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YoRHa Protocol Launcher v2.3.2

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@github-actions github-actions released this 14 Sep 19:00
ff9e224

Less pop-in. Grass, bushes and small map objects no longer vanish and reappear while you move the camera, and you can choose how far away they appear. Three new LOD Mod options control this: Disable Camera Culling, Object Spawn Range and Spawn All Map Objects.

Texture injection fixes. Small texture mods are no longer pushed out by big texture packs when video memory runs low, color palette (LUT) replacements no longer show speckle, and older uncompressed DDS files are injected again.

NAMS

Fixes:

  • A big texture pack no longer pushes out smaller texture mods when video memory runs low. Before, the smaller mod could fall back to the bigger textures even though it was listed above the big pack.
  • Replacement textures no longer get more mip levels than the texture they replace. This removes the speckle on color palette (LUT) textures, for example the desert color look from the Blur Color Floating Fog Gradient Lens Flare mod.
  • Older uncompressed DDS files without the DX10 header are injected again. Before, they were skipped without a message.
  • When video memory runs out while the display is rebuilt, replacement textures are released first and the game tries again.
  • Switching MSAA or the resolution no longer leaks memory each time, which could end in an out of memory error after a few switches.
  • Closing the game no longer crashes with an access violation.
  • With the option to reduce stutter while the map loads turned on, NAMS no longer tries to read lighting data for map areas that have none. This filled the log with "Failed to load .enlMeta file" warnings.

Changed:

  • The log file only keeps the lines that help when something goes wrong. Step-by-step startup messages now appear in debug builds only.

LOD Mod

New:

  • Disable Camera Culling: grass, bushes and small objects no longer disappear and reappear while you move the camera. The game hides some of them whenever the camera is in certain spots, and with a longer view distance you could see them pop in and out.
  • Object Spawn Range: how far away from you grass, bushes, rubble and other small map objects appear, from 25 to 400 m (100 m is the game's default). Lower values save frame rate.
  • Spawn All Map Objects: places every small map object as soon as its part of the map is loaded, no matter how far away you are.

YoRHa Protocol

Fixes:

  • The overlay opens right away the first time you press F1. Before, the first open could take up to two seconds.

Launcher

New:

  • The LOD Mod Ext tab has the new settings: Disable Camera Culling, the Object Spawn Range slider and Spawn All Map Objects. Turning on High-Res Map Grids also turns on Disable Camera Culling. (Requested by Void)
  • Mods that ship player camera settings show sliders for them in the mod details. Changes are saved into the mod and apply while the game runs. (Requested by several players)
  • A play button sits above the version in the sidebar on every tab except the Launcher tab. (Requested by Void)

Fixes:

  • The launcher no longer costs frame rate in game. The background animation on the Launcher tab now pauses while the tab is hidden, the game is starting or running, or the launcher window is not focused.
  • The launcher notices a NAMS that is already running, both when it starts and when its window gets focus. The play button and status are now correct when the game was started elsewhere.
  • Launch problems the launcher finds itself, like a missing NAMS.exe, show their own message instead of the 60 second timeout text.

For mod creators

Content mods:

  • New entity player_camera_settings with side_offset, height_offset, distance_offset (meters) and fov_offset (degrees). The values are added on top of the game's camera, lock-on included. Only one can be active at a time, and it is turned off during multiplayer rounds.

YoRHa Protocol Launcher v2.3.1

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@github-actions github-actions released this 12 Sep 14:02
3c4d3c8

This update is big for graphic visuals and more!

MSAA finally works properly. Since the game came out, turning on MSAA in the game settings came with two visible problems, and YoRHa Protocol fixed both of them:

  • Leaves, grass and hair had black dots. They are gone now.
  • Characters and objects in shadow had a bright outline around them. That is gone now too.

Ambient occlusion no longer bleeds through walls. You could see dark shading through walls, and it jumped whenever the game swapped a model for a more or less detailed version. We found the real cause and fixed it. Before people needed to disable LOD to fix it, now LOD can still be on.

High-res map grids (experimental). Instead of the game's 7 map grids around you, you can now keep 19, 37 or 61 loaded, so the detailed world reaches much further. This is not like the old LOD mod: every part of the game that broke with more grids loaded has been fixed, so it works properly now. Only culling still needs some work, and you can add rules for that per room in the launcher.

Performance. New options in the LOD Mod Ext tab help the game run smoother:

  • MSAA per-pixel shading (experimental) makes MSAA a lot lighter on your graphics card. Terrain can be included too, but wet ground can flicker.
  • Skip unchanged shader parameters: the game has a check that should stop it from sending the same data to your graphics card again, but that check never actually works. This option makes it work. In our tests this went from about 90 to 105 FPS.
  • Upload shader parameters only when drawn: every frame the game sends data for every loaded model to your graphics card, even for models that are not drawn at all. This option only sends it for what actually gets drawn. Both shader parameter options only make a visible difference when your CPU is the bottleneck.
  • Less stutter while the map loads makes the game hitch less when new areas load in while you move through the world.

YoRHa Protocol, the launcher and content mods got a lot of new things too, everything is listed below.

NAMS

Fixes:

  • A folder outfit swap is kept when the outfit gets restored during dead or phase jump, instead of falling back to the default outfit
  • The Resistance Camp outfit NPC now also lists registered custom outfits that use items
  • Shops could show the wrong weapons when custom weapons were added
  • Texture injection was improved and does not miss textures anymore (happened sometimes)

LOD Mod

New:

  • 8 shadow cascades (experimental): shadows show up much further into the distance, and you can set how far
  • Shadow blur per cascade: make shadows softer or sharper, separately for close and far shadows
  • Bloom reference height: the glow looks the same at every resolution instead of changing with it. The "Set 2017 bloom" button in the launcher gives you the look of the original release
  • Bloom blur width, extra bloom blur and removing the widest bloom layers: make the glow wider, softer, or remove the big haze around bright lights
  • FXAA: smooths jagged edges without MSAA
  • Render scale: render the game sharper than your screen resolution, or lighter for more performance
  • Disable HDR: keeps the game in SDR
  • Hacking and cutscenes keep the normal frame cap, even with the frame rate uncapped in gameplay

Changed:

  • FPS uncap turns on and off while playing, and the FPS limit now goes down to 1
  • LOD multiplier, shadow resolution, the shadow model options, AO sharpness and manual culling apply without a restart
  • LOD multiplier works for every value now
  • Shadow resolution now goes up to 16384 (be aware this has big perf impact)
  • Global Illumination: this is not like the old FAR option, it is done correctly now. Instead of just cutting off every reflection after the first ones loaded, the game keeps the reflections nearest to the camera, so you keep the ones that are actually around you

NAIOM

  • Camera smoothing for the third-person camera: 0 follows the mouse instantly, 1 uses the game's own smoothing

YoRHa Protocol

Photo Mode:

  • Rebuilt with an intro screen and Simple and Advanced tabs
  • Take Screenshot saves a PNG to nams/screenshots, and a button opens the folder
  • Depth of field keeps the player in focus automatically, controlled by one blur slider
  • Focus visualization highlights what is in focus
  • Add up to 3 lights and move them with on-screen handles
  • Zone filter, screen effect and environment effect pickers
  • Presets: save, load and delete, with 8 examples included
  • Toggles for skirt, blindfold and buddy, plus Focus Head and Invert X/Y mouse camera control

Freecam:

  • Works with the overlay hidden (F7), with double-tap sprint
  • First-time guide
  • F10 advances one frame as a global keybind now

Item Manager:

  • New OWNED tab for chips: change weight, make a chip diamond, or delete it
  • Detection of owned pod programs works now, and item names come from the game directly

Fixes:

  • The mouse no longer hovers into the world through panels
  • Modifier keys no longer get stuck after alt-tab or get unstuck on focus lost

Overlay:

  • Impeller is now turned off, because it could crash and overlay images didn't show with it. Turn it on in the YP Devkit tab

Launcher

New:

  • The LOD Mod tab is now LOD Mod Ext, reorganized with every new setting, comparison images and an editor for the high-res map grid rules
  • The launcher remembers window size, position and fullscreen
  • Reworked log panel: level filters, adjustable width, line wrap, and handles large logs better
  • Config tabs reload when the files change outside the launcher
  • Options in the Textures tab save immediately
  • The layout adapts to narrow windows, and the font is bundled with the launcher

Fixes:

  • Linux: the dedicated GPU option only sets GPU variables on systems with two GPUs, and NVIDIA variables only with the NVIDIA driver
  • Proton: games in a second Steam library use the main Steam install again
  • A broken TOML file is no longer silently overwritten; the tab shows the error instead
  • Saving no longer breaks multi-line lists in config files
  • 3DMigoto under Wine, Proton and CrossOver: nvapi64.dll is no longer installed on new installs
  • Windows: the 3D model inspector no longer always falls back to CPU rendering
  • Texture packs from archives ask for a name instead of getting a temporary folder name
  • Dropdown menus stay on screen

Changed:

  • The overlay settings.json moved to nams/_internal/cache and old files are moved automatically
  • The YP 3D renderer is now called yp_formats, because it will also be used for making mods in the launcher (see below)

For mod creators

Content mods:

  • Custom music: from a wem or a bank, with looping, fades, volume and reverb. It plays per room, zone, phase, subphase, globally, or from a script
  • Mesh visibility: hide, force-show or tint world meshes per room, phase and subphase
  • Effect areas: add or replace room effects from your own .sst/.est file, with position, radius, repeat and phase conditions. Turn them off with content_effect_areas in nams.toml
  • Custom maps: load your own grids as a map for a phase, with a player start position
  • HAP group rules: add conditions to HAP groups or invert them
  • Custom entities: register new entity ids that copy a vanilla object
  • Hot-reloaded items, weapons, quests and mails show their new texts right away instead of after a restart

Texture injection:

  • Hot reload: edited replacement textures update while the game runs instantly. Turn it off with hot_reload in texture_injection.toml

YoRHa Protocol:

  • Mesh Picker: click any mesh in the world to see what it is, hide it, tint it, preview its textures and save them as DDS, named for texture injection
  • Reloading the world map now also works underground
  • Mesh visibility, zone filter and GAD editor moved into the map toolbar
  • Room light flags are editable in the light manager
  • Water animation edits no longer get reverted

The launcher is being worked on so you can also make mods with it, with the documentation right there in the launcher. This is still work in progress and not released yet.

There are probably more small changes across everything, so sorry if we missed any.

YoRHa Protocol Launcher v2.3.0

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@github-actions github-actions released this 14 Aug 23:58
2bae9cf

Most important in this update is that NVIDIA Smooth Motion works now and does not crash the game anymore - thanks for testing, Takahama. There is also a big performance pass on NAMS and YoRHa Protocol, the new Graphic Adjust editor, ruby patches, scenario variables and phases for content mods, and a batch of fixes for crashes after map transitions, the bunker camera and a vanilla leftover that could turn your screen yellow.

NAMS

Fixes:

  • NVIDIA Smooth Motion works now and does not crash the game anymore (thanks for testing, Takahama)
  • The game closed after map transitions (access violation) because of the NAIOM aim fix. It is hardened and fixed now, and can be turned off with the new disable input setting
  • The bunker camera lost control of the player when an outfit or an outfit mod silently reloaded. That is fixed, and swapping outfits in the bunker is allowed again
  • A vanilla SAP collision race condition was rewritten in NAMS, so it cannot crash anymore on stress tests or during very long sessions
  • The retail game still contains developer hotkeys on Shift+3/6/K/L. If you played on keyboard and hit one without knowing they existed, you got a yellow "piss filter" over the screen and the render target got resized behind your back. NAMS ignores them now
  • Item thumbnails were rarely crashing the GPU
  • The custom cursor was not applied on the overlay view
  • Stale accessory ids from the separate save could spawn an accessory you couldn't take off again

Performance:

  • The internal hooking and a lot of the used utilities are faster now
  • A lot of debug features are compiled out of release builds, including the egui debug overlay
  • The mruby heap was increased internally

Content mods:

  • Ruby patches: patch vanilla mruby scripts, so a vanilla NPC can offer your quest
  • Scenario variables and flags, saved in the savedata
  • Phases: add chapters and steps
  • Custom actor names per language
  • Hot register picks up mod file edits while the game runs

nams.toml:

  • disable_input_features as master switch for the mouse/keybind layer
  • solid_letterbox_bars for cutscenes

YoRHa Protocol

Performance:

  • The devkit was pulling its work forever, even while closed. It does not work at all while closed now, and stops pulling shortly after you stop using it
  • The embedder now opts into Impeller, which improved shader compilation, so opening the devkit the first time has less jank

Graphic Adjust editor:

  • Create and edit GAD entries live in the world, edit the volume with the gizmo, and save the area and the current look as a mod

HAP tree:

  • Shows enabled, disabled and the general status of HAP groups, and when they get active, in colour with a topology

Overlay:

  • Updated embedder to Flutter 3.47 with Impeller, opt out via impeller in settings.json

The quest editor was worked on but is not released yet. It will let you make quests directly in memory.

There are probably more small changes across everything, so sorry if we missed any.

YoRHa Protocol Launcher v2.2.2

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@github-actions github-actions released this 31 Jul 02:41
c410e17

Most important in this update is the new 3D model inspector in the launcher, which lets you look at a mod's actual model before you install or equip it, a big documentation set for people who want to make their own content mods, and support for running plain game mods (speedrun timers, trainers) alongside NAMS. On the NAMS side there are also new cutscene subtitle options and a batch of fixes for outfits, accessories and texture mods, including one bug that could affect every third party runtime.

Launcher

3D model inspector:

  • Mod detail panels now have a real 3D preview: the launcher reads the mod's game archives and shows the actual model, not just screenshots
  • Switch between outfits, variants and states, see the mesh list and the LOD levels a mod ships
  • Orbit, pan and zoom with the mouse

Game Mods (Third Party tab):

  • New Game Mods section for normal .dll mods made for the base game, like speedrun timers and trainers
  • Drop one in and it gets recognized, installed and can be turned on or off or removed individually

Other:

  • Cutscene subtitle settings are available in the launcher, and existing configs are migrated automatically
  • Mods that ship a misplaced wax config folder are now put in the right place instead of being left at the top level
  • Turning experimental default outfits on or off applies right away instead of needing a restart

NAMS

Cutscene subtitles:

  • Subtitles during cutscenes can now be hidden, useful if you play with the subtitles off or record footage
  • You can also keep the subtitle text and remove only the dark box behind it
  • Optionally extends to in-engine story scenes, not just the pre-rendered movies (experimental)

Game mods support:

  • Mods written for a normal NieRAutomata.exe (celestial, the speedrun mod) now work under NAMS. Previously they read the wrong memory and usually shut themselves down with a version error
  • Defaults are set for the v1.02 game; a thirdparty/game/game.toml lets you adjust or disable single mods
  • Can be turned off entirely in the NAMS config

Content documentation:

  • A complete guide set for making content mods: your first mod, folder layout, items, weapons, outfits, accessories, quests, mail, rewards, voice lines, special effects, translations, config, disabled mods, WAX mods and how to migrate them to the new format, debugging, and a cheat sheet
  • Plus reference tables for effect paths, effect ids, mesh names, weapon object ids and the vanilla item, weapon, chip, fish, pod program, shop and achievement ids

Weapon patching:

  • Vanilla weapons can now be edited instead of only replaced: swap the visual effects on an existing weapon and adjust its stats per level (damage, combo counts, attack speed, defense and stagger scaling, crit rate)

Fixes:

  • Fixed a bug that could affect every third party runtime and the overlay: NAMS' graphics hooks were also running for other programs sharing the game process. They now only act on the game's own graphics device
  • Fixed a crash when swapping outfits that use texture mods, caused by a texture being freed while it was still in use
  • Outfit meshes now follow the game's own rules, so story states, self destruct, broken states and eyemasks show the right parts. Outfits also control those parts themselves now instead of NAMS force hiding skirt, pants and feather
  • Outfits installed as native mods (NAMS toml format) register properly, so their items show up and their files resolve to the right mod
  • Effects and mesh changes from several sources stack instead of overwriting each other, and accessory effects now apply (toml format)
  • Custom accessories no longer get stuck: a leftover entry in the save can't spawn an accessory you can't take off again, and unequipping clears it properly for each character (never writes into your original save file - all is saved seperately to not corrupt saves like always)
  • Disabled cutscene mods are now really skipped, on the mod, folder and single video level (before was only the heap increase)
  • Custom text now picks the font that can display the most characters, instead of falling back and showing nothing (quest name was not rendering after an regression)

There are probably more small changes across everything, so sorry if we missed any.

YoRHa Protocol Launcher v2.2.1

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@github-actions github-actions released this 25 Jul 23:57
30d32d0

Version 2.2.1

A smaller follow-up to 2.2.0.

Launcher

  • New NieR theme with a theme switcher button
  • NieR-style animations for transitions
  • Language button added to the welcome screen
  • Faster startup: a splash screen instead of a blank window, and tabs load smoothly instead of all at once
  • Log view stays responsive even with lots of lines
  • Cleaner responsive layout: reworked mods toolbar, collapsible launch options, expandable info cards on the NAMS and YP Devkit tabs
  • Fixes: loose mod files dropped on their own are now recognized, a 3DMigoto config fix, tooltips update correctly when you change language, and minimize-on-launch is now off by default

NAMS

  • Fixed several file-browser issues: a crash and slowdown when browsing files, and pickers reopening on their own
  • No more black flash around the screen the first time you open the overlay

Devkit

  • The overlay now follows your system language and falls back to English (no longer starts in German by accident)
  • Added .dat/.dtt file content in the entry view on an selected asset

There are probably more small changes across everything, so sorry if we missed any.

YoRHa Protocol Launcher v2.2.0

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@github-actions github-actions released this 24 Jul 21:56
eeefd75

Version 2.2.0

Most important in this update is a new Third Party tab for installing and managing ReShade and 3DMigoto, a Troubleshooting tab, a much richer full screen diagnostics report, and full German, Chinese and Thai translations. On the NAMS side the new features are a mod load order and default outfit boot mods (experimental), plus third party runtime loading for ReShade (d3d compiler) and 3DMigoto. The rest of NAMS is refactors and stability: the outfit and mesh slot system was reworked internally, non-Latin install and mod paths now load correctly, and a batch of fixes for alt-tabbing, the frame limiter and script handling. The YP devkit gained a Native UID Preset Browser in the UI Manager top left toolbar.

Launcher

Third Party (ReShade / 3DMigoto):

  • New tab to install and manage ReShade and 3DMigoto.
  • Drag & drop auto-detects what you dropped (ReShade whole install, ReShade preset, 3DMigoto mod, and rejects unsupported things like SpecialK or LodMod with a hint to the right tab)
  • In-app settings for both: ReShade performance mode, show FPS/clock, active preset; 3DMigoto hunting mode, marking mode, shader cache, verbose overlay. Edits are written with a targeted ini patch so the config files are never corrupted
  • Re-dropping a runtime detects a different build and asks before replacing, showing what differs (size and, for ReShade, version)
  • Installed 3DMigoto ShaderFixes are shown under the mod name you dropped instead of raw hash filenames
  • Wine/Proton: the native d3dcompiler_47.dll is placed so NAMS can preload it, so ReShade effects actually compile under Wine
  • Settings apply on the next game start (shown in the tab)

Troubleshooting tab:

  • Verify installation runs NAMS verify through the same Proton/Wine runtime and shows each check
  • Generate diagnostics opens a full-screen report; Copy launch command copies the exact NAMS command so you can run it in a terminal and read why a launch failed
  • Warns when your NieRAutomata.exe is the legacy Windows 7/8 build (NAMS cannot host it) with the Steam fix steps
  • Warns when a launcher file (NAMS.exe / yorha_protocol.dll) is missing, which almost always means antivirus quarantined it
  • Shows the most recent NAMS warnings and errors
  • Open-folder shortcuts (game, NAMS config, logs, launcher) and a Clear cache button (logs, detection cache, the mod's settings.json, runtime extract stamp; mods and game files are untouched)

Diagnostics:

  • Fix Windows 11 being reported as Windows 10

  • Conflict detection was reworked to not false positive show mods that use the same assets when they where byte identical

  • For laptops there is now an dedicated GPU auto checkbox so it does not fail to recognize the real GPU instead of Intel.

  • Linux got an extra launch command

Localization:

  • German, Chinese and Thai added alongside English, switchable from the top bar and remembered between sessions

Mods:

  • Install single loose .dat/.dtt files by mapping each one to its exact vanilla folder via a generated 4632-entry table (replaces the old two-letter-prefix guess);
  • Mod profiles, load order, and default-outfit boot mods (mods active from game start)
  • Better grouping: every category gets its own group, and mods spanning three or more categories collapse into a single Mixed content group

Linux / Proton:

  • Find Proton across all Steam libraries, not just the game's library, so installs on a separate partition work
  • Linux-specific "no Proton/Wine" message; YP_PROTON_PATH is honored
  • Launch wrapper field (gamescope, mangohud, etc.) is prepended to the game launch

Other:

  • NAMS config: added the disable 3DMigoto loading toggle and back-filled missing config migrations into older configs

NAMS

New: mod load order and default outfits:

  • Mod load order: a load-order file decides which mod wins when two mods replace the same game file. Later entries override earlier ones, so the last entry wins a conflict. Mods not listed keep no defined order between each other
  • Default-outfit boot mods: a mod can be active from game start and claim an outfit slot as if worn without an item (behind an experimental flag, off by default)

New: third party runtime loading:

  • NAMS loads ReShade and 3DMigoto from a managed thirdparty folder next to it, so nothing in the game folder is renamed and there are no DLL conflicts
  • Per-runtime settings from the launcher are applied at load, and disable-ReShade and disable-3DMigoto toggles were added to the NAMS config
  • Wine/Proton: the native d3dcompiler_47.dll is preloaded so ReShade effects compile

Non-Latin paths:

  • Loose files and mod folders now load correctly on Chinese, Japanese and Cyrillic install and mod paths. The game loader is ANSI, so paths are handed over as system-codepage bytes, with an automatic ASCII-junction fallback when the codepage cannot represent the path. This fixes swap of outfits when they use the path on the virtual file system (thanks for the report)

Outfits and meshes (reworked):

  • The outfit and mesh slot system, which already handled same-slot mods, was reworked internally for a cleaner and more reliable base
  • Because there are over 40+ scenarios for multi-outfits and it was unmanagable without an refactore

Stability and performance:

  • Fixed a Flutter overlay resource leak, overlay resizes now coalesce on real size changes instead of rebuilding textures on window movement (alt tabbing)
  • The heartbeat watchdog no longer reports a false freeze when the game is alt-tabbed out, minimized or behind the Steam overlay
  • Fixed a hard freeze in the frame limiter on systems with a non-monotonic timer
  • Fixed the stutter when dragging LodMod sliders, editing lodmod settings no longer triggers a full outfit-list rescan and the reload runs off the game thread
  • validate_scripts off now truly disables the script-error dialogs

Localization:

  • German, Chinese and Thai added to the YoRHa Protocol overlay alongside English, switchable at runtime and remembered between sessions

Devkit

Native UID Preset Browser:

  • New panel to browse, spawn and animate native UID presets, reachable from the UI Manager toolbar in the YoRHa Protocol overlay, draggable and pinned inside the game view
    World Collision Visualizer:
  • The visualizer got improved with X-Ray for behind the texture collision, also adjustable range, fill polygons and facing coloring. This allows speedrunner to see collision now better - feature was hardly requested from them

there are probably more changes across everything so sorry if we forgot some.

YoRHa Protocol Launcher v2.1.8

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@github-actions github-actions released this 19 Jul 06:18
7a88ccb

Most important in this update is the reimplementation of NAIOM (NieR Automata Input Overhaul Mod). NAIOM is a well-established 7-year-old tool by Methanhydrat; this release reimplements it into NAMS. Note that the reimplementation is not fully complete yet, some parts of the original are still missing (see the notes below). If you're new to it, NAIOM fixes mouse and keyboard input in NieR: Automata and adds full rebinding, raw mouse input, aim/camera fixes and more. Below, features are split into what NAIOM already did (reimplemented into NAMS), what was improved over the original, and what is new and NAMS-only.
Mouse & Camera:

NAIOM:

  • Raw mouse input for camera movement, removing the game's built-in smoothing/acceleration
  • Separate mouse sensitivity for X and Y axes for third-person
  • Separate aim sensitivity for X and Y axes
  • Third-person mouse mode, with optional character-follow
  • Dedicated aim mode

NAIOM but improved:

  • Reworked crosshair: instead of hacking the game's original 3D crosshair (which never fit well in 3D), it's now a real custom 2D crosshair built as native NieR UI. It follows your mouse and aims the pod
  • The crosshair now correctly handles all states where it shouldn't show, so it no longer randomly pops up

Keybinds:

NAIOM:

  • Every action can be remapped: movement, combat, menu navigation, and misc controls
  • Non-standard bindings the base game never had: dedicated evade, auto-fire, item cycling (next/previous/use)
  • Third-person mode toggle and aim mode toggle bindings
  • Tap-evade can be turned off, so no more accidental dodges from double-tapping a movement key
    NAMS Only:
  • Modifier + key combinations (e.g. CTRL+X)
  • All keybinds are hot-reloadable
    Known limitations:
  • Currently keyboard letters/digits, arrows, shift/ctrl, space, end and mouse buttons are supported. F-keys, numpad, TAB/ENTER/ESC-style keys, mouse wheel and gamepad bindings from the original are not yet available
    Item Shortcuts:

NAIOM:

  • Item shortcuts work with the menu closed, and your selection is remembered between sessions

NAIOM but improved:

  • Item shortcut usage is now more stable and works entirely through the original native UI, no hacky hooks
  • The shortcut menu never visibly shows when cycling/using items
    Custom Cursor:

NAIOM:

  • Custom cursor for menu and hacking modes, and it can be turned off entirely

NAIOM but improved:

  • The cursor is now configurable (your own .cur/.ani), instead of the fixed bundled set

YP Plugin:

Speedrun / VC3 Mod:

  • Improved, more reliable phase detection
  • Item grants now set exact counts (4 dented plates / 3 severed cables) instead of adding to what you already carry
  • Taunt+2 chips now correctly gated on the small-desert-flyer kill
  • Fish manipulation support
  • Warp keybinds for speedrunners
  • Enabling now sends you back to the title screen so your run starts clean
    Video / Cutscenes:
  • Add missing H.264 cutscene support (behind a feature flag)
    Editor & UI:
  • Reworked entity placement: Type/Flag/RTN are now dropdowns filled from each entity's real values, with usage counts
  • Entity names now shown alongside object IDs for easier identification
  • Dialog text wraps properly instead of stretching, with a minimum readable font size
    Stability:
  • Outfit hot-swapping is now blocked during cutscenes, movies, and hacking, which previously corrupted actors and crashed the game
  • Bunker swap blocker extended to cover these states too
    Launcher:
  • Fully reworked NAIOM tab: the previously non-functional tab now has a complete settings UI with all mouse/camera/aim options plus rebindable keys, keybind capture, combo support, safe-range sliders, dependency gating, reset to defaults, and a crosshair preview
  • Auto-migrates your old config keys and imports original NAIOM.ini files
  • Fixed multi-file drag & drop in the wizard and mods tab
  • Fixed log copy joining lines together without newlines
    there are probably more changes across everything so sorry if we forgot some.

YoRHa Protocol Launcher v2.1.7

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@github-actions github-actions released this 17 Jul 13:40
77dcabc

NAMS:

  • Fix Mp proxies where on in release build leading to UI parts miscalculating to 3D to screen pos and looking gone.

YoRHa Protocol Launcher v2.1.6

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@Vluurie Vluurie released this 17 Jul 00:16

Version 2.1.6
Most important in this update is the migration to NAMS.exe (no more launch_nier.exe), CPK mod support and the reworked mod manager with type grouping and bulk install. The launcher is now avaliable for macOS (CrossOver) and Linux (Proton) too.

NAMS:

  • Added support for loading CPK mods via VFS
  • Fix hot-swap crash when there is no pod that uses the blinder
  • Fix crash from unaligned HashedString CRC reads in tick_all_managers
  • Vanilla limit dialog crash fix + PhaseInfo refactor
  • Camera proxies and other unstable hooks restricted to mp_only (they crashed in stress testing)
  • Fix input toggling and timescale
  • Fix ROF buffer issue on too long paths + A2 dash transform matrix problem
  • Forced settings now applied right after advance_frame (correctly overwrite savedata)
  • File refs recovery snapshot, swap block in bunker, improved buddy file mount
  • Reworked startup window / graphics init, removed DXGI present hook, improved window config
  • Added heap leak diagnostic on heartbeat
  • Removed diagnostic hook in wta/wtp that caused overhead, removed memleak
  • Steam now auto-starts silently if not already running
  • Experimental content feature flag
  • Rewrites: UITickTask, TickLoadingScreenManagers, CoreFileHandler_InitUISystem, SAP object collision hit-tick (+ visualizer)
  • Linux: detection and clear error message for the old Win7 NieR exe instead of crashing on startup
  • Linux: smaller exe version now converts correctly
    Quests:
  • Show custom quests count in chapter-select
  • Restructured quest rewrite, fixed quest mapping and quest notification updates
  • can_clear rewrite
  • Added extensive quest integration tests

YP Plugin:

  • Custom native Nier UI with composited Flutter texture
  • UI: image loading and avatar display, optimized repaint timing for smoother updates
  • Fixed layerRefKeys for correct animations across all native presets
  • Reworked garderobe button and garderobe window panel
  • Reworked cloth physics / bones visualizer params
  • Added mruby API hints + script editor and mruby decompiler

Launcher:

  • Migrate to NAMS.exe CLI (replaces launch_nier.exe), NAMS host process is tracked and terminated on stop, shortcuts point directly at NAMS.exe
  • Fully portable: runs from the shipped bins/ folder, nothing is copied to AppData anymore
  • Mods list reworked: mods are grouped by type, outfits split by character (2B / 9S / A2), multi-character packs listed under each
  • Rename installed mods
  • Bulk install: install a whole folder of mod archives at once
  • Support .cpk archive mods (installed to /data/, mounted by NAMS)
  • Fix mods with a root-level effect/ folder being rejected as invalid (e.g. Fixed Sand Footsteps)
  • Handle multi-variant outfit zips with combinable texture sets (e.g. 2P Mock Machine All in One)
  • Fix multi texture selection from one HD pack installing as separate packs instead of one merged pack
  • Fix reversed texture load order priority (first entry wins now)
  • Fix profile switch failing on orphaned profile folders
  • Remove the plugins tab (rarely used; NAMS still loads plugins on its own)
  • NAMS config synced: add outfit swap visual effects and disable splash screen options, fix validate_scripts wrongly enabled on config migration
  • Read-only checks for launcher and game dir before launch, launch failures mapped to NAMS exit codes
  • Logs: single nams.log split by module into the two viewer tabs
  • macOS support via CrossOver
  • Linux support via Proton with native Steam library discovery (tarball and AppImage builds)
  • Integration test suite over 500+ real outfit mod archives, with fixes for the edge cases it surfaced
    there are probably more changes across everything so sorry if we forgot some.

YoRHa Protocol Launcher v2.0.8-beta

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@Vluurie Vluurie released this 13 May 18:12

Version 2.0.8-beta

NAMS:
- VFS max file amount increased from 256 to dynamic (Supports mounting Thai language Version that had 397 Files or would fail otherwise)
- Lod Mod - savety clamping to not overflow values
- Make some settings in lod mod live hotreloadable (shadow etc)
- Add experimental uncap FPS in Gameplay and uncap FPS in Menu (Like FAR)
- Add Global Illumination (Like FAR)
Launcher:
- Lod Mod tab overhaul
- Auto saving instead of manual saving adjustments + hotreload
- Savety Sliders instead of arbitary inputs
- Add Uncap FPS option
- Add GI option
- Adjust layout to be collapsable