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update install instructions/faq for new pluginloader
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apple1417 committed May 9, 2024
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57 changes: 42 additions & 15 deletions faq/index.md
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Yup, they're all fully compatible - though as always, *specific mods* may have issues when used
together.

## How do I use this with the plugin loader for OpenHotfixLoader/BL3HM/other dll mods?
For convenience, the SDK zip comes with a plugin loader pre-packaged, the sdk itself is a plugin
just like everything else. You can just throw these other mods into the `Plugins` folder, and
everything should keep working as before.

Note that the SDK relies on some updated features from the plugin loader it ships with, replacing it
with an older version may stop the SDK from loading, with the error `The specified module could not
be found`.

## How do I use this with dxvk/other programs hooking `d3d11.dll`?
If you've previously installed mods, they probably came with a `d3d11.dll` plugin loader, which
would cause conflicts. However, since version 1.1, the SDK comes with a `xinput1_3.dll` plugin
loader instead. This means you can simply overwrite the older one with dxvk - they both do the same
thing.

## Tilde isn't opening the console / I want to use a different console key
Tilde isn't quite a standardised key, so on some keyboard layouts a different character sends the
same signal to the game. [You can check this site for a reference](https://kbdlayout.info/features/virtualkeys/VK_OEM_3).
Expand All @@ -39,3 +24,45 @@ Add a new line, substituting the key as appropriate:
UNREALSDK_CONSOLE_KEY=F1
```
Note that this file is bundled with the SDK, so updating will overwrite it.

## How do I use this with the plugin loader for OpenHotfixLoader/BL3HM/other dll mods?
For convenience, the SDK zip comes with a plugin loader pre-packaged, the sdk itself is a plugin
just like everything else. You can just throw these other mods into the `Plugins` folder, and
everything should keep working as before.

## How do I use this with dxvk/other programs hooking `d3d11.dll`?
If you've previously installed mods, they probably came with a `d3d11.dll` plugin loader, which
would cause conflicts. The sdk ships with a different plugin loader precisely for this, if you still
have a `d3d11.dll`, you can simply overwrite it with dxvk.

## I still have an old plugin loader, is this a problem?
Generally, no. Having multiple plugin loaders is not a problem, since once a plugin is loaded, other
pluginloaders won't do anything to it.

There are some niche known issues with using specific dlls as pluginloaders. The SDK has changed
dlls a few times to try avoid them:

- `d3d11.dll`

The oldest version of this does not allow the SDK to load it's dependencies correctly, so the SDK
itself will completely fail to load. The SDK never shipped with this version, but if you installed
older modding tools you might still have one. SDK version 1.0 shipped with a version which
addressed this.

When using this plugin loader, your steam overlay (and perhaps other overlay programs) stops
functioning.

If you want to install dxvk, it will also need to override this same dll.

- `xinput1_3.dll`

This shipped with SDK version 1.1.

When playing under Proton, you had to use `WINEDLLOVERRIDES="xinput1_3=n,b"`. Setting this
variable breaks all controller input, even without any mods, and in multiple other games.

- `dsound.dll`

This has shipped since SDK version 1.2.

No known issues \o/
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4. \[PROTON ONLY\] When playing on Linux via Proton, you need to add the following launch arg:
```
WINEDLLOVERRIDES="xinput1_3=n,b" %command%
WINEDLLOVERRIDES="dsound=n,b" %command%
```

5. The SDK should be installed now. To verify:
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