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HardLight620
Aug 27, 2015, 03:06 PM
A simple mod tool to support some basic, but useful client-side adjustments to the game.


Features
- The option to toggle off startup intro videos.
- Graphical options to disable near/far culling and force maximum terrain LOD.
- Options to toggle between walking and running for keyboard users.
- Options to hide the UI and toggle the command palette.
- Options for adjusting the camera settings in both regular and shooting modes.
- An always-on adjustment that prevents the minimap from switching states when an ECode mission begins.
- An always-on adjustment that prevents the log window from automatically reappearing when a boss battle starts.
- An option to disable ECode UI visuals.


Planned Features
- Graphical controls for adjusting the amount of PA effects that get shown
- Extended UI options for positioning certain HUD elements.
- An option to disable character pushing (same as the Vita version)


Download Links

Current as of pso2.exe v4.0801.0
- Arks Mod Tool v1.3l 64-bit (https://github.com/HardLight620/ArksModTool/releases/download/v1.3l/ArksModTool.v1.3l.64-bit.zip)
- Arks Mod Tool v1.3l 32-bit (https://github.com/HardLight620/ArksModTool/releases/download/v1.3l/ArksModTool.v1.3l.32-bit.zip)

Additional Dependencies
- Microsoft Visual C++ Redistributable 2013 (http://www.microsoft.com/en-ca/download/details.aspx?id=40784)
- Microsoft .NET Framework 4.5 (http://www.microsoft.com/en-ca/download/details.aspx?id=30653)

Source Code
- Arks Mod Tool (https://github.com/HardLight620/ArksModTool)


Troubleshooting

- If attempting to run the mod tool causes it to throw an error and close, it may be a compatibility issue with the Microsoft Visual C++ Redistributable or the Microsoft .NET Framework. Try redownloading those two and see if it helps.


Notes

- This mod cannot be used with the PSO2 Virtual Connect virtual reality mod tool.

- This mod cannot be used with the PSO2 Tweaker plugin system (Compatibility options are currently being investigated).

- The option to disable far culling currently only disables first stage far culling. Game objects will still vanish after exceeding the second stage boundary approximately 2 map grid spaces away. Terrain will still show up properly beyond this boundary though.

- Similarly, occlusion culling is still enabled meaning objects and terrain may still pop in if the occluding volume of an object is larger than its visible geometry.

- "Update Culling" is a made up term that refers to the way objects that are far away from the player will have a reduced refresh rate in their animations and movements. It becomes more noticeable when you have far culling disabled.


Known Bugs

- Under certain conditions, viewing specific events with the "Hide Screen Nofications" option ticked may cause the game to soft lock.

- PSO2 appears to have a hard asset limit built into the game. If too many assets appear onscreen at once, some parts of ingame models may appear absent. More investigation to follow.

- Color adjustments will only be applied on graphics settings greater than 1.

- AIS and Rideroid camera distances will be incorrect when custom camera positioning is enabled.

- Gamepad camera rotation speed does not account for distance when using customized cameras. As a result, rotation speed will be slower when zoomed out and faster when zoomed in.

Version History
Major.Minor[Revision]

[Spoiler-Box]
v1.3j

- Retargeted for client version 4.0702.0

v1.3j

- Retargeted for client version 4.0701.1

v1.3i

- Retargeted for client version 4.0701.0

v1.3h

- Retargeted for client version 4.0601.3

v1.3g

- Retargeted for client version 4.0601.2

v1.3f

- Retargeted for client version 4.0601.0

v1.3e

- Retargeted for client version 4.0502.2

v1.3d

- Retargeted for client version 4.0502.1

v1.3c

- Retargeted for client version 4.0501.0

v1.3b

- Retargeted for client version 4.0402.1

v1.3a

- Retargeted for client version 4.0402.0
- Fixed bug where star graphic would still show on boss emergency codes while emergency codes were disabled.

v1.3

- Retargeted for client version 4.0401.0
- Added the option to perform updates automatically

v1.2o

- Retargeted for client version 4.0302.1

v1.2n

- Retargeted for client version 4.0302.0

v1.2m

- Retargeted for client version 4.0301.2

v1.2l

- Retargeted for client version 4.0301.1

v1.2k

- Retargeted for client version 4.0301.0

v1.2j

- Retargeted for client version 4.0201.2

v1.2i

- Retargeted for client version 4.0201.1
- Added options for controlling game color balance settings.
- Moved SharpDX dependencies into app as embedded resources.

v1.2h

- Retargeted for client version 4.0102.0
- Re-added game adjustment to prevent the log window from being shown when a boss battle begins.
- Added minimize-to-tray and close-to-tray options for the app.

v1.2g

- Retargeted for client version 4.0101.3

v1.2f

- Retargeted for client version 4.0101.2

v1.2e

- Retargeted for client version 4.0101.1

v1.2d

- Retargeted for client version 4.0101.0
- Removed log window patch that prevents the log window from being hidden when viewing an EQ results screen.

v1.2c

- Retargeted for client version 4.0001.3

v1.2b

- Retargeted for client version 4.0001.2

v1.2a

- Retargeted for client version 4.0001.1
- Added buttons for reverting camera settings to default values

v1.2

- Retargeted for client version 4.0001.0
- Added settings for adjusting the ingame camera.
- Added a game adjustment to prevent the log window from being shown when a boss battle begins

v1.1f

- Retargeted for client version 3.1002.0

v1.1e

- Retargeted for client version 3.1001.2

v1.1d

- Retargeted for client version 3.1001.1

v1.1c

- Retargeted for client version 3.1001.0

v1.1b

- Retargeted for client version 3.0902.1

v1.1a

- Retargeted for client version 3.0902.0

v1.1

- Retargeted for client version 3.0901.0
- Added option to toggle off screen-wide notificaitons.
- Added option to toggle off Emergency Code visuals.

v1.0c

- Retargeted for anonymous 3.0801.1 update.
- Fixed bug in far culling patch that caused
certain terrain objects to stop rendering.

v1.0b

- Retargeted for client version 3.0801.1
- Added new app icon.
- Increased hotkey XInput polling rate.
- Increased pso2.exe scan rate.

v1.0

- Initial Release

[/Spoiler-Box]

Credits

- Special thanks to Gama for the awesome app icon.

Disclaimer

This project is strictly the work of a fan and is not affiliated with Sega or any other game development organization. I respect the rights administered to Sega as both the developer and publisher of Phantasy Star Online 2 and will cease development on this project immediately if requested to do so by an appropriate authority.

Silver Crow
Aug 27, 2015, 03:09 PM
Oooh cool I'll try this out, thanks

jooozek
Aug 27, 2015, 03:12 PM
does it prevent culling enemies and item boxes?

HardLight620
Aug 27, 2015, 03:18 PM
does it prevent culling enemies and item boxes?

To a certain extent it does. Definitely further than usual, but after about 2 map grid spaces away they still vanish. I plan on adding an option to disable this second stage culling as well, but right now, doing so causes a few unwanted side effects.

landman
Aug 27, 2015, 03:24 PM
- Extended UI options for positioning certain HUD elements.
Please big area map, please big area map!

Zakattacks
Aug 27, 2015, 03:35 PM
Oooh! Interesting!

Maenara
Aug 27, 2015, 04:20 PM
Wow, thanks for the good work!

Zyrusticae
Aug 27, 2015, 04:27 PM
Dude.

I love you.

But I have to ask: is it at all possible you could somehow get Reshade/SweetFX/ to hook to the game without Gameguard throwing a shitfit? Radeonpro works, but it's finicky and only works with older versions of SweetFX. Any help in this area would be [i]greatly appreciated.

landman
Aug 27, 2015, 04:42 PM
[SPOILER-BOX]http://i.imgur.com/FkC1Clt.jpg
http://i.imgur.com/j5RyBNJ.jpg[/SPOILER-BOX]

This is so awesome... can't wait to spend my playing hours with this!

Asuka~
Aug 27, 2015, 04:47 PM
- Graphical options to disable near/far culling and force maximum terrain LOD.

I'm not sure what you mean by near/far culling. Should I tick those 2 as well as the Disable Update Culling tick Disable LOD Reduction?

Many many thanks though for making this. :)

KLMS1
Aug 27, 2015, 04:54 PM
Guessing that refers to the "draw distances" at which the engine starts rendering stuff. Or smth, oh god how did i get here im not good with computers :-?

landman
Aug 27, 2015, 04:58 PM
I'm not sure what you mean by near/far culling. Should I tick those 2 as well as the Disable Update Culling tick Disable LOD Reduction?

Many many thanks though for making this. :)
Near: when players disappear if they are close to the camera
Far: self explanatory, posted two images with the difference
Update: https://www.youtube.com/watch?v=WzKKjJuujSs

Asuka~
Aug 27, 2015, 05:01 PM
Near: when players disappear if they are close to the camera
Far: self explanatory, posted two images with the difference
Update: https://www.youtube.com/watch?v=WzKKjJuujSs

Oooh sorry. I must been typing it up and posted it and you posted it before me. Oh cool, had a quick look and dayum - thanks. And lmao at that vid. :')

Zyrusticae
Aug 27, 2015, 05:09 PM
Oh, I just remembered! Is it possible for you to add a control for near-camera particle clipping? It's the only thing in this game that drives my frame rate down, and being able to fix that would be a godsend!

GoldGenII
Aug 27, 2015, 05:16 PM
https://youtu.be/X1kS0A_E2Ag?t=1m15s
Very, very nice. Something I've always dreamed of is finally being realized ¦I

Kondibon
Aug 27, 2015, 05:23 PM
Like Landman said, the near/far culling stops things from rendering if they're too close or far from the camera like Landman said. I just wanted to add that culling isn't necessarily related to the draw distance, as things like limiting how many players are visible at once is also a type of culling and culling can be set for specific things, where as draw distance is kind of a hard limit. I think, not too sure on that last part.

LOD=Level of Detail. Basically in order to save resources many games will decrease stuff like animation, model, and texture quality, for things in certain situations (being far away, lots of stuff onscreen at once etc). I think in this case it's referring to the update that made effects from other players less detailed as well though.

EDIT: Misead. The terrain LoD is just the LoD for the terrain and scenery stuff.

I would very much like, if possible to disable the particle effect culling they added though. I want to see everyone's foies. 3:

Nyansan
Aug 27, 2015, 05:36 PM
I was just discussing the other day how UI basically prevents us from shooting nice fan videos for PSO2. Then this tool came along.

Seriously, you're awesome (now to get SweetFX on my end hohoho)

Maenara
Aug 27, 2015, 05:46 PM
Question: Since this seems to be modifying UI elements, would it be possible to modify to the VR energy gauge in challenge missions to have little lines display on the bar to show the perfect times to collect 5%, 15%, and 30% VR capsules?

lRagna
Aug 27, 2015, 06:52 PM
All my YES to this! I was waiting for this release since i got to know the Occulus mod mostly because of the UI feature but this is a life saver, thank you!

doomdragon83
Aug 27, 2015, 07:04 PM
Features
- An adjustment that prevents the minimap from switching states when an ECode mission begins.
I mentioned this in another thread but I'll definitely give this a shot.

and it works! Thank you so much Hard Light!

Sora3100
Aug 27, 2015, 07:06 PM
Question: Since this seems to be modifying UI elements, would it be possible to modify to the VR energy gauge in challenge missions to have little lines display on the bar to show the perfect times to collect 5%, 15%, and 30% VR capsules?

You can do this with an image overlay utility (http://imageoverlayutility.bitbucket.org/), no modifications needed.
You can use this picture for it.
https://my.mixtape.moe/chkrwx.png

As for OP, thanks for this, definitely going to try how much the LOD affects my PC.

Maenara
Aug 27, 2015, 07:17 PM
You can do this with an image overlay utility (http://imageoverlayutility.bitbucket.org/), no modifications needed.
You can use this picture for it.
https://my.mixtape.moe/chkrwx.png

As for OP, thanks for this, definitely going to try how much the LOD affects my PC.

I can't believe they're seriously asking for money for such a simple utility. I've gotten way more massive and useful programs for free. It seems like, the more niche the program, the more likely it is to be payware.

Sora3100
Aug 27, 2015, 07:24 PM
It has a free version, more than enough for this usage.

Skyly
Aug 27, 2015, 08:49 PM
Installed both the C++ and the .net framework or whatever and mine still closes abruptly after launch.

Edit: Working

TaigaUC
Aug 27, 2015, 09:26 PM
ZOMG these are all things I've wanted for years!
All of which SEGA seems utterly incapable of implementing!

Thanks0rz~

KazukiQZ
Aug 27, 2015, 09:45 PM
Can't download :/

It seems like a cool addition to PSO2 too...

Shadowth117
Aug 27, 2015, 09:56 PM
Can't download :/

It seems like a cool addition to PSO2 too...

https://onedrive.live.com/redir?resid=C007FBF3C2E266B!606&authkey=!AFEQvX3lE2BLybs&ithint=file%2czip

Try that.

KazukiQZ
Aug 27, 2015, 10:03 PM
^Much thanks =w=)b

Gama
Aug 27, 2015, 10:10 PM
this is very interesting.

HardLight620
Aug 27, 2015, 11:07 PM
Wh-what kind of unwanted side effects? I-I may want them......

Oh you know, things like having your character's head permanently disappear when you visit the quest counter, being able to see all the seasonal lobby decorations simultaneously at once, and briefly seeing a ghostly image of Echo standing in the corner of the campship as you load in... The usual stuff.



But I have to ask: is it at all possible you could somehow get Reshade/SweetFX/ to hook to the game without Gameguard throwing a shitfit? Radeonpro works, but it's finicky and only works with older versions of SweetFX. Any help in this area would be [i]greatly appreciated.

It would mostly depend on how most common reshader hooks are implemented. As I understand it, most of them work near or at the driver level which is something I don't really have control over. I do not wish to undermine the security of the game client, so the solution would have to come from modifying the shader software itself as opposed to modifying GameGuard.


Near: when players disappear if they are close to the camera
Far: self explanatory, posted two images with the difference
Update: https://www.youtube.com/watch?v=WzKKjJuujSs

Perhaps it's a bit of a misnomer on my part, but update culling refers to how objects outside of the culling range will begin updating at a much lower rate to reduce load on the CPU. Checking this box forces all visible objects to be updated regularly.


Question: Since this seems to be modifying UI elements, would it be possible to modify to the VR energy gauge in challenge missions to have little lines display on the bar to show the perfect times to collect 5%, 15%, and 30% VR capsules?

Custom rendering is still a ways away. While it is true that I can modify the scenegraph to add basic geometry to the scene, there's still a lot I don't know about how to bind custom UI objects to the render tree.

TaigaUC
Aug 27, 2015, 11:53 PM
It's amazing how much better some of the environments look when they don't suddenly cease to exist a short distance away from the camera.

Edit: I noticed that the low poly mesh triangles begin to become visible when viewing models at close range.
Kinda looks like it doesn't know how to render the shadows when the model is close to the camera.
Not sure if it's related to SSAO (because I have it on).

Hysteria1987
Aug 28, 2015, 03:30 AM
Reading through some of features... man, I'm keen to give it a go :P Thanks heaps!

landman
Aug 28, 2015, 04:12 AM
Perhaps it's a bit of a misnomer on my part, but update culling refers to how objects outside of the culling range will begin updating at a much lower rate to reduce load on the CPU. Checking this box forces all visible objects to be updated regularly.
Ok I saw it in action, on lobby, on Quna's place, the ball game "goals", if disabled they rotate as normal, if default they can bee seen but they stay static.


Oh and disabling far on lobby can be really really laggy... I think my computer may explode on tomorrow's dance festival if I try...

Still... it's awesome to see this, but even with that few people I was under 30 fps...

[SPOILER-BOX]http://i.imgur.com/StpPzWb.jpg[/SPOILER-BOX]

aloola
Aug 28, 2015, 06:25 AM
this soft is godsent 8-) pantsu explorer mode 8-)

[SPOILER-BOX]https://dl.dropboxusercontent.com/u/27136238/pso2.exe_2015-08-28-11-22-45-333.png[/SPOILER-BOX]

Whitebless
Aug 28, 2015, 01:57 PM
I will honor you by using it every time.

Zorua
Aug 28, 2015, 02:53 PM
I really like this tool, but I noticed that my game sometimes doesn't render things while it's running. Any way I can fix this?

[SPOILER-BOX]http://i.imgur.com/DVr12eK.png[/SPOILER-BOX]

Skornedemon
Aug 28, 2015, 04:11 PM
For me, the program never actually detects PSO2 running. It'll just sit there... staring at it's cheeseburger.

I have it installed into PSO2's directory

HardLight620
Aug 28, 2015, 04:14 PM
C-can I have this version?! Or... or screenshots/video of it. I uh... have a thing for messing games up.
Most of what I used the old mod for was clipping through scenery. I loved it. So much.

You should take up modding. You mess up all kinds of things in this kind of work. I haven't really added anything into the tool yet for disabling the second stage culling, so there's nothing to give you. I can see about getting some screenshots the next time I'm working on it though.


I really like this tool, but I noticed that my game sometimes doesn't render things while it's running. Any way I can fix this?

[SPOILER-BOX]http://i.imgur.com/DVr12eK.png[/SPOILER-BOX]

Thanks for the bug report. Do you think you could message me a copy of your preferences.ini file?


For me, the program never actually detects PSO2 running. It'll just sit there... staring at it's cheeseburger.

I have it installed into PSO2's directory

I think this may happen from time to time if your computer is particularly fast. The game launches before the tool has a chance to detect it. You may be able to get it to work by just closing PSO2 and trying again. I'll look into providing a fix for this if it proves to be a problem.

landman
Aug 28, 2015, 04:37 PM
Attack of the beheaded dolls

[spoiler-box]http://i.imgur.com/590Oale.jpg[/spoiler-box]

Some accessories became invisible too changing the angle, like wings, I've only seen it here.

Mattykins
Aug 28, 2015, 08:03 PM
[SPOILER-BOX]https://dl.dropboxusercontent.com/u/82442627/pso20150828_210133_006.png[/SPOILER-BOX]

k sooo, yeah :c

Zyrusticae
Aug 28, 2015, 09:33 PM
Yeah, when too many players are onscreen stuff just starts disappearing. It's pretty easy to reproduce, too. Seems the game has a hard asset display limit somewhere.

Mattykins
Aug 28, 2015, 09:50 PM
I wonder if there's a way to get around that... I run at 100fps normally so it's no object for me. I just wanna max this game out as much as I can :c

HardLight620
Aug 28, 2015, 10:23 PM
Interesting development. I never really tested any of this with my graphics settings maxed out or in any high density environments besides the floating islands. That being said, it appears that at least some of the absent visuals may be due a bug in the patches themselves as opposed to being a result of any of the actual adjustments they perform. I should have more details sometime soon.

TaigaUC
Aug 28, 2015, 10:43 PM
Is that close range shadow thing an unavoidable side effect of having SSAO?
Not sure if related, but when I was moving the camera around near the teleporter of CM2, it looked like some lights disabled at certain angles.
Will try it out later to see if I can reproduce it with/without Mod Tool's feature.

Also, I noticed that when restarting PSO2, the Mod Tool doesn't seem to detect the second PSO2.
I had to restart the Mod Tool. Is that intended functionality?

Hysteria1987
Aug 28, 2015, 11:43 PM
Definite improvements on my end, not only can I see things much further away but I can now see things muuuch too close too :-P

[SPOILER-BOX]
http://i183.photobucket.com/albums/x197/RastaniHelios/pso20150829_143928_001_zpsustnfu2e.png[/SPOILER-BOX]

I change weapons and camo at the same time using hotkeys, and I used to have issues where the camo wouldn't load properly, and I'd end up with the weapon both on my back and in my hands at the same time- by whichever reason, this utility's gone and fixed that up too.

[EDIT]: Alright, now I'm experiencing a world's worth of disconnections... *probably* not related but this is the only thing I can think of that's changed. Server population's staying stable (not too busy even), and I'm not experiencing lag, just sudden drops. I'll probably try again tomorrow and see how it goes then :-P

KLMS1
Aug 29, 2015, 01:22 AM
For me, the program never actually detects PSO2 running. It'll just sit there... staring at it's cheeseburger.

I have it installed into PSO2's directory

Had the same issue; not sure if launching the game through Tweaker throws it off somehow. OTOH starting the Mod Tool once the game is already running seems to work - contrary to the OP. :-?

KLMS1
Aug 29, 2015, 02:07 AM
On another note, when the prog is running it seems to force your keyboard to what I'm guessing is US/EN settings in-game. This is mildly inconvenient if yours happens to be, say, a Scand one...

landman
Aug 29, 2015, 03:08 AM
Not sure about that keyboard thing, I can perfectly type those great black squares instead of ñ, ç and tildes (but they are properly typed in the log/chat translator).

KLMS1
Aug 29, 2015, 03:32 AM
I am quite sure about it, since for example my ' promptly migrates to the ä key when the Mod Tool is up. Ditto all the other symbols which wander to their Anglo-keyb locations which I can assure you are very different from what's printed on the physical keys.

Frankincense
Aug 29, 2015, 05:38 AM
So far, I haven't encountered any problems except the ones I intentionally brought upon myself. Excellent work.

[spoiler-box]https://lh3.googleusercontent.com/YWKg6rNXLcSii4RWgoVD1tCmTWNRtJtShwURyMmo5uQ=w1600[/spoiler-box]

Aeris
Aug 29, 2015, 09:05 AM
Not sure about that keyboard thing, I can perfectly type those great black squares instead of ñ, ç and tildes (but they are properly typed in the log/chat translator).

Game client doesn't support accent fronts so they end up as blocks in game chat.

landman
Aug 29, 2015, 10:55 AM
I've known that for 3,5 years :wacko: what I tried to say is that those keys were all in their usual position, not moved like in klms1's case.

[Ayumi]
Aug 29, 2015, 01:07 PM
How do I set the codes to not mess with the map? Can't find that option.
Also in the "CTRL+Grave" What's Grave?

KLMS1
Aug 29, 2015, 01:41 PM
This (https://en.wikipedia.org/wiki/Grave_accent), I guess. No clue where it resides on US/EN keyboards, on mine it's normally located immediately to the left of Backspace.

landman
Aug 29, 2015, 05:20 PM
You can configure it, I made it similar to the chat translator keys.

[Ayumi]
Aug 29, 2015, 06:01 PM
This (https://en.wikipedia.org/wiki/Grave_accent), I guess. No clue where it resides on US/EN keyboards, on mine it's normally located immediately to the left of Backspace.


You can configure it, I made it similar to the chat translator keys.

I know, but there's a lot of buttons on there I'm not sure which is which.
I can see the up arrow on there on the list, but I don't see the down arrow. So I'm not sure which button is what is mainly what I'm getting at.

Also still can't find the option to make codes not mess with the map.

chikko1988
Aug 29, 2015, 09:01 PM
Will it be possible to intergrate SweetFX over at the program as its trigger? RadeonPro can't seem to trigger SweetFX 1.4 over on a Windows 8.1 environment properly. Would be nice to have an alternate trigger tool for it in the future.

Thanks for the tool btw - enjoying no hud mode like it was skyrim xD

Atmius
Aug 29, 2015, 09:11 PM
;3288000']How do I set the codes to not mess with the map? Can't find that option.
Also in the "CTRL+Grave" What's Grave?

it's the `/~' key, better known as tilde, I guess. above tab.

[Ayumi]
Aug 29, 2015, 11:11 PM
it's the `/~' key, better known as tilde, I guess. above tab.

Now I feel like an idiot. It's ~ and `. Just never knew the name as "grave" I guess so I never noticed it. Always knew it either as ~ or the language button (aka switching from english to japanese)

vaerix
Aug 30, 2015, 05:21 PM
So, question. I'm using the Tweaker. If the tool closes when I launch from the tweaker, what's causing that? Is it the two things noted in the OP? Or is this not actually compatible with the tweaker?

KLMS1
Aug 30, 2015, 05:24 PM
They play just fine together for me at least. :/

landman
Aug 31, 2015, 12:57 AM
So, question. I'm using the Tweaker. If the tool closes when I launch from the tweaker, what's causing that? Is it the two things noted in the OP? Or is this not actually compatible with the tweaker?
This happened to me the first day, then I just reinstalled all versions of Visual C, and restarted, and it worked.

TaigaUC
Aug 31, 2015, 07:41 AM
I would like that feature too.
Beach looks like shit at night.

Gama
Aug 31, 2015, 07:48 AM
i doubt that can be done since day/night shifts mob behavior/spawn.

sync issues and stuff would surface. imo

Gama
Aug 31, 2015, 11:43 AM
yeah, but it resincs after a while, dont think it would be good bugwise.

TaigaUC
Aug 31, 2015, 12:05 PM
Oh yeah, I forgot about the night having different enemies.
Those are a huge pain up the ass too!

I wonder if they fixed that bug where they stealth during the daytime.
I could swear it wasn't like that before.

Kondibon
Aug 31, 2015, 12:52 PM
Oh yeah, I forgot about the night having different enemies.
Those are a huge pain up the ass too!

I wonder if they fixed that bug where they stealth during the daytime.
I could swear it wasn't like that before.The floating chameleon things always stealth the only difference at night is that their attacks cause shock.

TaigaUC
Aug 31, 2015, 01:18 PM
Hmm. Okay. :/

MegaMettaurX
Sep 2, 2015, 03:41 PM
I'm on board with this, so long as the camera options come through

Gama
Sep 2, 2015, 04:02 PM
interface opacity controll would be bliss.

sometimes i feel blind with all that stuff in my face.

Eternal255
Sep 2, 2015, 04:23 PM
- Graphical options to disable near/far culling and force maximum terrain LOD.


I'm confused by this. What do you mean by disable culling?

Same with "character pushing"

Kondibon
Sep 2, 2015, 04:34 PM
I'm confused by this. What do you mean by disable culling?

Same with "character pushing"


Like Landman said, the near/far culling stops things from rendering if they're too close or far from the camera like Landman said. I just wanted to add that culling isn't necessarily related to the draw distance, as things like limiting how many players are visible at once is also a type of culling and culling can be set for specific things, where as draw distance is kind of a hard limit. I think, not too sure on that last part.

LOD=Level of Detail. Basically in order to save resources many games will decrease stuff like animation, model, and texture quality, for things in certain situations (being far away, lots of stuff onscreen at once etc). I think in this case it's referring to the update that made effects from other players less detailed as well though.

EDIT: Misead. The terrain LoD is just the LoD for the terrain and scenery stuff.

I would very much like, if possible to disable the particle effect culling they added though. I want to see everyone's foies. 3:(If I'm wrong about any of this someone please correct me)

As for character pushing, I assume that's talking about how you can push other characters on your screen even though they technically aren't moving. I imagine it can potentially cause weird latency problems and rubberbanding shenanigans.

Asuka~
Sep 2, 2015, 05:04 PM
(If I'm wrong about any of this someone please correct me)

As for character pushing, I assume that's talking about how you can push other characters on your screen even though they technically aren't moving. I imagine it can potentially cause weird latency problems and rubberbanding shenanigans.

Yeah. I noticed I was lagging after about 25-30 mins during TAs when I ticked disable update culling. It seemed as if the other people in the party didn't appear to stop momentarily on the minimap and continuing to move - the motion was fluid. Even physically it seemed less laggy and far more smooth than normal (in terms of the characters running and not stopping or anything). Pretty cool stuff. Gonna mess around with that some more tomorrow for sure to double check things.

Eternal255
Sep 2, 2015, 05:08 PM
(If I'm wrong about any of this someone please correct me)

As for character pushing, I assume that's talking about how you can push other characters on your screen even though they technically aren't moving. I imagine it can potentially cause weird latency problems and rubberbanding shenanigans.

K thats what I figured, thanks.

Now as far as this mod tool- is it a one time set it and your good sort of thing, or do you have to enable it every time you run the game, etc?

Asuka~
Sep 2, 2015, 05:16 PM
K thats what I figured, thanks.

Now as far as this mod tool- is it a one time set it and your good sort of thing, or do you have to enable it every time you run the game, etc?

Not a one time set. Just make sure you have it open before starting PSO2 and you're set. :3

ZER0 DX
Sep 2, 2015, 05:27 PM
So this immediately makes my PC blue screen if I try to play in fullscreen mode, but it works fine with virtual fullscreen. However, that also disables my forced v-sync so I have to put up with screen tearing if I want to use this. I can't really win here.

Edit: Found out v-sync in virtual fullscreen is tied to aero for some reason, turned on an aero theme for now to fix that issue. Still curious about the real fullscreen BSOD when using this tool though,

Gama
Sep 2, 2015, 10:24 PM
maybe the next version wont have that issue.

ElizaTii
Sep 2, 2015, 10:38 PM
Will be great if someone can make the medicine from annoying, shining particle effects. Because of them at mpa we can not see anything.

Volkh
Sep 2, 2015, 10:45 PM
I'm assuming this mod tool only works for PCs on 64-bit. Is there any chance you could make this for 32-bit?

code4240
Sep 3, 2015, 04:15 AM
I am also having issues with the program not connecting.

Atmius
Sep 3, 2015, 04:20 AM
You don't even need to have it open before the game is launched. On basically every occasion I've started it up after pso2 is already running and it works just peachy.

Hrith
Sep 5, 2015, 10:35 AM
Do you think it's possible for such a tool to make mags invisible?

otakun
Sep 5, 2015, 05:37 PM
Doesn't connect for me either. Tried different ways, different locations, with game not running, with game running, with and without running as admin. Nothing.

Hysteria1987
Sep 5, 2015, 07:45 PM
Lately when I get it to connect, I find I'm actually no longer able to attack - input controls still work and all, but just not that. Anyone else hitting this issue? I'd love to be able to use this tool more.

TaigaUC
Sep 6, 2015, 12:09 AM
What Arredoval said. It's nice to be able to see enemies and objects on the other side of the map.

The tool not detecting a client restart only happened once for me.
I leave it on and it detects every restart now.
Had the missing heads thing a few times in crowded lobbies, but it's not a major issue to me.

Flaoc
Sep 6, 2015, 01:09 AM
What Arredoval said. It's nice to be able to see enemies and objects on the other side of the map.


ran a td3 earlier and was able to snipe some enemies with rafoie due to finally being able to see them

Asakaze
Sep 6, 2015, 03:15 AM
Thanks! this tool is great :D
I can finally walk through the whole map haha

jooozek
Sep 6, 2015, 03:38 AM
So this immediately makes my PC blue screen if I try to play in fullscreen mode, but it works fine with virtual fullscreen. However, that also disables my forced v-sync so I have to put up with screen tearing if I want to use this. I can't really win here.

Edit: Found out v-sync in virtual fullscreen is tied to aero for some reason, turned on an aero theme for now to fix that issue. Still curious about the real fullscreen BSOD when using this tool though,

v-sync outside of fullscreen games is pointless if you are using aero as DWM itself prevents tearing by double buffering

Hrith
Sep 6, 2015, 05:46 AM
Pretty sure there's a single file you could delete/temporarily move elsewhere that would make that happen. Not sure what file that would be, though. I know it works for player models.Well, I hope this tool eventually allows that, then.

It's a nice programme, there, but none of the options really change my gaming experience. When the tool allows me to remove the Emergency Trial banners and the log window, I'll use it all the time.

Glad someone's working on one at all.

noobcombo
Sep 7, 2015, 04:43 AM
This thing really gives the game a fresh feel. Seeing drops across the map I missed is really neat. I'm anxious, and really hope you can manage all your planned features. No more character pushing would be amazing. Thank you so much for sharing!

TaigaUC
Sep 7, 2015, 06:14 AM
Bow is a lot more fun with Arks Mod Tool. You can actually snipe stuff from a distance.

Kokurokoki
Sep 7, 2015, 06:13 PM
Bow is a lot more fun with Arks Mod Tool. You can actually snipe stuff from a distance.

Guess who just found more of a reason to invest in a bow?

chikko1988
Sep 7, 2015, 10:24 PM
iirc - the game has its own Bloom and DOF - just not adjustable and very subtle.

Will it be possible to make them manipulate-able on Arks Mod Tool? Would be really nice if we can do that in the future.

TaigaUC
Sep 8, 2015, 12:00 AM
Guess who just found more of a reason to invest in a bow?

I don't need to. I've been using Biblas Bow for years on every character, and it's still great.

aloola
Sep 9, 2015, 05:56 AM
I got "patch error" after updated pso2, waiting for new update then

Asuka~
Sep 9, 2015, 06:00 AM
Yeah, it's not working for me either. Coming with that same error.

chikko1988
Sep 9, 2015, 06:54 AM
Of course you'll get an error - the PSO2 Client has been updated.

Asuka~
Sep 9, 2015, 08:36 AM
Of course you'll get an error - the PSO2 Client has been updated.

That's nice. Now to wait for an update for the Mod Tool then.

Gama
Sep 9, 2015, 10:25 AM
i assume the tool works like CE, chaning values, so if the client is updated the values change.

also is it just me or did sega do something to the graphics? it looks diferent somehow.

KLMS1
Sep 9, 2015, 10:47 AM
Referring to the new moonlight-themed lobby?

Gama
Sep 9, 2015, 11:13 AM
Referring to the new moonlight-themed lobby?


that was changed obviously, but the graphics overal seem to have changed somehow, i cant put my finger on what changed tho.

might be just an impression.

Icefrenzy
Sep 9, 2015, 11:57 PM
Guess I'll wait for this to get updated so I can walk again :C

HardLight620
Sep 10, 2015, 02:19 AM
Hey all, sorry about the delay. I didn't realize there was going to be a client update this week. I can't do it tonight, but I should have a new version out tomorrow night at the latest. I should also be around to answer some of the questions here too. Thanks for bearing with me.

Icefrenzy
Sep 10, 2015, 02:28 AM
Hey all, sorry about the delay. I didn't realize there was going to be a client update this week. I can't do it tonight, but I should have a new version out tomorrow night at the latest. I should also be around to answer some of the questions here too. Thanks for bearing with me.

Yes! Thanks for making this mod btw!
Looking forward for the fix/update!

KazukiQZ
Sep 10, 2015, 03:30 AM
Hey all, sorry about the delay. I didn't realize there was going to be a client update this week. I can't do it tonight, but I should have a new version out tomorrow night at the latest. I should also be around to answer some of the questions here too. Thanks for bearing with me.

How dare you didn't update ASAP in the 1st minute after the server's up! D:<

jk xD
Keep up the good work!

PrinceBrightstar
Sep 10, 2015, 11:20 PM
I love what you did for turning off the UI. Are there any plans to make it so you can turn off individual parts of the UI? (Mini map, health, Damage/healing numbers, etc?)

HardLight620
Sep 11, 2015, 02:17 AM
Alright, new version is up. I haven't really had time to work on it at all since I first released it, so nothing's really all that new. Although we did get a slick new logo thanks to Gama, so hats off to him for his support.



http://i59.tinypic.com/34y1rom.png
[/spoiler-box]


So, question. I'm using the Tweaker. If the tool closes when I launch from the tweaker, what's causing that? Is it the two things noted in the OP? Or is this not actually compatible with the tweaker?

I've run into that a few times myself. I'm not exactly sure what's causing it, but the app is probably choking on something when it hooks into pso2. I do know that it's not happening because of the PSO2 Tweaker. It doesn't seem to happen all that often, so for now, just try again until it works.


I don't know if it's anywhere near what you're able to mess with, but would it be possible to set and lock a time in the day cycle for areas that have it? Such as My Rooms and Coast. Would love to be able to set it to stay at that perfect time of day when the lighting is just right.



Day and night in My Room probably wouldn't be all that hard. I'm not sure about any of the missions though as those seem to be connected to the server. I'll consider it, but for now it would be a low priority.


So this immediately makes my PC blue screen if I try to play in fullscreen mode, but it works fine with virtual fullscreen. [S]However, that also disables my forced v-sync so I have to put up with screen tearing if I want to use this. I can't really win here.

Edit: Found out v-sync in virtual fullscreen is tied to aero for some reason, turned on an aero theme for now to fix that issue. Still curious about the real fullscreen BSOD when using this tool though,

To be honest, I haven't really tested this at all in either of the full screen modes. I guess I'll have more to tell you once I have had more time to look into it.


I'm assuming this mod tool only works for PCs on 64-bit. Is there any chance you could make this for 32-bit?

The main reason 64-bit has been necessary is because the 64-bit version of pso2.exe is hidden from 32-bit applications. I'm assuming you're running a 32-bit version of pso2, so I've added a 32-bit build to the opening post for you to try. I haven't been able to test it yet, so let me know how it works for you.


Do you think it's possible for such a tool to make mags invisible?

That should actually be pretty easy. I already know most of how your character's visual data is structured by now. Hiding your mag model is just a matter of flipping a bit.


Lately when I get it to connect, I find I'm actually no longer able to attack - input controls still work and all, but just not that. Anyone else hitting this issue? I'd love to be able to use this tool more.

I can't say I've had this happen to me yet. Can you test with the latest update and see if it's still happening?


iirc - the game has its own Bloom and DOF - just not adjustable and very subtle.

Will it be possible to make them manipulate-able on Arks Mod Tool? Would be really nice if we can do that in the future.

I've briefly touched on the bloom filter before. I can't say the same for the DOF filter, although I'm pretty sure I know where I could find it. Parameterizing them may be a bit tougher depending on if the shader constants have been compiled into the shader or if they are set externally.


That's all for now. I should have time this weekend to make some proper updates and hopefully get some of the planned features in.

[Ayumi]
Sep 11, 2015, 12:37 PM
I'm still not understanding how to stop the map from changing during codes. How do I toggle this?

Gama
Sep 11, 2015, 01:42 PM
Wondering if its possible to change the entire UI opacity. i feel blinded by so much UI stuff all the time.


also glad that the icon is working well :D

Angry_Ryudo
Sep 11, 2015, 06:42 PM
I don't know if it already does, but does it force the usage of high res textures (textures as seen in Este) in the field?

HardLight620
Sep 11, 2015, 08:54 PM
;3290839']I'm still not understanding how to stop the map from changing during codes. How do I toggle this?

That should be forced on by default. I didn't really make a dedicated toggle for it because it's so minor and inconsequential while enabled. If you find it's still happening to you, do you think you could tell me which area it's happening in an what mode you have the map in when it happens?


Wondering if its possible to change the entire UI opacity. i feel blinded by so much UI stuff all the time.

also glad that the icon is working well :D

Thanks again for that. You did an awesome job on it.

I'm pretty sure changing the opacity of the UI shouldn't be all that hard to do. I may actually be able to get that one in for next release.


I don't know if it already does, but does it force the usage of high res textures (textures as seen in Este) in the field?

Right now, the current mod only affects LOD for terrain geometry. I didn't know there was a difference in resolution for your character between the Este and the field. I'll put it on my list of things to look into.

[Ayumi]
Sep 11, 2015, 09:46 PM
That should be forced on by default. I didn't really make a dedicated toggle for it because it's so minor and inconsequential while enabled. If you find it's still happening to you, do you think you could tell me which area it's happening in an what mode you have the map in when it happens

All maps and all difficulties. It doesn't work. All Codes that makes the map get tiny still does it. Doesn't matter which map either. The EQs (Kuron is one that I've ben doing a lot), the Den too.
Forest SH and Normal it does it. Forest, Tundra, and Skylands of AQ it still does it also. Pretty much since I've been using it the codes still mess with the minimap.

That's why I've been wondering how to turn that feature on.

TaigaUC
Sep 11, 2015, 10:21 PM
There's a resolution difference in the Este??

Maenara
Sep 11, 2015, 10:59 PM
There's a resolution difference in the Este??

In the beauty salon, there's a MASSIVE difference in texture resolution for clothes and body paint and such.

Shadowth117
Sep 11, 2015, 11:10 PM
There's a resolution difference in the Este??

Texture resolution is the same I'm pretty sure, but I think we're all aware that in-cutscene and esthe lighting is much better than ingame lighting. The shaders used then might be slightly better as well, but its hard to say. I'll tell you the cursed coat's blacks look a lot nicer in a cutscene or esthe up close than in in the normal lobby.

[spoiler-box]
http://i.imgur.com/Euk80b7.jpg
http://i.imgur.com/v4qG2Uk.jpg
http://i.imgur.com/W3Cbvnj.jpg
[/spoiler-box]

2 ingame shots provided for comparison purposes since my room decided to be night time.

There's a pretty clear difference there although whether its correctable easily is another can of beans. If it is only lighting, I wouldn't be surprised in the least if the cutscenes and esthe just had very specific lighting placement which I'm guessing would be a lot more annoying to correct without an odd fix like making a lighting instance follow the main player character model.

...but on the offchance you can "fix" something like that, it would be very amazing because there's a pretty clear difference in quality.

Edit:

In the beauty salon, there's a MASSIVE difference in texture resolution for clothes and body paint and such.

Its entirely possible the shaders used ingame for characters are just a lot shittier. It might not be so much the textures being smaller so much as them being rendered very differently.

Maenara
Sep 11, 2015, 11:40 PM
Its entirely possible the shaders used ingame for characters are just a lot shittier. It might not be so much the textures being smaller so much as them being rendered very differently.

Look at Blaze Paint in Este and then outside Este. The difference is night and day.

Shadowth117
Sep 12, 2015, 07:23 AM
Look at Blaze Paint in Este and then outside Este. The difference is night and day.

Well I'm not buying the female one, but as for the male one I definitely don't see an actual resolution difference. I will admit it looks like its blended better by a little bit in the Esthe, but because of the way I had to take the ingame picture I'm pretty sure its just the different angle that's messing with that.

[spoiler-box]
http://i.imgur.com/tzZTEL9.jpg
http://i.imgur.com/DERU3L9.jpg
[/spoiler-box]

So as you can see pretty clearly in the vague s sort of shape under the jingle on the right of the picture, in both images the pixels seem to be just as visible in the texture. With that particular shape, you can even kind of count them. He's standing a bit differently and the angle is a bit different in the lobby so its not a 1:1 comparison, but I think its visible enough to be clear.

Given that, I stand by what I said: the textures are probably the same resolution, but whether it be the shaders or the lighting a lot of stuff comes out very different outside the "cinematic" areas.

Angry_Ryudo
Sep 12, 2015, 08:08 AM
There must be some texture involved, perhaps not the one in diffuse channel, that lowers its resolution when shown in the field, for example the ones determining the separation between casts' colors.

MDashK
Sep 14, 2015, 02:04 PM
Hey.

First of all, thank you a LOT for this tool. I've been waiting for this from day 1 since you posted about it in the VR tool thread. Very helpfull.

Second: Do you think you can put an option to auto-press enter from 5 to 5 seconds or 10 to 10 seconds to be used in the Casino Rappy Slots?

I already tried at least 2 auto-key programs, but none of them seem to work for unknown reason...

I tried "tinytask" and "AutoHotkey". None of them work in-game, tested in Virtual Fullscreen and Windowed mode...

My idea was to be able to monitor the slot machines, but avoid being pressing enter over and over again...

BR,

Maenara
Sep 14, 2015, 05:04 PM
Hey.

First of all, thank you a LOT for this tool. I've been waiting for this from day 1 since you posted about it in the VR tool thread. Very helpfull.

Second: Do you think you can put an option to auto-press enter from 5 to 5 seconds or 10 to 10 seconds to be used in the Casino Rappy Slots?

I already tried at least 2 auto-key programs, but none of them seem to work for unknown reason...

I tried "tinytask" and "AutoHotkey". None of them work in-game, tested in Virtual Fullscreen and Windowed mode...

My idea was to be able to monitor the slot machines, but avoid being pressing enter over and over again...

BR,

The game seems to have some basic anti-macro stuff. The game won't recognize VKs(Simulated key presses), it will only recognize scancodes, I think. This also stops you from being able to rebind mouse buttons to keyboard keys.


On that note, Hardlight, do you think the tool could fix that?

HardLight620
Sep 14, 2015, 08:24 PM
;3290917']All maps and all difficulties. It doesn't work. All Codes that makes the map get tiny still does it. Doesn't matter which map either. The EQs (Kuron is one that I've ben doing a lot), the Den too.
Forest SH and Normal it does it. Forest, Tundra, and Skylands of AQ it still does it also. Pretty much since I've been using it the codes still mess with the minimap.

That's why I've been wondering how to turn that feature on.

Just to clarify, you're referring to when the game switches from zoomed in to zoomed out? I recall having a hard time getting the game to reproduce that behavior, but I'll check again just to make sure there isn't something else that also does it.


The game seems to have some basic anti-macro stuff. The game won't recognize VKs(Simulated key presses), it will only recognize scancodes, I think. This also stops you from being able to rebind mouse buttons to keyboard keys.

On that note, Hardlight, do you think the tool could fix that?

It's hard to say. I could likely inject keypresses into the game itself. That being said, there's a limited bandwidth on how much I'm able to send between the game and the modtool before it starts slowing the game down. As for re-enabling VKs, that would require re-engineering at least part of their WndProc to interpret VKs as keypresses again. That would be my guess anyways.

Maenara
Sep 14, 2015, 09:03 PM
Well, if you could look into it, that'd be amazing.

TaigaUC
Sep 15, 2015, 08:42 AM
I have a request.

Is it possible to add a function to adjust the saturation and brightness/contrast levels of the visuals?
Or simply just textures? Or even just environment textures?

chikko1988
Sep 15, 2015, 11:30 AM
I've briefly touched on the bloom filter before. I can't say the same for the DOF filter, although I'm pretty sure I know where I could find it. Parameterizing them may be a bit tougher depending on if the shader constants have been compiled into the shader or if they are set externally.

I really hope you find a way to do it, or if you can get to safely hook ReShade into PSO2 without triggering GameGuard? That can be an alternative to finding the vanilla Bloom and DOF of PSO2 I guess? :D

Asuka~
Sep 15, 2015, 02:34 PM
I really hope you find a way to do it, or if you can get to safely hook ReShade into PSO2 without triggering GameGuard? That can be an alternative to finding the vanilla Bloom and DOF of PSO2 I guess? :D

I second this. *_*

chikko1988
Sep 16, 2015, 12:03 AM
I second this. *_*

Yeah - at least PS4's so called NEXGEN Graphics of PSO2 can kiss itself goodbye :razz:

TaigaUC
Sep 16, 2015, 03:09 AM
Seems the tool became incompatible again with the latest patch.

landman
Sep 16, 2015, 06:20 AM
It feels as if sega patched the game only to screw with it... they don't want us to play a better looking game, that's for sure.

MDashK
Sep 16, 2015, 06:57 AM
It feels as if sega patched the game only to screw with it... they don't want us to play a better looking game, that's for sure.

Nah... I guess it's just the tool that checks the version of the game, and since the version does not match anymore (every maintenance/patch generates a new version number in the EXE), it won't work...

TaigaUC
Sep 16, 2015, 08:42 AM
"Sir, players have reportedly gained the ability to see a few centimeters past their noses."
'WHAT?! We can't have that! Block that ability and make them buy a PS4!"
"Yessir. What should we do about the minimap zooming in and out by itself for no reason?"
"Nothing. We don't have the budget to fix that. Add a few 13 stars instead, that'll keep them happy."

Just being silly.

HardLight620
Sep 16, 2015, 11:00 AM
Nah... I guess it's just the tool that checks the version of the game, and since the version does not match anymore (every maintenance/patch generates a new version number in the EXE), it won't work...

Normally that would be the case. Each update changes the layout of the client executable memory, so the tool will always need to be updated when the client updates. The tool actually checks against the game version as that's more flexible. However, this update was a bit of an anomaly as the game's version didn't actually change from v3.0801.1 and nothing in the game portion of the executable was changed. Instead, this update appears to have been focused on security updates as it rescrambled the module link tables which was what was throwing the mod tool off. I'll probably have to re-evaluate this later to make sure it doesn't happen again.

Anyways, new versions are up for the latest update. I've also added a fix for the terrain visibility bug. The rest of the features are still in progress.

I've also added a version targeted for client 3.0602.0 for Polaris server devs. I haven't been able to fully test it yet, but up until the login screen it works fine.

Sora3100
Sep 16, 2015, 11:25 AM
After updating the program to the latest, I seem to get the NP1015 error now.

MDashK
Sep 16, 2015, 11:44 AM
Thanks for the Super fast update. =)

About Polaris: Yeah, I wanted to login at least once just to check out the current progress of the project, what works, what doesn't. I have curiosity over these things. But unfortunatelly there doesn't seem to be an open public account for one to login and test it out...

Asuka~
Sep 16, 2015, 11:46 AM
After updating the program to the latest, I seem to get the NP1015 error now.

Same here. I can't get past the login screen before getting that error with the Mod Tool open.

Sora3100
Sep 16, 2015, 12:11 PM
Thanks for the Super fast update. =)

About Polaris: Yeah, I wanted to login at least once just to check out the current progress of the project, what works, what doesn't. I have curiosity over these things. But unfortunatelly there doesn't seem to be an open public account for one to login and test it out...

You need to use your SEGA ID to login to the Polaris server. (and pick ship 2)

MDashK
Sep 16, 2015, 12:16 PM
Also getting the NP1015 window error when loging in.

@Sora3100: Thanks for the info. Had no idea they had already "copied" the account information to their server.
UPD: Just tried it out. Keep getting the "Username and password fields must not be empty." error, but I am putting a password there...
Maybe it's because "Currently we only offically support PSO2 Version 3.0602.0"...

isCasted
Sep 16, 2015, 01:37 PM
How hard would it be to change the way character controls when camera is showing a dying boss, or maybe straight disable those sequences? It's silly that game allows you to move when it happens, but you have to guess which direction moves you where.

It's not a big problem with Free Field bosses, and it's manageable during stuff like Apos Dorios, but Magatsu camera makes controls go absolute bollocks.

landman
Sep 16, 2015, 03:29 PM
After updating the program to the latest, I seem to get the NP1015 error now.

Same problem.

Maenara
Sep 16, 2015, 03:35 PM
Same.

Chrysheight
Sep 16, 2015, 04:04 PM
So considering what all this tool does. Does that mean there's documentation on the user file for modifying graphical levels? Say setting textures below the lowest and things like that? (I'm more curious for testing how low of spec this game can run on.)

Shadowth117
Sep 16, 2015, 06:40 PM
So considering what all this tool does. Does that mean there's documentation on the user file for modifying graphical levels? Say setting textures below the lowest and things like that? (I'm more curious for testing how low of spec this game can run on.)

This doesn't modify the user file. It modifies the game's memory during runtime. The user file might technically have settings for that stuff potentially however you'll notice that it tends to automatically correct most anomalous entries. You can't turn on swear words even though there's an option for it for example; the game simply sets the filter back on as soon as you launch the game. The best you can probably do is set the res to something extremely tiny and silly (You can set it to Gameboy resolution or something if you want, but good luck reading anything).

HardLight620
Sep 16, 2015, 07:50 PM
Concerning the NP1015 error, that's my fault for rushing the update this morning. I forgot to update the CRC when I updated the code for the link tables, so GameGuard is throwing a fit. I'll have a new release up later tonight.

TaigaUC
Sep 16, 2015, 10:46 PM
Yay. PSO2 is like a husk without this tool.

HardLight620
Sep 17, 2015, 02:05 AM
Tool's fixed now. The version hasn't changed, but it should do what it's supposed to do now.

TaigaUC
Sep 17, 2015, 02:34 AM
Thanks!

MDashK
Sep 17, 2015, 04:25 AM
Awesome. Thanks.

Gama
Sep 17, 2015, 07:22 AM
why is there a polaris server link?

._.

ahh i see...

ZER0 DX
Sep 30, 2015, 01:30 PM
I think the update on the 24th broke it, I haven't been able to get the tool to hook into the process at all since then.

Mattykins
Sep 30, 2015, 01:37 PM
I have a bit of an oddball request, but like... is there anyway so that it only works on the fields? o: That's really where I wanna use it; all it does for me in the lobby is drag my FPS down :c

TaigaUC
Sep 30, 2015, 02:13 PM
I think you can just tick off the far distance stuff while you're in the lobby and turn it back on when you're in the field.
Alternatively, go to the in-game options and set visible players down to like 10 or something.

Mattykins
Sep 30, 2015, 02:20 PM
Well, yeah, but I was just wondering if that was possible to sorta streamline that process o:

TaigaUC
Sep 30, 2015, 05:29 PM
Well, I mean, if it's the players that are lagging you, setting the visible players to minimum and saving the setting should fix the problem.

Asuka~
Oct 1, 2015, 02:47 AM
I wonder when the update for disabling the E-Trial UI will be available. owo

Flaoc
Oct 1, 2015, 08:06 AM
still no idea what exactly update culling is

Asuka~
Oct 1, 2015, 08:27 AM
still no idea what exactly update culling is

Ticking "Disable Update Culling" after paying attention for a bit showed that other players in the party moved in realtime I guess instead of appearing to stop momentarily. Other player's movements on the map seem very smooth with it ticked also.

otakun
Oct 1, 2015, 01:24 PM
Has anyone gotten this to work in virtual full screen? It seems to only work for me in full screen mode.

Maenara
Oct 1, 2015, 01:32 PM
Has anyone gotten this to work in virtual full screen? It seems to only work for me in full screen mode.

Works just fine for me in VFS.

otakun
Oct 1, 2015, 01:43 PM
Works just fine for me in VFS.

ok, I tried the 32 bit version instead and it works.

[Ayumi]
Oct 2, 2015, 04:16 PM
Just gave me a 1015 error.

Asakaze
Oct 3, 2015, 05:48 PM
I never noticed any people moving quickly on foot while they're supposedly in AIS yet...

I can't imagine how that looks like :S

Sora3100
Oct 3, 2015, 05:51 PM
once I saw a guy doing shift period while moving, might be related to the program

TaigaUC
Oct 7, 2015, 04:05 AM
They updated the EXE again. Tool no longer works.

I also confirmed that the polygon shading issue I had was the result of forced SSAO.

landman
Oct 7, 2015, 04:28 AM
It's working for me without problems.

Flaoc
Oct 7, 2015, 04:38 AM
It's working for me without problems.

same here

MDashK
Oct 7, 2015, 10:41 AM
It's working for me without problems.

I also confirm this.

TaigaUC
Oct 7, 2015, 11:31 AM
Hmm. Weird. I left it open as always, so it should have connected.
I rebooted PSO2 (without touching the Mod Tool) and it hooked this time.

Second time I've had this problem. It sometimes doesn't hook, for some reason.
Thanks anyway.

MDashK
Oct 7, 2015, 11:46 AM
Hmm. Weird. I left it open as always, so it should have connected.
I rebooted PSO2 (without touching the Mod Tool) and it hooked this time.

Second time I've had this problem. It sometimes doesn't hook, for some reason.
Thanks anyway.

It works for me both ways: either by opening it first, or opening it AFTER PSO2 is open.

If you see that works better for you AFTER you open PSO2, use it that way (I guess...)

landman
Oct 7, 2015, 12:47 PM
Sometimes it doesn't connect for me either, it's kind of random, if I see the intro movies I alt+f4 and try again.

Asuka~
Oct 14, 2015, 04:44 AM
Welp, seems to not work with this update. >x>

usagi2607
Oct 14, 2015, 05:47 AM
When do you plan to release the next update with the "Planned Features".
I'd love to be able to adjust FOV in-game - currently using Virtual Connect 2.0 to workaround (works like a charm).

Thank you for your efforts.

r2zero
Oct 14, 2015, 02:20 PM
When do you plan to release the next update with the "Planned Features".
I'd love to be able to adjust FOV in-game - currently using Virtual Connect 2.0 to workaround (works like a charm).

Thank you for your efforts.

This and VirtualConnect need updates for the latest version of PSO2. After playing with the wider FOV for so long, I find it really really hard to go back to the normal camera. It's too zoomed in for my tastes

HardLight620
Oct 14, 2015, 08:25 PM
New version is up. Finally managed to isolate E-code visuals. They can now be toggled off along with the horizontal screen notifications. I wasn't able to reproduce the cases where E-code visuals were still messing with the minimap though. Maybe I'm looking for the wrong thing...


It works for me both ways: either by opening it first, or opening it AFTER PSO2 is open.

If you see that works better for you AFTER you open PSO2, use it that way (I guess...)

Are you using the 32-bit version of the app? If you're able to connect after PSO2 has launched, that means GameGuard isn't doing it's thing where it hides the pso2.exe process. My current working hypothesis is that it can't do it if you are running on a 32-bit machine.

The whole reason why the mod tool sometimes fails to connect is simply because it tries to detect the PSO2 process before GameGuard hides it. If the tool is running slow, or GameGuard is running fast, then it may not catch it in time. The current method is the best I can do for now. The only way to connect 100% of the time would be to either disable GameGuard or to install a fake system level driver that hooks into the process as it starts up.


When do you plan to release the next update with the "Planned Features".
I'd love to be able to adjust FOV in-game - currently using Virtual Connect 2.0 to workaround (works like a charm).

Thank you for your efforts.

Now that the E-code features are done, I'll probably move onto the camera stuff. I usually time my releases for whenever PSO2 updates unless it's something minor like a bugfix. So you'll probably see it with one of the next few PSO2 updates.

TaigaUC
Oct 14, 2015, 08:51 PM
Yeah, I tried to do some EQs earlier and was wondering why I couldn't see items right in front of me.
Then I remembered that the tool wasn't working. I had to run even closer to see them.

So painful.

HardLight620
Oct 14, 2015, 10:19 PM
I just noticed a fairly large bug in the current version of the mod tool. Please redownload the tool from the opening post if you have downloaded v1.1 before now.

Asuka~
Oct 15, 2015, 02:30 AM
Thanks. Gonna mess around with this later while doing TACOs/AQ.

starwhisper
Oct 15, 2015, 02:53 AM
YAAAAAAAAAY! Finally!! I was still having flashbacks from this summer limited quests. The amount of flashing and trash displaying in sangria-free darker den and nooberius dried the last drop of love I had for this game

MDashK
Oct 15, 2015, 04:05 AM
Are you using the 32-bit version of the app? If you're able to connect after PSO2 has launched, that means GameGuard isn't doing it's thing where it hides the pso2.exe process. My current working hypothesis is that it can't do it if you are running on a 32-bit machine.

The whole reason why the mod tool sometimes fails to connect is simply because it tries to detect the PSO2 process before GameGuard hides it. If the tool is running slow, or GameGuard is running fast, then it may not catch it in time. The current method is the best I can do for now. The only way to connect 100% of the time would be to either disable GameGuard or to install a fake system level driver that hooks into the process as it starts up.

I use 64-bit for everything.
But I don't have any connection issues.

starwhisper
Oct 15, 2015, 04:07 AM
Unfortunately, the AMT is not connecting to pso2.exe :(
I tried both 32b and 64b versions.

MDashK
Oct 15, 2015, 04:45 AM
Unfortunately, the AMT is not connecting to pso2.exe :(
I tried both 32b and 64b versions.

It connected fine for me. Try to open AMT after opening PSO2.

usagi2607
Oct 15, 2015, 10:15 AM
New version is up. Finally managed to isolate E-code visuals. They can now be toggled off along with the horizontal screen notifications. I wasn't able to reproduce the cases where E-code visuals were still messing with the minimap though. Maybe I'm looking for the wrong thing...



Are you using the 32-bit version of the app? If you're able to connect after PSO2 has launched, that means GameGuard isn't doing it's thing where it hides the pso2.exe process. My current working hypothesis is that it can't do it if you are running on a 32-bit machine.

The whole reason why the mod tool sometimes fails to connect is simply because it tries to detect the PSO2 process before GameGuard hides it. If the tool is running slow, or GameGuard is running fast, then it may not catch it in time. The current method is the best I can do for now. The only way to connect 100% of the time would be to either disable GameGuard or to install a fake system level driver that hooks into the process as it starts up.



Now that the E-code features are done, I'll probably move onto the camera stuff. I usually time my releases for whenever PSO2 updates unless it's something minor like a bugfix. So you'll probably see it with one of the next few PSO2 updates.

Thanks for the info. Will the camera option be similar to the Virtual Connect Project? I really like the way the normal camera works. I mean when you move your character to right or left, it strafe left right instead of turn the whole body --> really easy to aim with rifles or T-guns.

IceBurner
Oct 15, 2015, 12:00 PM
It connected fine for me. Try to open AMT after opening PSO2.

How is that supposed work? AMT triggers the permission to run prompt, which immediately causes GameGuard to shut down PSO2.

KLMS1
Oct 15, 2015, 12:04 PM
What works for me is first opening Tweaker, *then* AMT and finally starting the actual game. YMMV, naturally. :/

Flaoc
Oct 15, 2015, 12:22 PM
How is that supposed work? AMT triggers the permission to run prompt, which immediately causes GameGuard to shut down PSO2.

disable the permission to run (adjust the settings so it never shows up asking for permission)

TaigaUC
Oct 15, 2015, 03:31 PM
I can't get it to hook anymore either.
Tried many times, tried loading it before, during, after PSO2, tried doing a file check, deleting Gameguard, etc.
Windows 7 64-bit. Tried setting AMT priority to high/realtime, no difference.

Goddamn Gameguard. All it does is ruin lives and make everything worse for everyone.
They should rename Gameguard to "ChaosBringer - Destroyer of Worlds".

Alnet
Oct 15, 2015, 04:05 PM
Goddamn Gameguard. All it does is ruin lives and make everything worse for everyone.
They should rename Gameguard to "ChaosBringer - Destroyer of Worlds".
This makes me hopeful that someone will upload a video or .gif of someone walking into that long, wide-open room from Ruins 2 and getting one-shot by a crit-charging Chaos Bringer, except with GameGuard's logo where the demon centaur should be.

No, but seriously, I have had the exact same problem for months. But so is life.

ZerotakerZX
Oct 16, 2015, 01:55 AM
Evertything works supergreat for me, connected instantly. Vast spaces like beach looks awesome now. The codes also don't obscure my field of view anymore. The coder did a great job.
I have but a one small sugestion. Can the app made that it could hide somewhere in system tray, rather that sitting in the taskbar, getting in the way of my alt+tabbing around? maybe even start minimized? It would be supergreat. Like you can launch it once and forget about it existing for a while.

IceBurner
Oct 16, 2015, 03:04 AM
disable the permission to run (adjust the settings so it never shows up asking for permission)

This cannot be done per-application, it's a global setting. Disabling one of Windows 7's main security features, requiring human input to permit programs to have elevated privileges, is not an acceptable solution.

Edit: Found a way around that with a Microsoft Application compatibility administration tool ... and it still won't hook PSO2 even after it's been launched. It just no longer detects the game process ~95+% of the time. I've gotten it to hook once out of dozens of launches.

Is there any information which might help look into why this is?

TaigaUC
Oct 16, 2015, 10:33 AM
I'm just sitting here spamming restarts trying to get it to hook. It won't.
Tried everything. Nothing works.

Sriracha X
Oct 16, 2015, 11:47 AM
HardLight, thank you so much. Been using the mod for the past month or so and have been enjoying it, and the new option to disable the E-code visuals is amazing.

TaigaUC
Oct 16, 2015, 11:49 AM
Yes, this is the best tool ever. Always very much appreciated.
At the same time, I feel sad that people have to make tools to fix basic issues plaguing the game for years.

I tried running 8 windows of AMT and none of them hooked.

Edit: Ohhhh! Finally got it to hook once! Probably took like 50 tries.
All 8 windows hooked at once, so I guess it's not necessary to open more than one at a time.

Except now it says:
Applying patches...
Patches applied.
Waiting for response...

Probably because I opened too many windows at once. Damn.

HardLight620
Oct 16, 2015, 12:46 PM
Looks like I'll be looking into improving the hooking method for next release. I've got a couple of ideas I want to try that should make it more consistent, but it may be a while until I get something working. Hang tight until then.

TaigaUC
Oct 16, 2015, 12:54 PM
I figured out a way of getting AMT working.
Tried it a ton of times, and it works, or at least dramatically increases the odds of success.

1. Open 7 to 8 windows of Arks Mod Tool. Click Info tab on each, so that you can see the connect info.
2. Boot PSO2. When PSO2 has booted, some Arks Mod Tool windows should have detected PSO2.
3. Look for windows that say "Response received". Close all the ones that do not say this.
4. If there are multiple "Response received", try hiding the GUI on each one, until you figure out which one affects PSO2. Close all others.
5. If none of the windows detected PSO2, simply close PSO2 and try again. But I haven't had to do this more than once with this trick.

Can anyone else try this method and tell me if it works for them where previously they could not get it to work?

sesiom000
Oct 17, 2015, 05:58 PM
The Emergency code notification is not that handy because it still doesn't disable the announcer shouts when the EC occurs and its the most annoying part!
Is there any possibility of disabling the EC announcer voice?
Still the rest of the tweaks are a welcome addition and many thanks for that, keep up the good work!

kurokyosuke
Oct 17, 2015, 10:55 PM
Personally, I'd like to have the option to turn off Emergency Quest notifications at the top of the screen, since it tends to block the buttons at the top of the screen for mail/party/etc. notifications. I mean, we can already read the text in the chat log, so why not? If it's not possible, at the very least, the option to turn off just the EQ announcer's voice would be nice. I hate it when I'm jumping between characters to grab Daily Orders or do MyRoom-related stuff, and the announcer keeps going off with the same announcement every time. One of Lillipa's mining bases are under attack? Okay, got it. I heard you the first time, I don't need to hear it another 5-fucking-million times.

chikko1988
Oct 19, 2015, 12:38 AM
Just going to leave this report here since it can be considered as a bug.

Do not approach Pudding the Extreme Quest Administrator NPC on manually obtaining your renewed Extreme Quest Pass item for the day with the "Hide Screen Nofications" ticked.

The game will never proceed and you'll have to hit Alt+F4 in the end. I don't know if this also happens to other NPCs (so far).

HardLight620
Oct 19, 2015, 01:46 AM
Just going to leave this report here since it can be considered as a bug.

Do not approach Pudding the Extreme Quest Administrator NPC on manually obtaining your renewed Extreme Quest Pass item for the day with the "Hide Screen Nofications" ticked.

The game will never proceed and you'll have to hit Alt+F4 in the end. I don't know if this also happens to other NPCs (so far).

Thanks for the bug report. The event sequencer in PSO2 is pretty delicate, so this doesn't surprise me too much. I tried testing most of the common instances where the screen notifications would pop up, but I've never done EQs before, so I never tested it with any of the related NPCs.

I'll file it as a bug in the opening post and look into fixing it sometime by next update.

chikko1988
Oct 20, 2015, 06:01 AM
Glad to help and I really love the "Hide Screen Nofications" option - really helps keep the view clean during E-TRIAL transitions. Please keep up the excellent work!

TaigaUC
Oct 21, 2015, 10:14 AM
I was in a super terrible Tower Defense 3. It just suddenly ended and I went back to campship.
I know I have notifications off, but I don't recall hearing the fail sound, either.
Is that working as intended?

code4240
Oct 21, 2015, 02:51 PM
I haven't gotten the tool to hook since the e-code visuals update was released. I tried the thing with opening 8 windows and it didn't work.

TaigaUC
Oct 21, 2015, 06:15 PM
:/

The 8 windows thing always works for me within 2 attempts, so far.
I hope everyone will be able to eventually enjoy AMT.

Or that SEGA officially implements all these features into the game.
But that's not likely to happen.

KLMS1
Oct 21, 2015, 06:57 PM
Huh. You can try what seems to have worked for me, bizarre though it may be.
That thing about turning off the system asking for permissions? I tried it out of curiostiy; didn't do jack so I turned it back to the second lowest level (ie. asks permissions but doesn't "black out" the BG). Thereafter AMT has unfailingly hooked no problem so long as I start it after PSO2 is already open, and GG doesn't even give shit about that.

Though... may also be relevant that around the same time I used one of those funky little progs to make pso2.exe "large adress aware" to see if that helps performance...

HardLight620
Oct 21, 2015, 10:33 PM
I was in a super terrible Tower Defense 3. It just suddenly ended and I went back to campship.
I know I have notifications off, but I don't recall hearing the fail sound, either.
Is that working as intended?

Probably not. As previously mentioned, it seems like the notifications patch has a few unintended side effects on the event sequencer, so it's very likely that the audio cue got removed from the regular fail sequence along with the notification.


Just bringing this back up to get a yes or no.

It would depend on how far behind the SEA version is internally. If it's to the point where I would need to re-identify all the required hook points, then probably no. But if they're similar enough that that's not the case, I could probably do a one time patch for you. For the time being, I don't have any plans to extend longterm support outside of the Japanese version, but go ahead and send me a link to the installer and I'll see what I can do.

TaigaUC
Oct 22, 2015, 12:06 AM
By the way, it did say "quest failed" in the chat window (in Japanese).

Anyway, thanks again for this tool which PSO2 desperately needs.

Sora3100
Oct 22, 2015, 11:52 AM
I think I may have found a bug with disabling screen notifications, when I try to issue an extreme pass, it just freezes there and I have to restart in order to be able to do anything in the game.

Kairi_Li
Oct 22, 2015, 02:51 PM
Where do I go in the tool to adjust the game so that it that prevents the minimap from switching states when an ECode mission begins?

Thanks in advance.

starwhisper
Oct 23, 2015, 10:04 PM
I had to run the vanilla launcher once, the AMT was not working before that.

No more epileptic flashes all the time! Thank you very much for this really nice pso2 mod !!

TaigaUC
Oct 26, 2015, 08:41 PM
Updated method of getting AMT to connect:

1. Open 8+ windows of Arks Mod Tool. Seems higher numbers have a higher rate of success. Anything below 8 doesn't consistently work for me.
2. Boot PSO2. When PSO2 has booted, some Arks Mod Tool windows should have detected PSO2.
3. At the bottom left of each AMT window will be a status message. Look for the one that says "Connected" in green. This is the one you want to leave open.
4. The others will say "Error" or "Waiting", simply close all of those.
5. If none of the windows detected PSO2 (ie. "Waiting"), close PSO2 and try again. If it still doesn't work after 2 tries, try opening more than 8 windows of AMT.

chikko1988
Oct 27, 2015, 09:33 AM
Going to report a GameGuard issue since the recent GG patch that happened a few weeks ago. Just to say it that I have no problems on hooking the tool into the game.

In fact I can even launch Arks Mod Tool while in the lobby or in a middle of a quest and it connects just fine.

But the problem I've been experiencing lately is specifically triggering only on Profound Invasion Emergency Quest whereas I will get a notification of a force System Restart with only a countdown of 1 minute.

The problem doesn't occur on anything except for that EQ. If I try to run that EQ without the Arks Mod Tool - I will not get that problem. I tried observing this before deciding on posting it here since I considered it might also happen on other EQs but it didn't.

Hopefully this report helps in somewhat ways.

EDIT: Not really related to the exact problem but the recent GameGuard update has also been causing Driver problems with my Motherboard's Ethernet port where my net stops responding and if I disable it via Device Manager dialog box - it Softlocks the dialog box and can no longer bring up anything else afterwards. Restarting normally becomes no longer possible at this point and had to rely on using the hard reset button on my CPU case.

ShinMegamiSensei
Oct 27, 2015, 10:07 AM
Can't say I have either of those issues ( I can load it up at any time and it hooks, and I can use it during Invasion EQ)

But I notice when I have the screen notifications disabled while doing matterboards, sometimes I'll go into lobby and when it would load a screen-wide message, it just shows nothing, can't move my character, can't go into menu, and I have to restart. Same thing when accepting an extreme pass from pudding when I was in a block for too long and actually paid her a visit.

Minor bugs that I can easily avoid, but bugs anyway o3o This tool is amazing, keep it up!

Gama
Oct 27, 2015, 04:13 PM
- An option to disable ECode UI visuals.

i came.

MDashK
Oct 28, 2015, 05:23 AM
New update of game. Again not working... =(


Game signature mismatch.
Please download the latest version of
ArksMT when it becomes available.
Failed to apply patches.

... What if you remove the version check?

usagi2607
Oct 28, 2015, 06:55 AM
Hopefully the next AMT version will come with new features.

IceBurner
Oct 29, 2015, 03:29 AM
New update of game. Again not working... =(



... What if you remove the version check?
That's not the nature of the issue. It checks the version because the kind of modifications it does depend on knowing the exact memory address of the instructions it's changing, and those move around with each new version of the PSO2 main executable file. Each new version of PSO2's main exe requires an analysis to see if the location of the game code this mod changes has moved.

Blindly inserting the same changes to a memory address with unknown game code (or other content) in it could do practically anything, from nothing apparent, to causing GameGuard to shut down the program, to causing the controller to stop reading in PSO2 every time your analog stick hits a certain angle.

It would be like performing surgery blindfold after being spun around until dizzy. Sure you might remember by muscle memory how to go through the motion of cutting and stitching something, but if you don't have a good idea of what's at the place you're going to cut open and try to sew up, you're almost assuredly going to do damage instead.

Dreamwalk3r
Oct 29, 2015, 03:40 AM
That's not the nature of the issue. It checks the version because the kind of modifications it does depend on knowing the exact memory address of the instructions it's changing, and those move around with each new version of the PSO2 main executable file. Each new version of PSO2's main exe requires an analysis to see if the location of the game code this mod changes has moved.

Blindly inserting the same changes to a memory address with unknown game code (or other content) in it could do practically anything, from nothing apparent, to causing GameGuard to shut down the program, to causing the controller to stop reading in PSO2 every time your analog stick hits a certain angle.

It would be like performing surgery blindfold after being spun around until dizzy. Sure you might remember by muscle memory how to go through the motion of cutting and stitching something, but if you don't have a good idea of what's at the place you're going to cut open and try to sew up, you're almost assuredly going to do damage instead.

That's like best ELI5 memory injection explanation I've seen.
Not that I've seen many of them.

MDashK
Oct 29, 2015, 03:54 AM
@IceBurner: Wow... Never saw such great explanation of this kind of stuff! Great! Ever thought of being a techer? =D

Zorua
Oct 29, 2015, 04:25 AM
If you're taking suggestions, I was wondering if you could add an option to turn off tech and pa effects.
As pretty as they are, they make my game lag really hard in multiparties.

Flaoc
Oct 29, 2015, 05:11 AM
If you're taking suggestions, I was wondering if you could add an option to turn off tech and pa effects.
As pretty as they are, they make my game lag really hard in multiparties.

or further adjustments than what sega already did cause whatver sega did was not enough (or a slider would be chill)

chikko1988
Oct 29, 2015, 08:24 AM
I'd like to second this! Even more than just for the lag, it helps with actually being able to see. All too often, I find myself having to rely on my nametag bouncing around to somewhat accurately tell when JA is since the framerate's choppy regardless and the actual rhythm of it is lost.

I will third this one as well!

Icefrenzy
Oct 29, 2015, 11:24 AM
Requesting an update for the latest patch if possible. Thanks in advance! :)

r2zero
Oct 30, 2015, 08:33 PM
Hardlight, I remember you mentioning in this thread that you were going to work on camera stuff now that the E-Trial stuff is out of the way. I think you also said in your PSO2 VC thread you were working on a "Lite" version of PSO2VC that deals with the non-VR stuff. Do you plan on making that a separate application or are you planning on merging the features into a future version of AMT?

HardLight620
Oct 31, 2015, 02:57 PM
New version's up. I haven't had a chance to do any bug fixes or add new features yet, so hang tight for now.


Where do I go in the tool to adjust the game so that it that prevents the minimap from switching states when an ECode mission begins?

Thanks in advance.

It's supposed to be always on, but there have a been a few reports that it's not working as intended. I'm not sure if it's to do with some game configuration, some specific types of E-codes, or something different altogether. It's on my list of things to look into.


That's not the nature of the issue. It checks the version because the kind of modifications it does depend on knowing the exact memory address of the instructions it's changing, and those move around with each new version of the PSO2 main executable file. Each new version of PSO2's main exe requires an analysis to see if the location of the game code this mod changes has moved.

Blindly inserting the same changes to a memory address with unknown game code (or other content) in it could do practically anything, from nothing apparent, to causing GameGuard to shut down the program, to causing the controller to stop reading in PSO2 every time your analog stick hits a certain angle.

It would be like performing surgery blindfold after being spun around until dizzy. Sure you might remember by muscle memory how to go through the motion of cutting and stitching something, but if you don't have a good idea of what's at the place you're going to cut open and try to sew up, you're almost assuredly going to do damage instead.

Good summary. Most of the time, the game will just crash, but for the cases it doesn't GG will force it to shutdown.


If you're taking suggestions, I was wondering if you could add an option to turn off tech and pa effects.
As pretty as they are, they make my game lag really hard in multiparties.

I'll add this to the list of planned features, although it may be a while until I get around to it.


Hardlight, I remember you mentioning in this thread that you were going to work on camera stuff now that the E-Trial stuff is out of the way. I think you also said in your PSO2 VC thread you were working on a "Lite" version of PSO2VC that deals with the non-VR stuff. Do you plan on making that a separate application or are you planning on merging the features into a future version of AMT?

The Arks Mod Tool is pretty much the Lite version you are refering to. The camera stuff is currently work in progress. I didn't have a chance to get a whole lot done in these last couple of weeks, so I'm a bit behind on the planned features list.



That's all for now. Thanks for the feedback as always.

kurokyosuke
Oct 31, 2015, 04:21 PM
AMT just closes itself when I have it open before PSO2 starts.
EDIT: If I continue to run PSO2 after AMT crashes(?), none of the features seem to work, but my character is forced to walk for some reason, on gamepad or keyboard. The toggle shortcut doesn't seem to do anything, either.

HardLight620
Oct 31, 2015, 04:53 PM
AMT just closes itself when I have it open before PSO2 starts.
EDIT: If I continue to run PSO2 after AMT crashes(?), none of the features seem to work, but my character is forced to walk for some reason, on gamepad or keyboard. The toggle shortcut doesn't seem to do anything, either.

Thanks for the bug report. The walking behavior can occur when the mod tool closes after successfully connecting. As for why AMT closes/crashes when pso2 launches, that will likely require some further investigation. Do you think you could message me whether you are running 32-bit or 64-bit? Also, if anything irregular displays in the Info tab before and/or while launching pso2?

chikko1988
Oct 31, 2015, 06:42 PM
Hey Hardlight620 just reporting that the function "An adjustment that prevents the minimap from switching states when an ECode mission begins" is actually working just fine on your v1.1a

Zoomed Out Mini Map
[SPOILER-BOX]http://i.imgur.com/h3yPTcu.jpg
http://i.imgur.com/915GoG7.jpg
http://i.imgur.com/1pSAfGS.jpg[/SPOILER-BOX]

Zoomed In Mini Map
[SPOILER-BOX]http://i.imgur.com/LZvwhsL.jpg
http://i.imgur.com/J6aIRfA.jpg
http://i.imgur.com/gZcTsws.jpg[/SPOILER-BOX]

kurokyosuke
Oct 31, 2015, 06:46 PM
Thanks for the bug report. The walking behavior can occur when the mod tool closes after successfully connecting. As for why AMT closes/crashes when pso2 launches, that will likely require some further investigation. Do you think you could message me whether you are running 32-bit or 64-bit? Also, if anything irregular displays in the Info tab before and/or while launching pso2?

Using 64-bit. It crashes as soon as the game window opens, so I barely get a chance to actually see what it says, but I managed to get a screenshot. It doesn't say anything irregular; it applies the patches, then says "Waiting for response...", and crashes at nearly the same moment.

TaigaUC
Oct 31, 2015, 09:46 PM
Out of curiosity, how much time does it take you to locate the new addresses and update the tool?
Is it a pain up the ass or a fairly simple process?
I assume there's no way of automating the process, otherwise you would've done so already.

kurokyosuke
Oct 31, 2015, 11:19 PM
Now that I think about it, is a 64-bit version even really all that necessary?
EDIT: I wonder if I'm answering my own question with this, but I tried to use 32-bit instead, and it isn't even remotely picking up PSO2 when it opens.

chikko1988
Nov 1, 2015, 04:04 AM
I think 64-bit will be necessary. There's a huge chance that Episode 4 will have a 64-bit client next year

EDIT: I am using 64-bit version of the Arks Mod Tool since it was available, and its been working with no problems at all. Except for the softlock that happens with Pudding which will also happen to the 32-bit for sure.

starwhisper
Nov 1, 2015, 04:19 AM
I downloaded the last version but it's not working at all, even with Taiga UC method.
Actually, it only worked for one game sessions a week ago. I never managed to have it hooking again after that . :'(

HardLight620
Nov 1, 2015, 11:44 AM
Hey Hardlight620 just reporting that the function "An adjustment that prevents the minimap from switching states when an ECode mission begins" is actually working just fine on your v1.1a

Zoomed Out Mini Map
[SPOILER-BOX]http://i.imgur.com/h3yPTcu.jpg
http://i.imgur.com/915GoG7.jpg
http://i.imgur.com/1pSAfGS.jpg[/SPOILER-BOX]

Zoomed In Mini Map
[SPOILER-BOX]http://i.imgur.com/LZvwhsL.jpg
http://i.imgur.com/J6aIRfA.jpg
http://i.imgur.com/gZcTsws.jpg[/SPOILER-BOX]

Indeed, that's the behavior I get on my end. I won't discount the reports that other players have made, but I'll add a note to the features list for it.


Using 64-bit. It crashes as soon as the game window opens, so I barely get a chance to actually see what it says, but I managed to get a screenshot. It doesn't say anything irregular; it applies the patches, then says "Waiting for response...", and crashes at nearly the same moment.

Now that I think about it, is a 64-bit version even really all that necessary?
EDIT: I wonder if I'm answering my own question with this, but I tried to use 32-bit instead, and it isn't even remotely picking up PSO2 when it opens.

While pso2 itself is 32-bit, GameGuard has a 64-bit process that is able to add an extra level of obscurity between the client and other 32-bit processes. So if you are running on 64-bit, the 32-bit version won't be able to detect pso2 at all.

I know GameGuard also is able to kill processes that have certain debug flags set on them. The AMT happens to use these flags, but it shouldn't be for long enough to be visible, It is very possible that that has something to do with it.


Out of curiosity, how much time does it take you to locate the new addresses and update the tool?
Is it a pain up the ass or a fairly simple process?
I assume there's no way of automating the process, otherwise you would've done so already.

It usually takes somewhere between 1-2 hours normally, but it can go up to 4 hours if something substantial has changed in the game, and even longer than that if GameGuard updates at the same time. I've automated most of the update process by now, but there's still a fair amount that needs to be done by hand. At this point, I guess it isn't all that complex, but you do need to know what you are doing.


I downloaded the last version but it's not working at all, even with Taiga UC method.
Actually, it only worked for one game sessions a week ago. I never managed to have it hooking again after that . :'(

I'm assuming it just isn't connecting to the game as pso2 starts up? That's been an ongoing bug for a few weeks now. I'm hoping to look into a new patching process that can make it more reliable.

ZerotakerZX
Nov 1, 2015, 02:36 PM
. There's a huge chance that Episode 4 will have a 64-bit client next year

There is?

kurokyosuke
Nov 1, 2015, 05:51 PM
I know GameGuard also is able to kill processes that have certain debug flags set on them. The AMT happens to use these flags, but it shouldn't be for long enough to be visible, It is very possible that that has something to do with it.

Since it seems to be working for other people, is there something I can do to get around that?

chikko1988
Nov 2, 2015, 07:43 PM
There is?

Kimura mentioned that the requirements of the game will definitely change during the Q&A of the 15-hour Live Broadcast. This is thanks to many changes that will happen from Episode 4 including the promised Stage 6 graphics as well as the later unveiled more esthe customization options.

These changes will definitely ask for more requirements including Physical Memory RAM. But a 32-bit client won't be able to do this since the native limit is virtually 4GB only. However 64-bit can make the game process everything beyond 8GB+

This will definitely help make the game more optimized and less stuttering too.

Of course the bottleneck performance is always there - Processor, GPU, HDD/SSD, System maintenance, system tweaks, and hardware health status still matters as an overall factor.

Achelousaurus
Nov 2, 2015, 09:41 PM
Thanks!
Disabling E-Code visual is amazing.

But somehow this isn't working?
I started it, then started the tweaker and launched PSO2, but the tool is still in waiting status.
Using Windows 7 Home Premium 64Bit and got the 64Bit version of the tool.

Anduril
Nov 2, 2015, 09:56 PM
Thanks!
Disabling E-Code visual is amazing.

But somehow this isn't working?
I started it, then started the tweaker and launched PSO2, but the tool is still in waiting status.
Using Windows 7 Home Premium 64Bit and got the 64Bit version of the tool.
From a few pages back, here's the troubleshooting for that:

Updated method of getting AMT to connect:

1. Open 8+ windows of Arks Mod Tool. Seems higher numbers have a higher rate of success. Anything below 8 doesn't consistently work for me.
2. Boot PSO2. When PSO2 has booted, some Arks Mod Tool windows should have detected PSO2.
3. At the bottom left of each AMT window will be a status message. Look for the one that says "Connected" in green. This is the one you want to leave open.
4. The others will say "Error" or "Waiting", simply close all of those.
5. If none of the windows detected PSO2 (ie. "Waiting"), close PSO2 and try again. If it still doesn't work after 2 tries, try opening more than 8 windows of AMT.

TaigaUC
Nov 3, 2015, 06:16 AM
If it doesn't work, just open more windows and try again.
Might take a few tries.

You'll know it worked if you don't see the stupid logos at the start.

DatFox
Nov 3, 2015, 09:02 AM
Someone posted earlier another way to get it to work. What causes PSO2/Gameguard to crash when you attempt to open programs that pop up a dialog box is the darkening of the screen. If you go into your User Account Control Settings and adjust the slider to not dim the screen (second to last option), you can just boot up PSO2 first and then open AMT as many times as you need to connect (only takes once or twice for me).

This way, you don't need to restart PSO2 if AMT doesn't connect.

Flaoc
Nov 3, 2015, 09:05 AM
while you're at it just turn the slider all the way down so it never prompts you ever period

Achelousaurus
Nov 4, 2015, 08:19 AM
I got it to work now. Ironically it works if I start PSO2 first.
That's actually really convenient cause I know I'll just forget to start this first anyway.

red1228
Nov 6, 2015, 03:35 PM
Tried this out & I like being able to see item pickups as trials are being cleared (rather than waiting around two seconds blind). Also like being able to look at character face models before the game decides to make them vanish now. :D

Appreciate this HardLight, Gama & whoever else worked on this.
Looking forward to further improvements/features.

Also, it works for me in one try (one window) everytime. Dunno why it takes some people eight or more tries to "hook", but then again; I was never able to get SweetFX (or the Super Salon-Grade graphics "all day everyday" trick) to work, no matter how many times I tried or had people assist me with guides. :-?

red1228
Nov 7, 2015, 03:10 PM
Th-there's a trick for that?


Referring to this http://www.pso-world.com/forums/showthread.php?t=205228

I can get the programs to "run" without any error messages or crashes. But the settings never actually "take effect" for me.

KLMS1
Nov 7, 2015, 08:19 PM
Huh, I got those working fine...

red1228
Nov 7, 2015, 10:51 PM
Huh, I got those working fine...

It's just one of those things that by all logical accounts SHOULD be working, but isn't because... Reasons. :-?

I've moved on to accept that I will never get SupaPwettyGwaficz.

JoycieC
Nov 9, 2015, 12:29 AM
I've been using this tool for the past few days now and I must say I'm very impressed.

Thanks for the hard work, it's definitely become necessary for me every time I play PSO2 now! If may suggest one thing it would be an option to minimise the tool to the system tray so that it doesn't hog a space on the taskbar.

I acquired this lovely new wallpaper with the tool - https://joycie.s-ul.eu/v7hFA5sl.png

Here are some fun screenshots of me playing with the settings to change the draw distance and hide the UI during loading screens.

TaigaUC
Nov 10, 2015, 04:03 AM
Latest version seems to hook everytime for me now, with just 1 AMT open.
Kinda weird how it randomly varies between updates.

kurokyosuke
Nov 11, 2015, 12:17 PM
Obligatory "not working after patch" bump.

chikko1988
Nov 11, 2015, 07:56 PM
Everyone will just have to wait. Patiently.

HardLight620
Nov 11, 2015, 08:55 PM
This week's update will probably take a bit longer than usual. GameGuard updates 'n stuff.

chikko1988
Nov 13, 2015, 12:12 AM
This week's update will probably take a bit longer than usual. GameGuard updates 'n stuff.

Yeah you can say that again, GameGuard's causing a lot of trouble too lately.

JoycieC
Nov 14, 2015, 06:32 PM
When is GG not causing trouble for people in some way, shape or form?
I'm honestly shocked they haven't found alternatives at this point.