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  • #221816
    Ralf
    Keymaster

    26/01/13 | vorpX 25.1.5 has been released

    Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.

    Click here for a list of noteworthy changes

    • vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
    • vorpX: the tracking center hotkey also ensures foreground and input focus.
    • vorpX: ALT+TAB and back could occasionally confuse key state tracking.
    • vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
    • vorpX: headset audio device switching did not work anymore.
    • vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
    • vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
    • vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
    • vorpControl: minimize runtime windows option supports latest Quest Link.
    • vorpControl: alternative hooking working for more games.
    • Cyberpunk 2077: improved sync between mod-portion and vorpX.
    • Tron 2.0: .ini changes weren’t applied anymore since a while.
    • Dishonored 2: scalable HUD added.
    • Dragon Age Origins: deal with GOG version 2-core lock.
    • Dragon Age II: deal with GOG version 2-core lock.
    • Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.


    25/12/20 | vorpX 25.1.4 has been released

    This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.

    Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.

    Click here for a list of noteworthy changes

    • vorpX: Improved stereo cursor rendering in games that upscale their output.
    • vorpX: Z3D could break in some games after taking off the headset.
    • vorpX: some games could crash with Windows display scaling set to 150/175.
    • vorpX: some games could crash on audio device change (25.1.3 regression)
    • Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
    • Farming Simulator 2022: DirectVR FOV update.
    • Fallout 4: DirectVR FOV scan was broken after a game update.


    25/12/16 | vorpX 25.1.3 has been released

    Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.

    Click here for a list of noteworthy changes

    • vorpX: Battlefield 2 could crash on map load.
    • vorpX: some games could crash on CPUs with more than 12 cores.
    • vorpX: different image sampling methods for screen/FullVR modes.
    • vorpX: image sampling method user selectable (expert setting).
    • vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
    • vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
    • vorpX: relaunching games with another graphics API could fail.
    • vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
    • vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
    • vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
    • vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
    • vorpControl: hook helper install auto API detection didn’t work anymore.
    • vorpControl: creating desktop shortcuts did not always work anymore.
    • vorpService: fallback for virtual display/desktop viewer not working on some PCs.
    • vorpService: The virtual display didn’t always get disabled on standby as intended.
    • vorpService: Quest Link detection not working anymore after a recent Link update.
    • Just Cause 3: depth buffer detection could fail occasionally.
    • The Witcher 3: DirectVR: camera position was broken, second position added.
    • The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
    • Elder Scrolls Online: shader parser to detect future UI changes automatically.
    • F1 2019: restarting with DX11 didn’t work anymore.
    • F1 2020: restarting with DX11 didn’t work anymore.


    25/09/12 | vorpX 25.1.2 has been released

    Another maintenance update with about a dozen noteworthy changes and fixes.

    Click here for all changes

    • Head tracking mouse emulation did not work anymore in desktop viewer.
    • Messages shown in some games on start could become unresponsive.
    • Mod component install with the virtual display failed due to an unclickable prompt.
    • Some games did not exit cleanly since vorpX 25.1.0.
    • Workaround for 32-bit games that use too much RAM on CPUs with many cores.
    • Potential workaround for old games that assign small stack sizes (untested).
    • In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
    • Avoid more annoying virtual monitor related Quest Link self-restarts.
    • Communication between the service and 32-bit vorpControl was broken.
    • The service could use an entire CPU core after lock/unlock, standby/resume etc.
    • Custom sync selection in the vorpX menu selected different options than shown.
    • Trouble shoot data now includes all relevant log files.
    • Better service handling in the installer.
    • Elder Scrolls Online: HUD shaders updated (again).
    • Cyberpunk 2077: mod components updated for CP2077 2.31
    • As always numerous smaller fixes and optimizations.


    25/08/30 | vorpX 25.1.1 has been released

    This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.

    Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click

    Click here for all changes

    • GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
    • Auto judder protection when a VR runtime throttles the headset framerate.
    • Rendering the start room could produce glitches/DX errors.
    • DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
    • SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
    • OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
    • OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
    • OpenXR: resetting the renderer in case of an error could cause a crash.
    • OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
    • OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
    • OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.


    25/08/28 | vorpX 25.1.0 has been released

    This update reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.

    Those who already used the cutting edge build can skip to the full changelog at the bottom of this post to check what has changed since then.

    Motion Controller Gestures

    You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.

    Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.

    Desktop Viewer Rewrite

    The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.

    If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.

    Virtual Monitor

    The new virtual monitor finally makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.

    Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.

    The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.

    Full Changelog

    Biggest changes from official (21.3.5) to last cutting edge build (24.1.0)

    • Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
    • A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
    • Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.

    Biggest changes since 24.1.0

    • Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
    • Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
    • Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
    • Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.

    Noteworthy smaller changes/fixes since 24.1.0

    • Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
    • Improved cursor tracking. Fixes cursor flicker e.g. in AC:Valhalla/Odyssey.
    • Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
    • DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
    • DX9: Hooking related changes that may improve hooking reliability in some cases.
    • DX9: Generic 3D/Headset modes did not work on some AMD GPUs
    • DX9: Fixed an issue that could cause games to hang on device creation.
    • DX9: Fixed an issue that could cause games to crash on display mode change.
    • DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
    • DX9: Fixed an issue that could cause games to hang fullscreen (e.g. Splinter Cell 3).
    • DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
    • DX10: Potential exception on init (e.g. Crysis DX10)
    • DX11: Support some rarely used DX11 features (e.g. WoW non-legacy DX11)
    • DX11: Improved G3D performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
    • DX11: More efficient multithreading. Improves FPS in some games (e.g. Elex 2).
    • DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
    • DX11/12: Optimized shader bookkeeping. Can save >200 MB of RAM (e.g. HZD).
    • DX12: More efficient resource bookkeeping. Up to 20% better FPS (e.g. Uncharted 4).
    • DX12: Fix for hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
    • DX12: display mode switching/window resizing failed for some games (e.g. Far Cry 6)
    • DX12: various authoring hotkeys did not work.
    • Tracking: The jump/crouch detection didn’t work correctly anymore.
    • vorpX control: App could crash on startup (24.1.0 regression).
    • vorpX control: App could crash after installing hook helpers.
    • vorpX control: App could hang after running for a while.

    Game Profile Changes/Fixes since 24.1.0

    • Cyberpunk 2077: support for latest game version.
    • Dark Souls III: scalable HUD didn’t work under some circumstances.
    • The Elder Scrolls Online: shader fixes for latest game version.
    • The Witcher 3: The profile’s mod part could activate itself without vorpX running.
    • World of WarCraft did not work anymore after removal of the old D3D11 renderer.
    • Abzu: ini changes were applied on each launch instead of just once.
    • Hellblade: ini changes were applied on each launch instead of just once.
    • Observer: ini changes were applied on each launch instead of just once.
    • Prey (2006): resolution wasn’t set as intended due to a typo.
    • Conarium: improved DirectVR memory apply on/off check
    • Deus Ex: Human Revolution: various fixes.
    • The Surge: motion blur hint added.
    • Morrowind: MGE shader chain could become unavailable.
    • dgVoodoo2: shader parser for versions 2.7+
    TheBalt
    Participant

    Hey everyone,

    So an Elden Ring First Person mod got posted on Nexusmods.

    The mod author put -alot- of thought into this one. There is no lock on, but there is some light autoaim. There are crosshairs for casters, and, well, just in your face melee combat for warriors.

    The mod is easy to install.

    I need to call out the elephant on the Room; why not use LukeRoss’ mod? Because – LukeRoss’ mod is barely playable. I tried it multiple times and its just an awful experience. In that mod, character orientation is not taken into account, so while youre trying to “side step” and then swing, your character is still facing in the wrong direction when you “Attack”

    This new mod, it basically gives Elden Ring FPS controls. Side strafing works as intended, aiming spells and projectiles does. Due to the lack of Information “on screen” for being first person; the modder even put in a “threat indicator” where in your crosshairs, there will be a Circle that will point towards incoming attacks, so if youre getting hit from the sides, youll have that info in first person.

    Overall, its the most well done First Person Mod for the Souls Series. Sekiro and Dark Souls 3 have good ones; but not nearly as well thought through as this one.

    The only annoying factor is the menus react to your look direction, so when messing with menus, you may want to zoom out.

    I will also add, I suggest mapping your Crouch/Sneak to your -Right Thumbstick-; you dont need Right Thumbstick anymore since there is no lock on. Now, set your Vorpx Settings for Zoom In/Zoom out to Thumbstick, so you can use the left stick to zoom out and navigate menus. If you are not seeing the Crosshairs in game, press Q on your keyboard, that should fix it.

    If there are any Sekiro fans around here, theres also a mod to give you Sekiro Deflect posture damage on enemies and basically play the game like Sekiro. First Person Mod is the first link, Sekiro Style Deflect is the Second Link and Sekiro “Posture Bars” are the third link.

    If you have any questions, let me know.

    https://www.nexusmods.com/eldenring/mods/3266?tab=files

    https://www.nexusmods.com/eldenring/mods/3471

    https://www.nexusmods.com/eldenring/mods/3405

    For the Posture Bar Mod, you need to fix one thing

    When you install it, you need to go into the game’s PostureBarModConfig.ini file and change this line to this:

    HideBarsOnMenu = true

    change to

    HideBarsOnMenu = false

    ____________________________________________________________________________________________

    Overall Modding Guidance for Steam Games in General:

    Now, in conclusion – IF YOU DO THIS AND ENJOY IT – BACKUP THE ENTIRE GAME ON YOUR HARD DRIVE. Mods for Souls games break with every game update.

    Go to your Steam Folder, Copy your -entire- Elden Ring folder and paste it somewhere safe in your hard drives. When the game gets an update, you can usually counteract it by letting it update, then when you want to return to the game with these mods, youll delete everything in the Elden Ring SteamApps folder, then Paste your old game. Have Steam set to “Offline mode”; so it wont see the changes made, then boot up.

    Saved games will get broken with updates too. I recommend, if you mod anything, to always put it in “Only Update This Game When I Launch It”. You can easily do this by Right Clicking a game in Steam – Properties – Updates – Drop Box Select “Only Update This Game When I Launch It”. Done, game wont update automatically.

    So, if you log into Steam one day and see “Update Queued” for a game youve modded; -STOP-, do not launch it. Put Steam into OFFLINE Mode. Now go to this site, they have a profile for every game, but we are just using Elden Ring’s as an example; https://www.pcgamingwiki.com/wiki/Elden_Ring

    There you can find where your saved files are, where configuration files are. Go in and back up your saves locally, somewhere else on your hard drive, along with your configuration files.

    If the game updates and breaks your mods; just put it back into Offline Mode, delete the game from the SteamApp folder, then use your old copy from before the patch, paste that into the SteamApp folder, then stay in offline mode to continue using the mods you want.

    Basically, if you mod any game, this is a process you want to be doing. Always keep a spare of the game’s folders put away in your hard drive, so if updates break mods, you just roll back like that and move forward, just keeping Steam set to offline mode to not attempt to update again.

    Dont delete the game from Steam, Steam is the DRM, you need Steam to have the game “installed” for it to launch. You just go in and replace folders manually.

    If you have any questions on the mods, Ill try to help.

    #214144

    In reply to: Is The End of VR Nigh?

    ToxicMike
    Participant

    I worry about vorpx, Ralf didn’t tell us a plausible reason why we have still vorpx 21.3.2, and i guess Ralf has received a legal warning and Ralf is not allowed to update vorpx.

    The same in Helixvision, it hasn’t got an update since June 2021, and they didnt’t want to tell me why ! Paul Dusler was the developer of the 3dfixmanager and this was the back end of Helixvision, and guess that he left the team last year.

    And RealVR has a received a legal warning and has to delete all 2K game mods,too. He released the Cyberpunk, Eldenring, Dark Souls, Final Fantasy 7 and Ghost Wire Tokyo Mods in 2022, and that’s it. I think that he wants 130€ per year for this small list of games is ripping off the VR Fans.

    I hope that the new Geo3D, Geo11, Depth3D will shake up the scene and we will survive this crisis !

    Honestly if it comes to VR-exclusive titles, i´ve almost sold my vr-gear already years ago, leaving vr and not even looking back to it.

    Just before selling my gear, i was actually trying to play games on a virtual theater screen and THAT was what got me hooked to VR after all, so basically i am playing all my games on vr-theater screens now. The only problem was, free software such as Bigscreen-Beta caused much troubles (stuttering, crashes etc.) so it was vorpX what saved me again, coz there haven´t been those issues.

    So believe it or not, i am actually using my vr-goggles with almost every gaming-session today, on a daily basis of course.

    Now if i can´t continue playing regular games with vorpX or even other similiar products, while being forced to play those few and actually great vr-exclusives, then VR is good as dead to me coz i will not keep my gear for those few vr-exclusives being released every couple of years.

    Sad and tragic, such a thing would be.

    #214143

    In reply to: Is The End of VR Nigh?

    Ralph
    Participant

    I worry about vorpx, Ralf didn’t tell us a plausible reason why we have still vorpx 21.3.2, and i guess Ralf has received a legal warning and Ralf is not allowed to update vorpx.

    The same in Helixvision, it hasn’t got an update since June 2021, and they didnt’t want to tell me why ! Paul Dusler was the developer of the 3dfixmanager and this was the back end of Helixvision, and guess that he left the team last year.

    And RealVR has a received a legal warning and has to delete all 2K game mods,too. He released the Cyberpunk, Eldenring, Dark Souls, Final Fantasy 7 and Ghost Wire Tokyo Mods in 2022, and that’s it. I think that he wants 130€ per year for this small list of games is ripping off the VR Fans.

    I hope that the new Geo3D, Geo11, Depth3D will shake up the scene and we will survive this crisis !

    5yn
    Participant

    For me an option like this would be cool not only for the first person method, but also for improving the game experience in general. The issue I have with multiple 3rd person games like Nioh or Dark Souls, is that the camera is often too far away from the character, which is simply less immersive for me.

    steph12
    Participant

    hello,

    unlike others dark souls on pc, this game will use EAC, i really hope we’ll be able to play this game in G3D but i’m now worried we wont be able to because of this… please tell me i’m wrong.

    #207314
    bravekat
    Participant

    Top 10 so far. I play in 3d theatre mode w/ custom HMD ceiling suspension mod:

    1. Cyberpunk 2077
    2. Red Dead Redemption 2
    3. Resident Evil 2
    4. The Witcher 3
    5. Rise of the Tomb Raider/ Shadow of the Tomb Raider
    6. Code Vein
    7. Nier: Automata
    8. Resident Evil Village
    9. Dark Souls Remastered
    10. Remember Me

    #206483
    Dreambuild
    Participant

    I’m using oculus quest 2 and virtual desktop. I tried to launch the sekiro in steamvr, in the device section I chose OpenXR since it worked well playing Drak Souls III. I can’t use oculus runtime since my laptop has issues running Oculus home. Airlink or link all acn’t work with my laptop.
    And I tried multiple methods and all attempts failed with crashed game. And after I uninstall hook helper it’s even worse with this on my screen: *** Unhandled Exception! See console output for more infos!ExpCode: 0xC0000005 ExpFlags: 0 ExpAddress:0x00007FFA8E50BB0A
    Is there anyway to slove it?
    My laptop specification:
    ASUS TUF Gaming A15 FA506IV
    R7 4800H with 2060
    36gb of ram
    Using Virtual Desktop for streaming
    Tried OpenXR and Steamvr selection(Those worked well with Dark Souls III), also oculus runtime, none was working.
    Oculus link is not available and can only been used when integrated card was diactivated.

    #206088
    Ralf
    Keymaster

    21/09/06
    vorpX 21.2.3 has been released.

    This is a maintenance release with the below changes and fixes. Note that the config app will still display 21.2.1 as version number since there have been no changes to it. The actual version number is shown in the bottom/left corner of the game window.

    • Fixed: Delayed hooking did not work under some circumstances (e.g. Control).
    • Fixed: Saving shader definitions did not work under some circumstances.
    • Fixed: Some DX9 games (e.g. Call of Juarez) did not work correctly with recently introduced matrix array transforms.
    • Fixed: Dark Souls Prepare To Die Edition (and potentially other DX9 games) could get caught in a device reset loop when run fullscreen.
    • Fixed: Dark Souls Remastered (and potentially other DX11 games) could deadlock.
    • Improved: reduced CPU usage while checking for newly launched programs.
    • Improved: DX11 G3D authoring auto projection search can handle nested structs
    • GTA V: script DLL updated.
    • Red Dead Redemption II: hints were not shown on start, script DLL updated.
    • Vampire: Bloodlines: automated settings applied correctly for community patch.
    • Nier: Automata: support for Game Pass Edition added.
    • Dead Island: support for Definitive Edition added.
    • Deus Ex: Mankind Divided: DX12 support added (Z3D), for G3D stick to DX11.
    #205764
    RJK_
    Participant

    < 1 FPS with Dark Souls: Prepare to die Edition with me.

    #205050
    ilkj4832z
    Participant

    There is no problem playing other games.
    Only this game.
    It freezes when moving from the start screen to the game screen.
    It was the same even if I restarted the game from the beginning.
    It freezes when moving to the game screen.
    It doesn’t change even if I uninstall and reinstall the game.
    What should I do?

    #204809
    TheBalt
    Participant

    Hey folks,

    So was doing some Souls playthrus and getting a pretty heavy judder in both Dark Souls 3 and Sekiro. I have turned setting all the way down, set it to “Safe” in Vorpx in game menus to help – but as i stand still, things just ‘judder’ around every 2-3 seconds, sit still, then judder again. Happens even with the headset sitting on a table instead of my head.

    Any ideas on how to fix this?

    Thanks everyone, have a great day!

    TheBalt
    Participant

    Big concern with this is online, Ive heard they ban you without warking for hooking with cheat engine or any other app like vorpx into the game. Whats more game would “remember” if a character you have played offline used any apps that hooked to the game (i.e. potential cheats) and ban you if you go online with that character.

    Unless it only concerns DS3, maybe DS2 is different.

    oh ya, i apologize for not mentioning that – but even to install the mod you must delete all your previous characters (obviously just move them to a seperate folder while you play the mod) and do a clean install when you wanna go back to Dark Souls 2 regular. I should have mentioned that.

    That being said, there is also a new big mod for Dark souls 3 called Convergence that has kinda blown my mind, tons of new spells, including new classes like Necromancers and Druids that can summon zombies/animals to help. Major emphasis on magic, all new magic effects… and you can get that into first person vr as well. Heres links if anyones interested.

    Mod convergence:
    https://www.nexusmods.com/darksouls3/mods/672?tab=files

    Mod with first person option, no need to tweak it like Dark souls 2’s first person mod:
    https://www.nexusmods.com/darksouls3/mods/136/?

    TheBalt
    Participant

    Hey folks,

    So a modder released on Nexusmods a pretty extensive reworking for Dark Souls 2. Enemy behavior and location changes, item changes, boss changes, combat speed closer to Dark Souls 3 – so decided I wanted to try it out.

    I got it working pretty well on Vorpx in first person FullVR mode and wanted to give a rundown to anyone who might be interested in trying Dark Souls 2 in first person VR.

    Each time you decide to play; it will take about 2 minutes to properly setup your game and then youre good to go.

    Below are the links for a First Person CheatEngine mod and with it a FOV Cheat Engine Mod.

    https://app.mediafire.com/1kmp5l03ah0t4

    I am sorry I do not know who these mod authors are, I have had these files sitting in my PC for years at this point and I tried to find the same ones but couldnt on Google and Nexus.

    I am using these in Scholar of the First Sin, not the original Dark Souls 2, so I am not sure if it will work with it.

    So, directions:

    1) Make a new character and get Binoculars in the game. They are literally within 2 minutes of the start of the game if you just run directly to them, the link below is from a Youtuber that shows where to get them at the primary hub in the game.

    So, get the binoculars and put them in one of your weapon slots, thats all we need as far as items in game.

    2)
    Always be loaded into the game world before using the CheatEngine mods, so always log into a character and then Alt+Tab out and time to set up the CheatEngine stuff.

    For the FOVDS2.CT mod, open it, click the little computer icon at the top left (Select a process to open) and make sure to choose DARK SOULS II. Then towards the bottom of the window, click the box next to “Change FOV”.

    The very next line is “FOV Value”, check this as well. In that row next to “FOV Value” you should see these numbers : 0.7679448724. Double click 0.7679448724 and when the box pops up, replace it with this: -29.23205376

    Thats all for that step, your FOV should look pretty nuts, but the next mod will take care of it.

    3) Open the FOVDS2.CT file and again, select a process to open in the upper right computer Icon and select DARK SOULS II. A pop up will appear, choose “Yes”. Click the box next to First Person First Person (Usage: Turn on script, zoom in with bow/binoc)

    4) Switch back to your game and, use the binoculars once and now you will be in VR, if you look down you can see your body, etc. Put bincolars back in your backup items and pull out your real weapons and start playing.

    I know this all seemed like a lot, but it literally takes 1 1/2 minutes to setup when youre logging in. The only real “upkeep” you have to do, is when you die or go through a load screen, equip the binoculars again for a moment to activate first person view. I recommend just keeping the binoculars in one of your 6 weapon slots and just hopping right to it, tapping it on, then switch back to your real weapons.

    -There is no need to ever leave gameplay to reset the mod, you just need to use the binoculars to ‘turn on’ the first person mod after loading screens-

    The game -is- more difficult, but definitely playable. For a bit more fun Id recommend getting a large sword so you can clearly see your hits, but you should be able to play most builds just fine; probably will die more since we are losing situational awareness, but, its fun to see this world in first person with Geo3d. Keep in mind you CAN adjust the HUD position in this game, so if you play FullVR like me, I recommend pulling health bars into view, etc.

    One last thing – if youre playing with an Xbox or Ps4 controller – go into Steam controller configurations and change your right control stick to “Joystick mouse” – for some reason the game turns extremely slowly with regular joystick with these mods. All other buttons can remain the same.

    On an aside, I have a few hours into that new mod on Nexus and am enjoying the changes to combat, if anyone wanted to try it, heres a link for that too.

    https://www.nexusmods.com/darksouls2/mods/978

    You dont need to play this mod to play regular Dark Souls 2 in first person VR.

    If you have any questions, ill try to help out.. and again, sorry, dont know who made those cheattables, but they work.

    Take care of yourselves folks.

    bobarctor
    Participant

    Hi, me again. Just to add that dark souls II works quite well performance-wise (now I have a problem with xbox 360 gamepad not working as intended, but that’s another subject), so my Dark souls PTD edition problem really isn’t a hardware performance issue.

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