Open emoose opened 3 years ago
Hi. I'm on UWP and the console doesn't show up. Copied the .dll and .ini to Win64 folder (I'm on insider program for mod support).
EDIT: I think the .dll not even loaded. EDIT 2: I also use GShade and it works fine. I tried to remove GShade but DQXIS still doesn't work. EDIT 3: I moved out GShade .dll and renamed DQXIS .dll to dxgi and it works. Now I need to find out how to use GShade and DQXIS at the same time.
SOLVED: GShade uses d3d11.dll and DQXIS uses dxgi.dll
I'm trying to use this with the game running via Proton on Linux, and not having any luck. I tried setting the launch options to this, but then the game freezes at launch and I have to manually kill it. WINEDLLOVERRIDES="xinput1_3.dll=n" %command% Am I just out of luck?
EDIT: well, I'm getting somewhere now. Launch options should be: WINEDLLOVERRIDES="xinput1_3.dll=n,b" %command% The game launches, but input bindings not quite right. But it's a start.
EDIT 2: okay, so I guess that's really all I needed to do to get it to work. I can get into the console now. However, my gamepad doesn't work... Disappointing.
EDIT 3: renaming the dll seemed to work, gamepad back in action, console also working. Rubber duck debugging saves the day again!
I'm trying to use this with the game running via Proton on Linux, and not having any luck. I tried setting the launch options to this, but then the game freezes at launch and I have to manually kill it. WINEDLLOVERRIDES="xinput1_3.dll=n" %command% Am I just out of luck?
EDIT: well, I'm getting somewhere now. Launch options should be: WINEDLLOVERRIDES="xinput1_3.dll=n,b" %command% The game launches, but input bindings not quite right. But it's a start.
EDIT 2: okay, so I guess that's really all I needed to do to get it to work. I can get into the console now. However, my gamepad doesn't work... Disappointing.
EDIT 3: renaming the dll seemed to work, gamepad back in action, console also working. Rubber duck debugging saves the day again!
Sorry I was really slow to see this -- yeah, I'd recommend renaming xinput1_3.dll to dxgi.dll in general. This avoids conflicts in the event you have a controller that relies on XInput (i.e. Xbox controllers)
At one point Special K also used this name (dxgi.dll), so I'm fairly certain that's why it was renamed to xinput1_3.dll by default -- but as Special K no longer works on Definitive Edition (and mods no longer rely on it for injection), dxgi.dll works just as well
Quick note as I just troubleshot an issue someone had with binding the dev console-
Input.ini directory should actually be:
Documents\My Games\DRAGON QUEST XI S\{Steam|Epic Games|Xbox}\Saved\Config\WindowsNoEditor\
If the dev-console doesn't open when you try using the Tilde (
~
) or accent (`
) key, check that DQXIS-SDK.ini has theEnableDevConsole
option set to true. If that's already set and it still doesn't work then it's probably keyboard-layout related, you can either try changing the Windows keyboard layout to English-US or English-UK, or you can rebind the console key to a different key instead.To rebind the console key:
Documents\My Games\DRAGON QUEST XI S\Input.ini
), and open it up in notepad[/Script/Engine.InputSettings]
section if it doesn't already exist.ConsoleKeys=P
(you can change P to any other key you like)Hopefully with that the console should now be accessible for you - but if you still have trouble feel free to comment on this post.
The old DQXIHook had a method that might have helped with this - normally UE4 has some code to rebind the key automatically for different layouts, if the games default
ConsoleKey
is only set toTilde
- however DQXI had it set to bothTilde
andAtmark
(the JP equivalent I guess) in one of the pak Input.ini files IIRC, which stopped the UE4 auto-rebinding from happening.DQXIHook included a patch that made the auto-rebind always happen (and probably broke custom ConsoleKeys binds while it was at it ;P), haven't looked into adding this to DQXIS at all yet since I didn't know if it actually worked, but maybe it's worth checking out again.