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FFB Setup

Eli edited this page Jun 18, 2026 · 3 revisions

FFB Setup (Mode 7)

Force feedback makes a wheel or stick push back / rumble to match what's happening on screen -- road vibration, recoil, collisions. Mode 7 covers two completely independent mechanisms. Neither requires the other, and both can be set up at once -- they cover different games.


Mechanism 1 -- FFB Blaster (native, requires a paid membership)

FFB Blaster is TeknoParrot's own built-in force feedback feature. It is well-integrated, but it only works with an active, paid TeknoParrot membership: https://teknoparrot.com/en/Home/Subscription

The script cannot check your subscription status, so it asks directly before changing anything. If you answer N, FFB Blaster is skipped entirely -- enabling the field without a membership has no effect.

If you answer Y, the script scans your TeknoParrot install's GameProfiles for the FFB Blaster field. This is detected at runtime by pattern (never hardcoded), so it keeps working as TeknoParrot adds support for more games. It then enables the field on every registered profile that has it. Your UserProfiles are backed up first, same as every other destructive operation in this script.

(v0.94+) Mode 10 (Library health check) also reports which registered games are eligible for FFB Blaster but don't have it enabled yet -- read-only, no network access. Third-party plugin coverage isn't included there since checking it needs a live lookup; use this mode for that.


Mechanism 2 -- Third-party FFB plugin (free, no subscription needed)

A free, separately-maintained plugin (mightymikem/FFBArcadePlugin) that adds force feedback to a different set of arcade racers and shooters. The script always fetches the current supported-games list and DLLs live from that project's GitHub repository -- nothing is bundled with this script, so the list of supported games can grow over time without needing a script update.

Controller support (per the plugin's own documentation): true force feedback on FFB-capable wheels (Thrustmaster and similar), and rumble on Xbox/XInput-style controllers and similar rumble-capable pads. The plugin's own GUI (FFBPluginGUI.exe, not part of this script) has a "Reverse Rumble" option if a controller's motors feel backwards.

Plugin DLL collisions: a few games need the same destination DLL name for both ReShade and this plugin (for example H2Overdrive needs d3d9.dll for both). If ReShade already occupies that filename in a game's folder, FFB plugin setup skips that game with a warning rather than overwriting it.


When a game is covered by both

Cross-referencing the live third-party table against TeknoParrotUI's GameProfiles shows real overlap is substantial -- roughly half the third-party table also has a native FFB Blaster field. That's too many games for a per-game prompt, so the script:

  1. Resolves every match first (which games the third-party plugin would cover).
  2. Lists every game covered by both mechanisms, once.
  3. Asks a single question: keep FFB Blaster (native) for all of them, or use the third-party plugin for all of them instead.

Your answer applies to every game in that overlap list for that run. It never silently defaults to either side.


Removing FFB

  • FFB Blaster: manually set the field back to 0 in the affected UserProfiles\*.xml files, or restore from a pre-FFB backup (Restore Backup) if you ran this before enabling FFB Blaster.
  • Third-party plugin: delete the deployed DLL file from the game's folder.

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