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rf5fix's Introduction

Rune Factory 5 Fix

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This BepInEx plugin for the game Rune Factory 5 features:

  • Proper ultrawide and non-16:9 aspect ratio support with pillarbox removal.
  • Smoother camera movement with a higher update rate.
  • Intro/logos skip.
  • Graphical tweaks to increase fidelity.
  • Adjusting field of view.
  • Vert+ FOV at narrower than 16:9 aspect ratios.
  • High quality model previews in menus.
  • Ability to disable cross-hatching effect.
  • Overriding controller icons/glyphs.
  • Overriding mouse sensitivity.

Installation

  • Grab the latest release of RF5Fix from here.
  • Extract the contents of the release zip in to the game directory.
    (e.g. "steamapps\common\Rune Factory 5" for Steam).
  • Run the game once to generate a config file located at \BepInEx\config\RF5Fix.cfg
  • The first launch may take a little while as BepInEx does its magic.

Linux

  • If you are running Linux (for example with the Steam Deck) then the game needs to have it's launch option changed to load BepInEx.
  • You can do this by going to the game properties in Steam and finding "LAUNCH OPTIONS".
  • Make sure the launch option is set to: WINEDLLOVERRIDES="winhttp=n,b" %command%
steam launch options
Steam launch options.

Configuration

  • See the generated config file to adjust various aspects of the plugin.

Known Issues

Please report any issues you see.

  • Run into issues after updating the mod? Try deleting your config file, then booting the game to generate a new one.
  • If you get startup issues try disabling "Show launcher at start" in the game launcher as shown in the picture below.
launcher
Thanks to pho on the WSGF Discord.

Screenshots

ezgif-2-f2f4b5f8b5
Ultrawide pillarbox removal.

Credits

  • BepinEx is licensed under the GNU Lesser General Public License v2.1.
  • @KingKrouch for various contributions.

rf5fix's People

Contributors

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rf5fix's Issues

No RF5Fix.cfg file generated

Hi!

my RF5Fix.cfg don't generate when I launch the game. Only a BepInEx.cfg. I tried to open the game without the launcher, deleting the config folder, dowload the newest and latest version and " Copying my plugins from the BepinEx/plugins into Rune Factory_5_Data/Plugins" ( wich is the "official" solution) and still not working...

Can someone help ?

Thanks.

Custom Resolution added back

I'm stuck using your older version since I was using it for the custom resolution solution, it would be awesome if you could bring it back into the newer versions.

Update to latest BepInEx

RF5Fix's dependency on an old BepInEx version makes it incompatible with many mods. Make changes necessary to work with later versions of BepInEx.

Unusual Error Log Message Upon Startup

So, when I run RF5 after putting in RF5 Fix 0.1.4, I get a very odd and (for me) indecipherable error message... Can somebody tell me what this means? Will this get other mods of mine to work that refuse to (Particularly the following:
Harem, RF4 Character Unlock, Save Anywhere, Unlock All Movies, and Additional Warp Points [all found on Nexus]).
Attached is the error log.
preloader_20221031_234501_282.log
So, how would I fix this to work with other mods that require RF5 Fix?

I also don't get an RF5Fix.cfg file in the /config/ folder, I just still have the original BepInEx.cfg... What do I do?

Config File has a small mix up

Set window mode. 1 = Fullscreen, 2 = Borderless, 3 = Windowed.
Setting type: Int32
Default value: 1
Acceptable value range: From 1 to 3
WindowMode = #

1 is actually Borderless and 2 is Fullscreen

FOV Issue While Fishing

Hello! I found an issue with the FOV that occurs when fishing. After casting the line, the FOV increases by a certain amount and keeps doing so after every cast. It goes back to normal after reeling in, but each subsequent cast keeps increasing the FOV until it reaches a point of insanity lol.

For additional context my FOV config settings are "FOVAdjustment = true" and "AdditionalFOV.Value = 15"

Screenshots:
This is after the very first cast -
rf5 fov 1

This is after 3 or 4 casts -
rf5 fov 2

This is after 7 or 8 casts -
rf5 fov 3

Possible to move/adjust UI elements?

This works great on 32:9 but it does make the UI elements stick out a bit more. The minimap is the worst offender. Would it be possible to realign these some way?

Possible to make cutscenes skippable?

First of all thank you so much, works great, you are doing god's work! I'm one of the people with the 'black screen instead of cutscenes' bug, so I can't progress in the game, would it be possible to add an option for skipping the cutscenes altogether?

Texture Replacement: PS button prompts?

I know this is not an issue or a feature of the mod but is there a possibility to implement texture replacement so we can add PS button prompts? Weird that RF5 doesn't have them but RF4S did.

Lag/stutter after teleporting

May or may not be an issue with this addon but was worth throwing it in here just in case anyone else is experiencing it.

In the past day or so I've been getting lag when I load up my save file and when I teleport anywhere. Its a stutter for about 1-2 seconds.

Game ignores RF5

Downloaded and followed the instructions, the command window for BepInEx launches, i do not see the settings in the screenshot, nothing matches the mod at all, none of the settings work.
I even tried setting custom resolution, and the game continues to launch in 1920, im using a ultrawide, none of the options nor settings match the screen shot here.

[Feature Request] Force Controller Prompts

Would it be possible to force the game to show controller prompts regardless of the used input method? Its not so much an issue on a PC, or at least on Windows, where it will swap between KB/M and Controller prompts based on the used input, but on the Steam Deck (not tried under a more normal Linux PC) it is just stuck on KB/M. There is a mod that can do this. But it involves using a modded EXE and Steam DLLs, which isn't exactly sustainable if there are patches to the game. The game will accept the controller input and work, it just shows KB/M on the prompts, which quickly gets confusing, without the mod.

Monsters don't show up in naming menu anymore

I think this is because of the HD portraits fix (I just updated to 0.1.2 and didn't check if this issue happened with 0.1.1) but when you tame a monster and the game goes to the menu to name it, the monster doesn't show up anymore. I've tried with 2 boss monsters and a Wooly and they all look like this:
image

Physics update rate causes you to get caught up more often.

I have noticed that while it really helps with the camera jitter, it also causes some small issues.

If its around 60-120, its rare, but you can get stuck on little step ups in the game, and above 240 its happens almost every time.

Is this something that is possible for the mod to fix with in its self or something we have to wait for the developers to deal with?

BepinEx error & not generating configs

I can launch the game just fine, but no plugins will load, nor will they generate config files. When I enable the BepinEx log window, this is what comes up:

[Message: Preloader] BepInEx 6.0.0-be.572 - Rune Factory 5
[Message: Preloader] BLEEDING EDGE Build #572 from 9c2b17f3e4437b0d154754a3b9852e664eb98425 at master
[Info : BepInEx] System platform: Windows 7 64-bit
[Info : BepInEx] Process bitness: 64-bit (x64)
[Info : Preloader] Running under Unity v2019.4.17
[Message: Preloader] Downloading unity base libraries
[Fatal :Unhollower] Failed to generate unhollowed assemblies: System.Net.Http.HttpRequestException: An error occurred while sending the request ---> System.Net.WebException: Error: NameResolutionFailure
at System.Net.WebConnection.Connect (System.Net.WebOperation operation, System.Threading.CancellationToken cancellationToken) [0x00044] in <0cb84a912f9e474b9778c5c9aac20660>:0
at System.Net.WebConnection.InitConnection (System.Net.WebOperation operation, System.Threading.CancellationToken cancellationToken) [0x000cc] in <0cb84a912f9e474b9778c5c9aac20660>:0
at System.Net.WebOperation.Run () [0x0009a] in <0cb84a912f9e474b9778c5c9aac20660>:0
at System.Net.WebCompletionSource1[T].WaitForCompletion () [0x00094] in <0cb84a912f9e474b9778c5c9aac20660>:0 at System.Net.HttpWebRequest.RunWithTimeoutWorker[T] (System.Threading.Tasks.Task1[TResult] workerTask, System.Int32 timeout, System.Action abort, System.Func1[TResult] aborted, System.Threading.CancellationTokenSource cts) [0x000f8] in <0cb84a912f9e474b9778c5c9aac20660>:0 at System.Net.HttpWebRequest.EndGetResponse (System.IAsyncResult asyncResult) [0x00020] in <0cb84a912f9e474b9778c5c9aac20660>:0 at System.Threading.Tasks.TaskFactory1[TResult].FromAsyncCoreLogic (System.IAsyncResult iar, System.Func2[T,TResult] endFunction, System.Action1[T] endAction, System.Threading.Tasks.Task`1[TResult] promise, System.Boolean requiresSynchronization) [0x0000f] in <986ed57b9a8f4699a3c59a69eb05944a>:0
--- End of stack trace from previous location where exception was thrown ---

at System.Net.Http.MonoWebRequestHandler.SendAsync (System.Net.Http.HttpRequestMessage request, System.Threading.CancellationToken cancellationToken) [0x0041b] in <4535ed4534f04d0994ac41b63161cc92>:0
--- End of inner exception stack trace ---
at System.Net.Http.MonoWebRequestHandler.SendAsync (System.Net.Http.HttpRequestMessage request, System.Threading.CancellationToken cancellationToken) [0x00476] in <4535ed4534f04d0994ac41b63161cc92>:0
at System.Net.Http.HttpClient.SendAsyncWorker (System.Net.Http.HttpRequestMessage request, System.Net.Http.HttpCompletionOption completionOption, System.Threading.CancellationToken cancellationToken) [0x000e8] in <4535ed4534f04d0994ac41b63161cc92>:0
at System.Net.Http.HttpClient.GetStreamAsync (System.String requestUri) [0x0007d] in <4535ed4534f04d0994ac41b63161cc92>:0
at BepInEx.IL2CPP.ProxyAssemblyGenerator+AppDomainRunner.GenerateAssembliesInternal (BepInEx.IL2CPP.ProxyAssemblyGenerator+AppDomainListener listener, System.String unityVersion, BepInEx.IL2CPP.ProxyAssemblyGenerator+IL2CPPDumperType dumperType) [0x00080] in :0
at BepInEx.IL2CPP.ProxyAssemblyGenerator+AppDomainRunner.GenerateAssemblies (BepInEx.IL2CPP.ProxyAssemblyGenerator+AppDomainListener listener, System.String unityVersion, BepInEx.IL2CPP.ProxyAssemblyGenerator+IL2CPPDumperType dumperType) [0x00000] in :0
[Fatal : Preloader] System.TypeInitializationException: The type initializer for 'UnhollowerBaseLib.Runtime.UnityVersionHandler' threw an exception. ---> System.TypeLoadException: Could not load type of field 'UnhollowerRuntimeLib.DelegateSupport+<>c:<>9__7_0' (2) due to: Could not load file or assembly 'Il2Cppmscorlib, Version=3.7.1.6, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
at (wrapper managed-to-native) System.RuntimeTypeHandle.type_is_assignable_from(System.Type,System.Type)
at System.RuntimeTypeHandle.CanCastTo (System.RuntimeType type, System.RuntimeType target) [0x00000] in <986ed57b9a8f4699a3c59a69eb05944a>:0
at System.RuntimeType.IsAssignableFrom (System.Type c) [0x00020] in <986ed57b9a8f4699a3c59a69eb05944a>:0
at UnhollowerBaseLib.Runtime.UnityVersionHandler+<>c__DisplayClass19_1.<.cctor>b__2 (System.Type i) [0x00000] in :0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) [0x0002c] in :0
at UnhollowerBaseLib.Runtime.UnityVersionHandler+<>c__DisplayClass19_0.<.cctor>b__1 (System.Type t) [0x0001a] in :0
at System.Linq.Enumerable+WhereArrayIterator`1[TSource].MoveNext () [0x0002c] in :0
at UnhollowerBaseLib.Runtime.UnityVersionHandler..cctor () [0x0014c] in :0
--- End of inner exception stack trace ---
at BepInEx.IL2CPP.Preloader.Run () [0x0017e] in :0

config folder isn't generating

Hi,

I had this installed previously with several mods and everything working fine. I ran into a game breaking bug where I couldn't move forward in the story. So I deleted everything, uninstalled the game fresh, and added this back. It is not generating the config or log file for me to even provide.

Can you please help? After extracting to my game folder, I only get core and plugins. I have the show launcher at start unchecked already. I've checked and unchecked a few times for safe measure. C:\Program` Files (x86)\Steam\steamapps\common\Rune Factory 5

Can't get it to work on Steam Deck?

Managed it just fine on my PC, looks and plays excellently! On my Deck, however, no go. I'm worried it may not be compatible with this mod to see controller icons on the Deck: https://steamcommunity.com/sharedfiles/filedetails/?id=2834887759 (I reverted back to the normal Rune Factory 5.exe and steam_api64.ll but it still didn't work... and strangely, still had proper controller icons, so I'm unsure...)

I don't know if that's the issue, or if this fix just can't be applied to the Deck, and I'm not sure where else to ask! After unzipping the files to the game's folder on my Deck, it launches and plays just fine, but nothing is changed.

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