" a game as player. You may argue that we could by a physical copy of game on consoles and keep the disc forever. No, it still does not count as "owning a game"; we just got a permanent license to play the game. Modern PC games seldom use physical disc, but the idea is very much alike: we buy the license to play the game. In this context, GAMEPASS grants you licenses to play various games within your subscription period.
And you have wrong understanding of "piracy". Piracy means unlicensed user gets their access to copyrighted contents. Copying files from a place to another place does not constitute piracy: it does not let any unlicensed user to access the game. What you mean is "cheating", and that's totally different. Modification to game files does not lead to ban if we don't use the mod for unfair advantages in multiplayer games.
draw distance for npcs and monsters is too close (not even 100 meters), would be nice to be able to have them spawn much further, like you did with tales of arise.
thank you for reading ! and for this tales of arise mod, a must have !
Any way to Load Model/Lod/Shadow of all world object (tree, montain, ground, wall, etc) from the farest distance ?
Increase Overall Quality mod doesn't work anymore since update...
[Graphics]
MinimumNPCDistance = 3000
[Patches]
SkipIntroLogos = false
EnableResolutionFix = false
And it still is 39 FPS. I'm sad because everybody says how much better the game looks with this mod!
There are at some side quests in the DLC story where you would need to talk to someone. Once the conversation ends, it goes into an infinite loading screen. It seems they all happen in Viscint, weirdly enough. These missions are:
-On the Brink of Paradise [Reconstruction] (when you talk to a merchant lady)
-A Feast of Blessings (EX-side quest) (when you talk to Gourdeno about a boss fish)
-Relaxing Residence (EX-side quest) (when you talk to Drashin)
... and every conversation in that quest chain that involves talking to someone on the streets of Viscint.
The solution is to simply not use the mod during these conversations. That's it. lol
Not really sure what this might change that would break those, do those conversations go into some kind of cutscene maybe?
Any chance you could test this INI with it and see if it lets them work at all? https://pastebin.com/zTQ6FwTy
That just disables everything except for SkipIntroLogos - even with them disabled in INI there are still code changes made to game though, but would be interesting if that INI fixes it somehow.
In any case, it might be worthwhile setting the default value to 6153, or even round down to something like 6000 to make it cleaner and be 100% safe, just so that people don't experience any gamebreaking bugs. Then add a note to the .ini stating that a value that low is only necessary for some side quests in the DLC.
Anyone tried using Dxvk with this ?