Zelda: Tears of the Kingdom Modding
- No World Limitsgamebanana.com No World Limits [The Legend of Zelda: Tears of the Kingdom] [Mods]
No World Limits (Ultra-Hand + devices/items)... A The Legend of Zelda: Tears of the Kingdom (TOTK) Mod in the Other/Misc category, submitted by TearsOfDDevs
- (beta1) TotK DynamicFPS v1.5.5beta1 (custom internal resolutions, allows setting res above 1080p)
cross-posted from: https://www.reddit.com/user/ChucksFeedAndSeed/comments/14xksce/beta1_totk_dynamicfps_v155beta1_custom_internal/ >E: EA 3764 was finally released, sadly pineapple builds still have pretty high RAM usage, a reduced memory usage build can be found at https://www.reddit.com/user/ChucksFeedAndSeed/comments/15532qa/pineapple_ea_3764_reducedramusage_build/ > >--- > >E: >Also posted a modded Yuzu build to reduce RAM usage with this at https://www.reddit.com/user/ChucksFeedAndSeed/comments/14xksce/beta1_totk_dynamicfps_v155beta1_custom_internal/js3cwlp/, if you try it lemme know how it goes! > >--- > >E: beta3 released to hopefully fix the hanging issues with beta2: https://www.reddit.com/user/ChucksFeedAndSeed/comments/14xksce/beta1_totk_dynamicfps_v155beta1_custom_internal/jrzm4mu/ > >--- > >Been looking through more of the game, seem to have found a way to increase games internal res above 1080p, letting the game scale up to 1440/2160/etc natively, without needing to use emu scaling. This lets us get around some of the issues with the emu scalers, such as the sky-island / edge / AO / shadow issues, hopefully allowing those effects to scale up properly 😺 > >For this to work some of the engine internals around memory heap sizes had to be tweaked. Because of that, the game will require the increased memory option in the emulator to be enabled for above-1080p resolutions to work. > >In Yuzu this can be enabled in
Configure > System > Unsafe extended memory layout (8GB DRAM)
. In Ryujinx you can enable it viaOptions > Settings > System > Use alternative memory layout (Developers)
. > >(E: newer Yuzu versions have separated the extended memory option into 3 settings, 4GB / 6GB / 8GB - I'd recommend trying with the 6GB setting first to try and minimize memory usage, if you get any crashes on load then try increasing it to 8GB) > >As both emus point out, there's a chance this increased memory could cause instability, or the res increase itself might have certain issues. This hasn't been tested too thoroughly yet, for those brave enough to try it please let me know if you find any issues! > >So far the only downgrade I've noticed compared to emu-scaler is the image seeming slightly less sharpened compared to emu. It's only really noticeable when taking still-shots though, in motion it looks pretty much the same (but with none of the strange edge/AO artefacts :) (I know the emu-scaled versions seemed a bit oversharpened to some people too, so maybe this is just how the game is actually meant to look at higher res?) > >Note that performance with this seems very slightly lessened (~5FPS difference) compared to emu-scaler, likely because things like AO/shadow buffers now get scaled up by the game. Not too sure about how memory usage might be different, would be interested in any comparisons! (E: maybe it's emu-dependant but I've also heard the opposite from some people too, with FPS gains coming from using this, interesting, if you try it please let me know your experience!) > >If the performance hit is too much for you I'd recommend using the emu-scaler with /u/PixelKiri's new sky-island edge fix, helps clean up a lot of the issues that the emu-scaler has. (many thanks to them for helping test this mod & giving it a look over too!) > >Any comparisons with the emu-scalers would be appreciated, or if you have any other thoughts/questions about it please let me know! > >--- > >DynamicFPSv1.5.5beta1.zip download: https://pixeldrain.com/u/3DSbhLXf > >Compatible with all game versions. > >Make sure to enable extended/alternate memory layout in your emu settings for the resolution mod to work, otherwise internal res will be limited to 1080p. > >If you choose a resolution above 1920x1080 it's recommended to keep emu at 1x scale, the res you chose should get used fine (you can still use emu-scaler with it if you like, but that will likely bring back the scaling issues which were mentioned above) > >Recommend using this with the Disable Quality Reduction patch too, otherwise game may drop to ~80% of internal res, even with FSR/DynamicRes disablers. > >If anyone would like to support my work I have a ko-fi page at https://ko-fi.com/ChucksFeedAndSeed :) > >--- > >To set it up make sure to extract all the folders included in the ZIP into your games mod directory (in Yuzu: right click game in game list -> Open Mod Data Location), also make sure to disable any older dynamic FPS / resolution mods. > >Ryujinx: I'm not sure if Ryu has a way to toggle mods selectively, you may need to remove the folders of the optional mods you don't want (if all are left active it should make 60FPS take precedence over the others). > >Yuzu: keep Yuzu speed limit at 100% if you want to use the new FPS options, also recommend keeping theSync to framerate of video playback
advanced graphics option disabled if you intend to use 60FPS cutscene mods. > >The INI can also be changed to use a custom resolution too, but it's only been tested with 16:9 ones so far, if you try anything different let me know how it goes! > >--- > >Known issues: > >- mods that change heap sizes might not work properly with this, atm this will just force the heap size to(vanilla size) + (the size increase we calculated)
, so any increased size from mods won't be added to it... The heap sizes could be interesting to look into, heard of others being able to reduce stuttering/improve perf by changing them, maybe being able to keep more things in memory instead of needing to decompress from romfs could help things somewhat. In case anyone ever tries looking into it, next version will adjust things to try and preserve any size increases. >- not every rendered texture/buffer gets scaled up by the game (unlike emu-scaler which scales up majority of them, albeit with slight artefacts), shadow texture is the most obvious one affected, but this also causes things like the blurred background in inventory screen to look low-res, luckily shadow res can be adjusted in code, but since that blurred background is done via games UI system it looks like it might need UI layout files to be changed instead. >- (fixed in beta3 onward): certain res options (1440p, maybe 2880p) might prevent game from booting, it's an issue with how shadow buffer size is worked out afaik, you can workaround it by editing the resolution_1440p.ini / resolution_2880p.ini, and change the ResolutionShadows line toResolutionShadows = 2048
orResolutionShadows = 4096
>- Using resolutions that aren't integer multiples of 1080p (eg. 2560x1440, which is 1.3333... times 1080p) may show some white edge artefacts. This is kinda strange since games default 1600x900 (and handheld 1280x720) both aren't integer multiples... got some ideas about it, will look into it more soon (thanks to /u/PixelKiri for letting me know!) - Release TOTK Ultrawide - v3.0.0 · Fruithapje21/TOTK-Ultrawidegithub.com Release TOTK Ultrawide - v3.0.0 · Fruithapje21/TOTK-Ultrawide
Refactored the code the make it more readable and easier to work with Added support for all aspect ratios, even below 16:9 (experimental) Corner HUD now corners all HUD elements correctly Updated f...
- TOTK Settings Menu (Aspect Ratio Utility Update)
cross-posted from: https://www.reddit.com/r/128bitbay/comments/14z6j6b/totk_settings_menu_aspect_ratio_utility_update/
>Hey guys. I haven't posted about this utility in a long time, but I've been working on it in the back periodically. I'm proud to announce my latest version with tons of new features, with even more to come! Since the last post on reddit, I've done the following: > >\- Updated the HUD Fix scripts thanks to fruit with fixes for text stretching. > >\- Added tons of visual fixes-- everything found on GBAtemp is now a selectable checkbox that can be added to the exefs patch text. This includes the cutscene fix, disable FSR, FXAA, targeting DOF, LOD reduction, anisotropic filtering, dynamic resolution, and force trilinear filtering. > >\- Added chuck's latest dynamic fps mod beta (1.5.5 beta 2) with procedural generation of the ini file to customize any FPS, Shadow Resolution, Game resolution, and use the increase camera quality mod > >\- Added numerous controller options, now you can choose from Xbox, Dualsense (both Alerion921 and StavaasEVG's), Steam, Steam Deck, and Switch (the default). All include blackscreenFix > >\- Made the controller screen easier to read with images showing what the controller will look like in game and text showing what to map your buttons to. You can no longer select incorrect controller combinations. > >\- Create buttons allowing you to have the mod automatically generate in the default mod location for either yuzu or ryujinx, or specify a custom folder. A button on the same screen also lets you automatically open that output folder upon completion to view the generated files. > >\- Created a console in the same tab as the generate button showing progress. The console has a ton of new error messages and messages showing whether you need to wait to avoid thinking its frozen when it is not. > >\- Reorganized the tabs to make the generation process easier to understand > >\- Updated support to 1.2.0 > >\- As always, you can still enter any two numbers as your screen's aspect ratio to have the game expand correctly and not stretch. > >None of this could have been possible without the wonderful modders in the community. While I have been handling all the logic, GUI, and automation, the real game fixes are made by these wonderful people. Special shoutouts to u/fruithapje21 for all his work on the HUD fixes the bread and butter of this utility which inspired its creation. u/ChucksFeedAndSeed for his amazing work on so many visual fixes that make the game look beautiful. u/alerion921_ttv for his great controller mods for so many different types of inputs all crafted with such care. > >As you can probably tell, this utility has turned into a TOTK Settings Menu, and will ultimately lead to a launcher I am creating that will look similar to the launchers for Insomniac's Spiderman games and Skyrim, where it will have a Settings button that lets you configure the game before launching. > >https://github.com/fayaz12g/totk-aar/releases/tag/6.0.1
- TotK Dynamic FPS v1.5.4 (support for v1.2.0 game update, optional FPS toggles)
cross-posted from: https://www.reddit.com/user/ChucksFeedAndSeed/comments/14t5lk1/release_totk_dynamic_fps_v154_support_for_v120/
>E: updated link below with v1.5.4a, should fix the issue with Tarrey Town railcar & other things which use the same kind of wheels, apologies for the bad 1.5.4 release. > >--- > >v1.5.4 adds support for the v1.2.0 game update, porting was pretty straight-forward so should hopefully work fine with it, but if you notice anything act strange please let me know. > >dFPS now also comes with extra mod folders which can be toggled from your emu mod-selection window, to enable certain extra features. > >Right now these extra mods are just used to let you select your desired framerate cap for the game (20/30/45/60FPS selections are available). > >These optional mods should act pretty much the same as the static FPS mods, but can also be customized to your desired FPS by editing the INI file included inside them. (note that the main dFPS mod is required to be enabled for these to work) > >1.5.4 also includes fixes for the ladder/wall climbing animations, should now align better at higher FPS, along with a fix for weighted-buttons becoming harder to press at higher FPS. > >--- > >DynamicFPSv1.5.4a.zip download: https://pixeldrain.com/u/qtTAYpeq (alt: https://gofile.io/d/qfp7ey) > >Compatible with all game versions. > >To set it up make sure to extract all the folders included in the ZIP into your games mod directory (in Yuzu: right click game in game list -> Open Mod Data Location), also make sure to disable any older dynamic FPS mods. > >Ryujinx: I'm not sure if Ryu has a way to toggle mods selectively, you may need to remove the folders of the optional mods you don't want (if all are left active it should make 60FPS take precedence over the others). > >Yuzu: keep Yuzu speed limit at 100% if you want to use the new FPS options, also recommend keeping the
Sync to framerate of video playback
advanced graphics option disabled if you intend to use 60FPS cutscene mods. > >If anyone would like to support my work I have a ko-fi page at https://ko-fi.com/ChucksFeedAndSeed :) > >--- > >Changes in v1.5.4: > >- added optional mods to adjust the max framerate cap, togglable via the emulator mod-selection dialog, can also be customized to almost any framerate you like (mods are controlled via INI files, dFPS will read any INI stored inromfs:/dfps/
folder, the optional mods just insert their own separate INI there when enabled) >- added adjustment to UI gamepad update speed to let it match the game-speed we set, fixes menus being too fast at high FPS (map still runs faster though, but it's probably better that way :P) >- added hook to adjust the upward-force game applies to weighted/slider buttons, fixing the issue where buttons became harder to press at higher FPS >- (1.5.4a: adjusted the fix above to only apply to buttons, fixing issues with Tarrey Town railcar & certain wheels) >- added hook to adjust ladder-climbing & wall-climbing speed to let it stay consistent between framerates >- added fix for the jump-on-ladder animation when jumping from the top side of ladder (our adjustments stopped the anim from completing properly for some reason, so just added check to skip adjusting this anim) >- addednvnWindowSetPresentInterval
hook, so that dFPS can control the vsync interval, allows us to increase max FPS, which then lets us allow max FPS to be customized by user >- added support for v1.2.0 game update > >Known issues: > >- (fixed in 1.5.4a)(Physics) - railcar in Tarrey Town won't move properly at higher FPS, seems this was caused by our 1.5.4 button fix, oops... you can limit FPS to 30 to let it move, should be fixed in next release.> >- (Interactables) When playing above 60FPS the ladder/wall-climb animations might go out-of-sync again, haven't had much luck solving this yet unfortunately. > >- (CameraFix) TheEnableCameraQualityImprovement
optional feature may have issues with descriptions becoming swapped, will look into it more soon, for now the INI has been removed from 1.5.4 release (can still be enabled by tweaking the default.ini if desired...) > >- (Physics) - the Havok physics fix inside 1.5.3+ may cause objects resting on top of other objects to slightly shift/nudge over every few seconds, unsure what the cause of this is yet. Seems vanilla/unmodded 30FPS game also has this issue as well, but it happens slower there because of the lower framerate I guess, with higher framerates making it become more noticeable. Since unmodded game is also affected I guess this isn't a huge problem, still felt it was worth mentioning though, would be nice to find a fix for this eventually. > >- (Physics) - ropes/chains still act up at higher FPS, found a semi-fix for this by changing some havok settings, but that also seemed to break other things, so haven't added that in here. > >- (Cloth) - cloth sails may act strange when being interacted with ultrahand, not completely sure what cause is, could be the cloth speed change, physics change, or just FPS itself being increased which is causing it, hopefully can look into it more soon. > >- (UI) Black screen when switching weapon/abilities, don't have a way to fix this in code right now, but there's a great fix for this already available in the mod collection github: https://github.com/HolographicWings/TOTK-Mods-collection/ > >- (1.0.0) The non-updated 1.0.0 game version has an issue with game over screen preventing saves from being loaded when playing at higher than 30FPS, can be fixed by updating to 1.1.0 or newer. > >- External framelimiters such as Rivatuner (RTSS) can cause game speed to fluctuate a lot, recommend either editing one of the included FPS mods with your desired FPS, or change it via the built-in emu speed limiter ("Limit Speed Percent" in Yuzu settings) > >- Ryujinx will disable PPTC when using this mod, there's a tracking issue about this at https://github.com/Ryujinx/Ryujinx/issues/5130 - AFAIK this should only really affect initial load/bootup time of the game. > >- The fix to limit framerate during the 30FPS cutscene videos isn't compatible with the interpolated 60FPS cutscenes mod, and will make them run slow as they're marked as 30FPS in the video metadata/headers, a tool to fix them can be found here: https://www.reddit.com/user/ChucksFeedAndSeed/comments/14fkvka > >Known non-issues/fixed issues: > >- Not really dFPS related, but I still recommend using the "disable LOD quality reduction" / "disable quality reduction" patch, no matter which resolution mods you might use, this helps fix a bug with textures sometimes having flickering lines/wireframes appear on some systems (no other mods currently help with this, only LOD quality reduction patch fixes it) - a port for 1.1.2 can be found in my patchset here: https://www.reddit.com/user/ChucksFeedAndSeed/comments/13sofgg/totk_v112_visual_patches_chuckpatch_fsr_disable/ The "LOD improvement" mod which is also available is a separate mod that can help with more LOD issues, but doesn't seem to make any difference with the flickering issue itself, you can use both mods together fine however. (E: This is the kind of flicker that the quality reduction patch should help with: https://www.reddit.com/r/128bitbay/comments/14q8knd/strange_behaviour_of_light_sources_and_geometry/) > >--- > >old 1.5.4 initial release: https://pixeldrain.com/u/VQcWYsrj (alt: https://gofile.io/d/udcrvl) - The Legend of Zelda: Tears of the Kingdom has been updated to Version 1.2.0
cross-posted from: https://lemmy.world/post/1070239
> Ver. 1.2.0 (Released July 4, 2023) > > General Updates > > - By starting the game from within certain articles released on a specific Switch News channel (accessed via the HOME Menu) players can receive a number of in-game items. > - Depending on the state of gameplay progression or the location in which the data is reopened, there may be cases in which the items cannot be received. > > Additional Fixes > > - Fixed an issue where players could not progress beyond a certain point in the main quests “A Mystery in the Depths” and “Secret of the Ring Ruins”, the side adventures “Hateno Village Research Lab” and “Lurelin Village Restoration Project”, the shrine quest “Dyeing to Find It”, and the side quests “Village Attacked by Pirates”, “The Incomplete Stable”, and “Seeking the Pirate Hideout”. Downloading the update will allow players to proceed past that point. > - Fixed an issue preventing fairies from appearing under certain conditions when they originally should have appeared. > - Fixed an issue preventing the meals provided by Kiana of Lurelin Village from changing under certain conditions. > - Several issues have been addressed to improve the gameplay experience.
- TOTK Mods Collection
There's a GitHub with a collection of many mods for Tears of the Kingdom.
If you're not sure where to look for mods, this is a great resource.
They might not be the most up-to-date, but you could do further research from there!
Make sure to post any updates you might find here!
TOTK Mods Collection GitHub: https://github.com/HolographicWings/TOTK-Mods-collection
- XBox/Playstation/Steamdeck/Steam UI (BlackscreenFix)
This mod is a must-have if you're playing with a Steamdeck or with an Xbox, Playstation or Steam controller.
There are other UI mods out there, but I've found these to be the best ones, at least for the PlayStation one which is the one that I use.
Playstation controller: https://gamebanana.com/mods/443201 Xbox controller: https://gamebanana.com/mods/443354 Steam controller: https://gamebanana.com/mods/448437 Steamdeck: https://gamebanana.com/mods/447721
Note: remember that if you use this mod, you must disable any other black screen fix mods you might have.
- TotK Dynamic FPS v1.5.3 release (physics fixes)teddit.net frontpage : teddit
Teddit is a free and open source alternative Reddit front-end focused on privacy. Teddit doesn't require you to have JavaScript enabled in your browser.
cross-posted from: https://teddit.net/r/u_ChucksFeedAndSeed/comments/14fe0ca/release_totk_dynamic_fps_v153_release_physics/
> You know what really grinds my gears? Turakamik & Soryotanog at 60FPS 😢 > > But no more, v1.5.3 should now get the broken gears in those shrines moving again, along with helping fix some other physics issues too: > > - issues with certain gears failing to rotate / open doors properly (eg. Turakamik & Soryotanog shrines) should now be fixed. > - cloth/hair physics speed should now be consistent across framerates, instead of speeding up at 60FPS etc. > - Havok can now adjust physics settings itself based on the framerate, fixing certain issues with vehicle suspension/dampening (possibly helps with other physics differences too) > > Hadn't seen any reports of major issues with these so far, many thanks to everyone that helped test the betas over at my user page! > > In case you do notice any new issues compared to the previous 1.5.2 release please feel free to let me know here. > > --- > > DynamicFPSv1.5.3.zip download: https://pixeldrain.com/u/HpvVWaNi (alt: https://gofile.io/d/eO8BqH) > > Compatible with all game versions, to set it up just extract
DynamicFPSv1.5.3
folder into your games mod directory (in Yuzu: right click game in game list -> Open Mod Data Location), make sure to disable any older dynamic FPS mods. > > (if using with Yuzu, recommend keeping theSync to framerate of video playback
advanced graphics option disabled if you intend to use 60FPS cutscene mods) > > Note: dFPS won't change the games framelimit by itself! > It's best used with either Yuzu "Limit speed percent" increased in general Yuzu settings, or a static 60FPS+ mod enabled - alternately you can still use it with vanilla 30FPS too, should still help fix slowdown issues if you dip below it. > > If anyone would like to support my work I have a ko-fi page at https://ko-fi.com/ChucksFeedAndSeed :) > > --- > > Changes in v1.5.3: > > - allow Havok to automatically adjust physics parameters based on game speed by enablingadjustSolverSettingsBasedOnTimestep
value, helping to fix several suspension/dampening issues > - added hook to adjust hair/cloth animation rate, may help with certain texture animations too > - added hook to adjust rotation speed checks, helps fix Turakamik shrine & others having gears stuck/doors not move at more than 45FPS. > - added ModuleID checks to the game version checking code, to help make sure we're only applying to TotK modules > > (the camera-fix from the previous 1.5.3 beta version has been removed in this release, still seems to need more work/testing sadly, so didn't feel it was worth holding up this release for) > > Changes in v1.5.2: > > - added hitch detection similar to FPS++ (thanks to SomeRandomPeople) > - added game-speed smoothing, helps with jittery gliding animations, likely other animations too > - added camera sensitivity fixes when in conversations, sensitivity should now remain the same as 30FPS across all framerates > - extended conversation fix to innkeeper conversations too (likely other kinds still need sensitivity fixes too, let me know if you find any) > - changed max framerate limit from 288FPS to 145FPS, appears to help with shrine out-of-bounds glitches when using limiter disabled > - minor fix to framelimiter code, might help make 30FPS video playback smoother > - code reorganization, very minor tweaks (will try and setup a repo for it soon) > > Changes in v1.5: > > - (v1.5.1) Fixed the ultrahand patch below also affecting bow/camera aiming, will now patch the ultrahand-related code directly instead. > > - Ultrahand vertical rotation speed should now be consistent across framerates (many thanks to /u/igoticecream for finding the code related to it) > > - Cutscene speed should now be fixed, framerate will be limited to the video framerate during cutscenes, should work both with & without vsync enabled > > - Game-speed/delta-time code adjusted, using slightly different method to work it out, appears to have far less teleportation/microstuttering for me now. > > - Added 288FPS max-framerate-cap to game, should prevent game from needing to deal with extremely fast deltatimes, helping improve stability when running with Yuzu limiter disabled. > > - Added support for v1.1.2 update > > --- > > Known issues: > > - (Physics) - the new Havok physics fix may cause objects resting on top of other objects to slightly shift/nudge over every few seconds, unsure what the cause of this is yet. > Seems vanilla/unmodded 30FPS game also has this issue as well, but it happens slower there because of the lower framerate I guess, with higher framerates making it become more noticeable. > Since unmodded game is also affected I guess this isn't a huge problem, still felt it was worth mentioning though, would be nice to find a fix for this eventually. > > - (Physics) - ropes/chains still act up at higher FPS, found a semi-fix for this by changing some havok settings, but that also seemed to break other things, so haven't added that in here. > > - (Physics?) - when climbing, jump height will be reduced at higher FPS, seems this has been an issue with all FPS increase mods (the decrease isn't massive but can still be noticeable compared to 30FPS) > > - (Interactables) - weighted buttons that need objects/player to step on them might act strange at higher FPS, requiring more weight to keep them pressed down. > Might have found code related to this, looks like maybe the speed of the button resetting itself might not be scaled at higher FPS, will look into it more soon. > > - (Interactables) - ladder animation might become unaligned at higher FPS, causing Link not to hold onto it properly as he climbs, and fall when reaching the top - spam jump button as a workaround. > > - (Cloth) - cloth sails may act strange when being interacted with ultrahand, not completely sure what cause is, could be the cloth speed change, physics change, or just FPS itself being increased which is causing it, hopefully can look into it more soon. > > - (1.0.0) The non-updated 1.0.0 game version has an issue with game over screen preventing saves from being loaded when playing at higher than 30FPS, can be fixed by updating to 1.1.0 or newer. > > - External framelimiters such as Rivatuner (RTSS) can cause game speed to fluctuate a lot, recommend only using the built-in emu speed limiter ("Limit Speed Percent" in Yuzu settings) > > - Ryujinx will disable PPTC when using this mod, there's a tracking issue about this at https://github.com/Ryujinx/Ryujinx/issues/5130 - AFAIK this should only really affect initial load/bootup time of the game. > > - The fix to limit framerate during the 30FPS cutscene videos isn't compatible with the interpolated 60FPS cutscenes mod, and will make them run slow as they're marked as 30FPS in the video metadata/headers, a tool to fix them can be found here: https://www.reddit.com/user/ChucksFeedAndSeed/comments/14fkvka > > Known non-issues/fixed issues: > > - Not really dFPS related, but I still recommend using the "disable LOD quality reduction" / "disable quality reduction" patch, it helps fix a bug with textures sometimes having flickering lines/wireframes appear (no other mods currently help with this, only LOD quality reduction patch fixes it) - a port for 1.1.2 can be found in my patchset here: https://www.reddit.com/user/ChucksFeedAndSeed/comments/13sofgg/totk_v112_visual_patches_chuckpatch_fsr_disable/ > (the "LOD improvement" mod is a separate mod that can help with more LOD issues, but doesn't seem to make any difference with the flickering issue itself, you can use both mods together fine however) > > - Timers/bloodmoon/etc should work at correct time even with changed/unlocked Yuzu speed limiter, timer issues were only a thing in the very first dynamic FPS pchtxt version. > (changing Yuzu limiter may have an effect on savegame timestamps though, but seems to be an emu issue with wrong time being provided to game, not anything dFPS could change afaik - for me timestamps have been fine with limiter unlocked, maybe off by a minute or two, but seems that happens even without dFPS) > > Thanks: > > - SomeRandomPeople for the hitch detection method > - /u/igoticecream for finding ultrahand sensitivity code (which also helped locate conversation sensitivity code too) > - /u/PixelKiri for reporting the physics dampening/suspension issue and helping test the fix for it > - Everyone that helped test beta versions on my user page! - TOTK Ultrawide - New Fixesgithub.com GitHub - Fruithapje21/TOTK-Ultrawide: A tool that generates the necessary exefs and romfs files to play Zelda: Tears of the Kingdom in custom aspect ratios.
A tool that generates the necessary exefs and romfs files to play Zelda: Tears of the Kingdom in custom aspect ratios. - GitHub - Fruithapje21/TOTK-Ultrawide: A tool that generates the necessary ex...
Looks like fruithapje21 just posted another round of fixes for his ultrawide mod! Crossposting the deets here.
>https://github.com/Fruithapje21/TOTK-Ultrawide > >Another week, another round of ultrawide fixes! > >This time I fixed the issue of UI elements belonging to 3D game objects (NPC text balloons, enemy health bars, item descriptions, etc.) rendering stretched. The problem was that when scaling these elements, their position became incorrect. Basically what I did to correct this was finding the instruction responsible for setting the x-positon and replacing it with self-written assembly. This was by far the hardest issue to fix out of all of the previous ones. The new patch includes a whopping extra 37 lines of assembly and only works on version 1.1.2 for now. I might port it over to the other versions later. This was the last major issue that affects standard gameplay. Only issues remaining are: > >- Pre-rendered cutscenes play stretched. >- In the quest menu, part of the map is duplicated. >- Pictures taken with the in-game camera are squished.
For those of you unaware, this is the best ultrawide mod out there currently. At the time of this posting, a lot of the ones available on Gamebanana seem to be incomplete or based off of fruithapje21's old work.
- Yuzu Mainline 1468 / Early Access 3673 Patchnotes
This was posted in their discord yesterday, but I figured I'd put it up here for posterity. Looks like the AO fix got merged into mainline. Will be testing out the new anisotropic filtering setting later today.
- Update to fruithapje21's TOTK Ultrawide Mod
EDIT: fruithapje21 now hosts their ultrawide mods on a GitHub page which can be found here.
> Original Post by fruithapje21: > > This is an update to the Ultrawide UI FIX that fixes some of the issues present in the previous version. > > What's new: > > - Menu map and mini map can now move independently of each other. This allows for having a cornered HUD version for all aspect ratios. > - Yellow selection box that was visible on the title screen and during dialog options has been removed. > - Header / footer text of the minus menu, scope and camera is no longer stretched. > - Removed black bars from dialog history and camera save menu > - Removed shadow from camera window > > Issues that remain: > > - UI elements belonging to 3D game objects (NPC text balloons, enemy health bars, item descriptions, etc.) are still stretched. > - Pre-rendered cutscenes play stretched. > - In the quest menu, part of the map is duplicated. > - Pictures taken with the in-game camera are squished. > > Downloads: > > - https://pixeldrain.com/u/3ybGLkGa (21:9 Center) > - https://pixeldrain.com/u/VANcqhPo (21:9 Corner) > - https://pixeldrain.com/u/uQJPN9P1 (32:9 Center) > - https://pixeldrain.com/u/Ewk8i1x2 (32:9 Corner) > > Unpack the file in your mod folder and disable any other aspect ratio mods, controller mods, and / or BlackscreenFIX before using this mod. > > I also created a custom tool to patch the Common.Product file with the UI changes. I mainly created this for myself to speed up testing new versions of the mod, but I made some changes so that it should run for everyone. For custom aspect ratios simply run UIFIX.bat and follow the instructions. To patch a controller mod with the UIFIX, replace the Common.Product file with the one from the controller mod and run UIFIX.bat. The default Common.Product file is the one from BlackscreenFIX. > > Tool download: https://pixeldrain.com/u/t5NVyFQE (Use at your own risk) > > Edit: Updated Tool
- What mods are you running?
To get things started off here, why don't we talk about the mods that we're currently running with TOTK? I'll start!
- ChuckPatch (1080pDocked+FSRDisable+QualityReduceFix+Shadow1024) - Includes a whole slew of visual fixes to make the game look better.
- Disable FXAA (non-exeFS version) - Disables FXAA so you can run your own anti-aliasing solution.
- Dynamic FPS v1.5.3 - Still in beta at the time of this post, but this is the latest and greatest from Chuck.
- fruithapje21’s TOTK Ultrawide Mod - The latest update to fruithapje21's brilliant ultrawide mod, configured for both 21:9 and 32:9.
- TotK Camera photo/jpeg quality increase mod - Increases the JPEG quality of images created using the in-game camera
- Matching Hero Outfits - Makes all hero outfits (including champions garb) the same shade of green, allowing you to mix and match pieces from each set. I wish the base game handled it like this...
- Champion's & Heroes Set Bonus - Allows you to still receive a set bonus when mixing different hero's sets. Goes well with the previously listed Matching Hero Outfits mod.
- Longer Days & Nights - Makes days and nights last longer. Personally using the 48 min option.
- Brighter Lights & Darker Nights - Makes nights (and caves) a lot darker. I end up using torches and the Miner's Armor Set much much more thanks to this mod. Great ambience.
- Increased Camera Sensitivity - 2x feels great!
- Link's Natural Hair Colors - More character customization options are always fun. Also, ginger link supremacy.
- Link Beard - Just for fun.
- You Died - Cause why not?