This repository was archived by the owner on Sep 15, 2025. It is now read-only.
Releases: LordRadai/MorphemeRuntimeDebugger
Releases · LordRadai/MorphemeRuntimeDebugger
Release list
Patch v1.0.23
Patch v1.0.22
Changelog
- TimeAct track lenght is not correctly pulled from TAE file
Hotfix v1.0.21
Changelog
- Fixed a bug that caused TimeAct to play at the incorrect speed rate
- Changed zoom level so that its shared betwenn all the editors
v1.0.2
Hotfix v1.0.1
Changelog
- Fixed a bug that caused track lenght to scale to the closest integer instead of being a floating point value
v1.0.0
MorphemeRuntimeDebugger
A tool to see how Morpheme runs when the game is open. Works only for SOTFS Ver 1.03.
Installation
- Rename
MorphemeRuntimeDebugger.dlltodinput8.dll. - Drag and drop
dinput8.dlland theMorphemeRuntimeDebuggerfolder into yourGamefolder. If you use another DLL, you'll need a DLL chain loader. I use LazyLoader by ChurchGuard (https://www.nexusmods.com/darksouls3/mods/677)
Basic Usage
- While the game is open, press the INSERT key to open the debugger window.
What it can and cannot do
- It can detect the current frame time of a playing animation node. If you load the tracks of an animation node and it starts playing, it will move the cursor. Note that there can be multiple nodes that share a single animation. There is no cheap way to detect this unfortunately.
- It can edit frame times and values of existing tracks, but can't add new ones.
- It can show active nodes in a network.
- It lets you send Morpheme Messages to play animations, as well as adjust ControlParameters manually.
- It lets you disable the in game AI.
