Comments (56)
What doesn't work exactly? On screens I see some kind of corruption, but asi loader wouldn't cause that, since it only redirects paths. I can't tell without more info.
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Also try using https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases/download/demo-plugins/OverloadFromFolderDLL-Win32.zip in addition to asi loader.
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OverloadFromFolderDLL.asi doesn't seem to help unfortunately. Here are the contents of the Overload folder:
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Tested Overload with loose models/textures (clothes) since the game kind of supports sideloading them without having to repack npcs.big (where they are stored). With Overload, it can't load from the folder.
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Check with procmon, filter path to include any of these filenames, and post the log here. Also loose files won't work with overload.
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So Overload has to replace something? Here's the log:
Logs.zip
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So Overload has to replace something?
Ideally it should have the matching file without update in path. In some cases might work without that requirement.
The logs seem fine to me, can't explain texture breakage though.
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Most if not all HUD elements that are replaced except for the tutorial images (with the corruption) are just blank/black.
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Upload something that can be easily reproduced, the files in update folder and a way to reproduce the bug. Maybe I can check some time in the future.
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Replace something in data\frontend (update\data\frontend). This is the HD Frontend I'm using. There's also this HD VFX mod that crashes the game upon startup if replaced using Overload.
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There's also this HD VFX mod that crashes the game upon startup if replaced using Overload.
I checked that one, it actually explained everything.
The function that reads file, only reads an amount of bytes equal to original filesize. I don't know why yet.
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Can you try this build? I can't really make a fix for this, but I added a workaround, toggleable in the ini file.
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That did it! The game doesn't crash on startup and the UI loads correctly.
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The function that reads file, only reads an amount of bytes equal to original filesize.
Makes sense. After reading this I noticed that some HUD elements (that the game managed to load) do look better. So, I tested loading other textures with v6.9.0, a low quality blue jeans texture in the game's directory (loose) and a higher quality black jeans texture in Overload. Here's the result:
Then I replaced the model and texture of the jeans with 0 KB files and had Overload load the original files to see if the game could actually load them. This time, the jeans seemed to load just fine.
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Okay, thanks for letting me know. I've added a check for this game's exe name, so you don't have to use ini file with the released version of asi loader.
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added a check for this game's exe name
Likewise, thanks for the quick patch. Don't forget about Dead Rising 2: Off the Record (deadrising2otr.exe) and maybe Dead Rising 3 and 4 since they all run on the same engine.
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If you can test them with an ini option, and provide exe names, I can add.
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Tested the Off the Record version of HD VFX mod with and without PatchFindFile.
The game crashes without PatchFindFile on startup. With PatchFindFile enabled via .ini, everything works fine. Relaunch the game without the .ini file afterwards and the game still works but effects break (black squares or invisible).
10Overload.mp4
OverloadCrash.mp4
As for 3 and 4, I don't have them installed but they also run on the Forge engine with the same file format.
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Okay, added those.
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Apologies for the bump/comment. Just want to report that the PatchFindFile workaround does have some side effects. Some materials/shaders (?) have the font texture overlaid on top of them.
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Any idea what file this one uses?
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It's PottedPlant_5, its assets can be found in data\streamedassets.big/PottedPlant_5.big. But the game's path defines it as data/models/weapons/pottedplant5.
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And which file is the font texture? Does deleting it from update "fixes" this?
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Probably should've mentioned this in the initial comment. But none of the files inside the update folder touches any of these objects. Enabling PatchFindFile AUTOMATICALLY causes this issue to happen even if update is empty/doesn't exist.
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Oh, right. Tbh not sure if I can do anything about it.
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All good. It's a weird issue anyway, hopefully this doesn't occur in many titles.
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But let's say we want to know more about this. How does one debug this? Will Procmon logs of the file loading make any sense?
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Clearly the file size from FindFirstFile/FindNextFile is important. I don't see a way to redirect these api calls to consider files from update folder, so it won't work.
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So, something like this wouldn't help at all?
PottedPlant_5.mp4
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Help to do what?
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Help you make sense of this. It's just weird that the PatchFindFile switch automatically breaks these even though nothing is being replaced.
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But it already makes sense, as I said in previous post. PatchFindFile affects all files.
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I kind of get it now. The reason it doesn't happen with PatchFindFile turned off is because only the files in the update folder get redirected instead of everything? So, technically the best solution is to go back to the root issue (which is the size restriction) and fix that instead of this.
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No, files are redirected, only without PatchFindFile you have your graphical artifacts from first post, with PatchFindFile you have artifacts from later post.
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I think I was able to find a solution, could you please test this version?
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Briefly tested the new .dll, this seems to get the job done! Problems such as the font texture overlay and others such as missing VFX on specific particles are fixed, and not to mention the previous mods (haven't tested HD VFX) work well.
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Thanks for letting me know, I'll release an updated version now, but an extra ini option will be removed later, since it's not needed anymore.
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Uploading a preview version here, no ini file is needed.
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What's the difference between the preview .dll and the one pushed in releases?
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Something I try to test, related to different hooking method.
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I'm unsure as to whether I should create a new issue for this or bump this closed thread. But how do you get Overload to load files outside of the binaries folder? Read the README about adjusting paths and I did the same thing but it doesn't work. For example:
This is the file I want to replace
FOLDER\data\pack\data.dat
and this is how I setup Overload
FOLDER\Binaries\Win64\update\data\pack\data.dat
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What game are you trying this on?
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Watch_Dogs.
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That has nothing to do with path, the files are loaded with Disrupt_b64.dll, so it needs OverloadFromFolderDLL plugin, but since Disrupt_b64.dll doesn't have direct imports in IAT, it won't be affected by it. You can, again, try my test version with nonIAT hook, but it's currently unstable in some games, so I can't quite release it.
dinput8_x64.zip
Path for
Watch Dogs\data_win64\patch.dat
would be
Watch Dogs\bin\update\data_win64\patch.dat
First open with regular asi loader, second with the archive from this post:
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So that's why even with OverloadFromDLL it still doesn't work. This experimental DLL seems to do the job just fine.
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Yeah, some games use functions asi loader hooks in a different manner, so they aren't hooked. It's not that much of a problem for asi loading, but for overloading files it is.
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As expected, it crashes in online (when the scores are calculated at the end of a session, not when playing). But at least the Overload works, it's just not feasible to create a special .dll for each game.
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Can you upload a crash dump?
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Here's the CrashDump, hope this can help further the development.
ResultsCrash.mp4
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Doesn't look like it's directly caused by my code, so nothing I can do.
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Sorry for bumping a closed thread again. This time Manhunt 2 can't read .fsb audio format in update folder. It's FMOD Ex so tried the OverloadFromFolder and PatchFindFile to no avail. Also is there an easy to access collection of test/experimental iterations for both 32-bit/64-bit (for example, the nonIAT dinput8 plugin you linked for Disrupt_b64 is for 64-bit) just so if people run into things with Overload this will help with troubleshooting.
UPDATE
Don't know what happened but suddenly the game can perfectly read it now instead of just doing QueryOpen. I didn't really do anything.
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fmodex.dll is under UPX, so iat hooking won't work. I might release a new version with global hook for overload, keeping the previous code intact for compatibility, but I don't have time to make it right now.
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Check again with v7.3.0.
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Well, as I've stated in the update section. .fsb loading does work even with v7.2.0. I relaunched the game several times until it just worked (previously everything in the update folder except .fsb were loaded) and had no problems since. But I'll give v7.3.0 a shot.
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Related Issues (20)
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- Overload from folder feature not working HOT 18
- BG3 Speed Mod HOT 1
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- D:PL "update" folder overloading doesn't work for bink videos HOT 3
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