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How do I make GeDoSaTo only override textures, and nothing else?


starwarssonic90

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Hello.

 

I would like to know if it's possible to use GeDoSaTo's texture override function, and nothing else that is provided by the tool. All I want is to override the textures, no fancy graphical effects added by GeDoSaTo.

 

I already tried editing the config files, but I am not 100% sure what to edit, or even if I'm editing the correct file.

 

Any help is greatly appreciated.

 

Thanks :)

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What's the point in using GeDoSaTo with Skyrim??? :huh:

If you want to renew Skyrim textures, then install Skyrim HD 2K Texture from the nexus...

I'm not using GeDoSaTo with Skyrim. I'm using it with Dark Souls 2, thus being the reason why I made the topic here in the Dark Souls 2 section, and not Skyrim's section.

Edited by starwarssonic90
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Here's my best guess.

 

 

Settings from the Dark Souls 2 specific gedosato.ini: I'm only showing what is relevant not the whole .ini.

I actually apply these setting to both the main and ds2 specific gedosato.ini but if you use multiple games with gedo then i'd only use these setting for the ds2 specific ini only.

 

 

########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used

## AA

# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0

# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType smaa

## SSAO

# Enable and set the strength of the SSAO effect
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 0

# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1

# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType gaussian

## DOF

# Enable Depth of Field
# false = off
# true = on
enableDoF false

# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh

# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.00

## Post

# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing false

# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType durante

## Bloom

# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom false

 

I believe the post-processing setting of "false" is the most important but i would set it how it is above. That should disable everything but texture overriding, assuming you have texture overrides already enabled.

 

 

Hope that helps if you haven't figured it out yet.

 

 

 

BTW, here are the file paths of the ini's i'm talking about...

 

Main gedosato.ini: GeDoSaTo\config\gedosato.ini

DS2 specific gedosato.ini: GeDoSaTo\config\DarkSoulsII\gedosato.ini

Edited by EvilDeadAsh34
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What's the point in using GeDoSaTo with Skyrim??? :huh:

If you want to renew Skyrim textures, then install Skyrim HD 2K Texture from the nexus...

I'm not using GeDoSaTo with Skyrim. I'm using it with Dark Souls 2, thus being the reason why I made the topic here in the Dark Souls 2 section, and not Skyrim's section.

 

OMG really sorry, i didn't noticed i were in the wrong section.

 

To enable ONLY textures overriding ONLY for DS2, you have to edit the very file that is about DS2 Settings, and not the general one, if you edit the general gedosato.ini, you'll get the same result for all of your games.

 

So, if you want this option ONLY for DS2, copy the code that follows and paste into your gedosato DS2 ini (GeDoSaTo\config\DarkSoulsII\gedosato.ini) replacing the old one.

# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!

# Dark Souls 2 configuration

hideMouseCursor true

########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used

## AA

# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low 
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0

# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType fxaa

## SSAO

# Enable and set the strength of the SSAO effect 
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 0

# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1

# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType gaussian

## DOF

# Enable Depth of Field
# false = off
# true = on
enableDoF false

# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh

# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.00

## Post

# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing false

# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType durante

## Bloom

# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom true

########################################################################################
# Texture settings

# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping true

# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride true

# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false

if you want this options to be added on EVERY game, you should edit the general ini file instead, so copy the following code and pase on the main gedosato.ini (GeDoSaTo\config\gedosato.ini), replacing the old text.

# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!

## NOTE 1: you might want to set most of these settings in game-specific setting files
# if a game has a profile the settings there overwrite the defaults specified here!

## NOTE 2: if you want your personal settings to persist across updates
# put them into a user config file (created with the "U" button below)

########################################################################################
# Graphics settings

# The actual rendering resolutions you want to use,
# and how many Hz you want the game to think they work at.
# format: renderResolution [width]x[height]@[hz]
renderResolution 3200x1800@60
renderResolution 3840x2160@60
renderResolution 4480x2520@60
renderResolution 5120x2880@60
renderResolution 7680x4320@60

# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
# 0 = main monitor resolution
presentWidth 0
presentHeight 0
presentHz 60

# How many vertical traces to wait when presenting
# -1 = unchanged
#  0 = no vsync
#  1 = standard vsync
#  2 = half refresh rate (e.g. 30 on 60 Hz)
#  3 = 1/3rd refresh rate, etc.
presentInterval -1

# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
# lanczos: higher quality and sharp, most expensive performance-wise
# nearest: extremely cheap, generally ugly, but useful to upsample retro games
scalingType bilinear

# Whether to maintain the aspect ratio if different ratios between input and output
# false = stretching
#  true = pillar/letterboxing
maintainAspectRatio true

# Forces an anisotropic filtering level
#  0 = no override
#  N = force Aniso level N on all surfaces (eg. N=16)
# NOTE: this is more "brutal" than the driver-level override, and may break the graphics
#   in some games. Outside of special circumstances (e.g. FF13), you should rather use a 
#   driver-level override.
forceAnisoLevel 0

########################################################################################
# Compatibility Settings

# Forces the constant reporting of the downsampling resolution in all applicable
# scenarios - a small selection of games needs this to show the DS resolutions
forceAlwaysDownsamplingRes false

# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false

# Restricts interception to only system dlls
# might increase compatibility with 3rd-party injectors, but decrease stability 
interceptOnlySystemDlls false

# Force disables Steam in-game overlay from getting loaded into the process
# which caused some games to crash, even if it was disabled in Steam settings
preventSteamOverlay false

# Loads Steam overlay early
loadSteamOverlayEarly true

# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
loadD3DEarly false

# Forces the present resolution to be set, regardless of what the game requests
# usually only makes sense in conjunction with game-specific plugins
# for games with resolution limits
forcePresentRes false

# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0

# GenericDepthPlugin options
# zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
# zBufClearIndex        : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
zBufCompatibilityFlag 0
zBufClearIndex 0

# Override the plugin selection process to always select the given plugin
# example: pluginOverride GenericDepthPlugin
pluginOverride None

# Delays the detouring operation until the first hook call (like the old default injection)
# may fix startup crashes in some games (e.g. Alan Wake)
delayDetouring false

########################################################################################
# Windowing settings

# Hides the mouse cursor, at all times
# options: "true" (= hidden) and "false" (= unchanged)
hideMouseCursor false

# Forces borderless windowed fullscreen mode instead of fullscreen mode
# options: "true" (= force borderless windowed FS) and "false" (= unchanged)
forceBorderlessFullscreen false

# Forces "real" fullscreen (e.g. for games which only support borderless FS)
# NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
forceFullscreenMode false

########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used

## AA

# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low 
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0

# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType fxaa

## SSAO

# Determine the type of AO used
# "SAO" = Scalable Ambient Obscurance
# "HBAO" = Horizon Based Ambient Occlusion
# "VSSAO2" = Volumetric SSAO
# "MSSAO" = Martinsh SSAO inspired by ArKano22
ssaoType SAO

# Enable and set the strength of the SSAO effect 
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 0

# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 2

# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType gaussian

## DOF

# Enable Depth of Field
# false = off
# true = on
enableDoF false

# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh

# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.00

## Post

# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing false

# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType durante

## Bloom

# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom false

########################################################################################
# Texture settings

# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping true

# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride true

# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false

########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games

# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos false

# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos false

# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc false

# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt false

# Adjust the reported client rect when downsampling
modifyGetClientRect true

# Adjust the reported window rect when downsampling
modifyGetWindowRect true

########################################################################################
# Internal settings

# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0

# Enable shader tracking
# Turn on only if you want to find a PSHash/VSHash for a game!
trackShaders false

# Number of seconds on-screen messages are displayed for
messageSeconds 10

# The maximum degree of parallelism for screenshot encoding
#  N = use up to N worker threads for screenshots
#  0 = synchronous (no parallelism)
# -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
maxScreenshotParallelism 4

I guess this configs should do the trick, please test it and report to me every error you could encounter.

Edited by Quadrefoil
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@Quadrefoil

 

Do you even read the comments? I already gave him the answer, lol. Thanks for the confirmation, though.

 

 

 

@starwarssonic90

 

Lol, well now you have two answer that say the same thing. However, I do suggest that you DO NOT enable texture dumping unless you plan on modding. You'll ruin your performance and you'll lose tons of disc space. So do not enable that.

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@EvilDeadAsh34 and @Quadrefoil

 

You two said to do pretty much the same thing, so that's why I'm replaying to both of you at once :P

 

What you said to do with the config files worked :) As far as I can tell Dark Souls 2 looks the same as it did (runs the same as well), but this time with the texture mods I am using.

Thank you both for the help :)

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@Quadrefoil

 

Do you even read the comments? I already gave him the answer, lol. Thanks for the confirmation, though.

 

 

 

@starwarssonic90

 

Lol, well now you have two answer that say the same thing. However, I do suggest that you DO NOT enable texture dumping unless you plan on modding. You'll ruin your performance and you'll lose tons of disc space. So do not enable that.

 

If i've understood well, he wants to mod the textures, then he NEEDS to activate texture dumbing. This what i've interpreted reading his post at least.

Edited by Quadrefoil
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@Quadrefoil

 

Do you even read the comments? I already gave him the answer, lol. Thanks for the confirmation, though.

 

 

 

@starwarssonic90

 

Lol, well now you have two answer that say the same thing. However, I do suggest that you DO NOT enable texture dumping unless you plan on modding. You'll ruin your performance and you'll lose tons of disc space. So do not enable that.

 

If i've understood well, he wants to mod the textures, then he NEEDS to activate texture dumbing. This what i've interpreted reading his post at least.

 

"All I want is to override the textures"

 

Nope, just override. Either way we gave him the right config for both so all bases are covered.

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