Tweaking ini's.

Post » Fri Nov 16, 2012 5:53 am

I'm a crazy want to be moder who loves to tweak games to make them more than the watered down product they have become these days.

So in hopes of finding something to tweak on this easy game I found the INIs and low I have found some might booty.

DishonoredAI.ini seems like I can double the AI sight/sense

DishonoredPlayerState.ini has some nice stuff in it.

DishonoredPower.ini seems you can tweak a couple powers here.


This reminds me so much of Wolfenstein while the single player game was rough I loved it , even more so when I raised enemy health and made the battles with the heavy suit guys like a big daddy battle.
Anyway there is a lot here to tweak anyone looking into it anywhere?
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Adrian Powers
 
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Post » Fri Nov 16, 2012 1:03 am

I have not found much to uncover in INI files. Sure, if the rig you have is much more powerful than the reference rig, then some settings can be tweaked to give more detail or visual depth to the game. However, these settings are usually fairly well balanced for the majority of gaming rigs out there. The other side of trying to gain a large amount of performance (at the expense of graphics or object depth) is also usually not there.

Tweaktown is the site that usually has INI guides, so look there first.
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djimi
 
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Post » Fri Nov 16, 2012 11:10 am

I personally haven't messed with it much, but there's a long thread on Steam going over the graphic inis: http://forums.steampowered.com/forums/showthread.php?t=2964837
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Taylor Thompson
 
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Post » Fri Nov 16, 2012 1:38 pm

I have not found much to uncover in INI files. Sure, if the rig you have is much more powerful than the reference rig, then some settings can be tweaked to give more detail or visual depth to the game. However, these settings are usually fairly well balanced for the majority of gaming rigs out there. The other side of trying to gain a large amount of performance (at the expense of graphics or object depth) is also usually not there.

Tweaktown is the site that usually has INI guides, so look there first.

Ture but there is AI,weaopn,spell,player movement data in the INIs so I am in joy I can change some of it.
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Emily Graham
 
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Post » Fri Nov 16, 2012 12:30 pm

DishonoredAI.ini
[DishonoredGame.DishonoredGlobalAIManager]m_bCorpseCleanupInView=Truem_BullyCooldownPeriod=(m_fMinValue=http://forums.bethsoft.com/topic/1417484-tweaking-inis/3.000000,m_fMaxValue=8.000000)m_CorpseAbsoluteMaximumCount=1000m_CorpseIdealMaximumCount=500m_fCorpseIslandSize=400.000000m_fCorpseUpdateTime=1.000000m_fGroupDistance=1000.00000m_fIslandSize=400.000000m_fUpdateTime=1.000000m_MagicReactionDelay=(m_fMinValue=0.200000,m_fMaxValue=0.300000)m_MaxAIStimSize_bytes=128m_MaxNumAIStims=512m_ReactionDelay=(m_fMinValue=0.180000,m_fMaxValue=0.30000)m_TetherDelay=(m_fMinValue=6.000000,m_fMaxValue=8.000000)[DishonoredGame.DisAINoiseManager]m_LoudnessDistanceArray=0.000000m_LoudnessDistanceArray=200.000000m_LoudnessDistanceArray=300.000000m_LoudnessDistanceArray=400.000000m_LoudnessDistanceArray=500.000000m_LoudnessDistanceArray=600.000000m_LoudnessDistanceArray=800.000000m_LoudnessDistanceArray=1000.000000m_LoudnessDistanceArray=1200.000000m_LoudnessDistanceArray=1500.000000m_LoudnessDistanceArray=2000.000000m_LoudnessDistanceArray=2500.000000m_LoudnessDistanceArray=3000.000000m_LoudnessDistanceArray=4000.000000m_LoudnessDistanceArray=5000.000000m_LoudnessDistanceArray=6000.000000m_LoudnessDistanceArray=0.000000[DishonoredGame.DishonoredSearchCrumbsComponent]m_bUseRandomCrumbSelection=TRUEm_fChanceOfPsychicSearch=0.650000m_fCrumbLifetime=350.000000m_fDistanceBetweenCrumbs=1600.000000m_fHeartbeatInterval=1.600000m_fMaxWanderStep=2000.000000m_fMinWanderStep=1000.000000m_fStickyProxyDuration=2.000000m_fWanderAngularRange=120.000000m_iNumSearchCrumbs=55[DishonoredGame.DisGlobalCombatManager]m_fInhibitionTimeAttractSpell=15.000000m_fInhibitionTimeBackStep=8.000000m_fInhibitionTimeGrenades=10.000000m_fInhibitionTimeGrenadesWhenUnreachable=5.000000m_fInhibitionTimeJumpAttack=3.0m_fInhibitionTimeLongAttack=0.8m_fInhibitionTimeMediumAttack=1.000000m_fInhibitionTimeShortAttack=2.000000m_fInhibitionTimeSideStep=6.000000m_fInhibitionTimeStepBackAttack=1.000000m_fInhibitionTimeTaunt=60.000000m_fInhibitionTimeTeleportSpell=10.000000m_fInhibitionTimeThrowRocks=5.00000m_fInhibitionTimeWeeperArmGrab=20.000000m_fInhibitionTimeWHArmAttack=8.000000m_fInhibitionTimeWHJumpAttack=30.000000m_InnerSkirmishCaps[0]=1m_InnerSkirmishCaps[1]=2m_InnerSkirmishCaps[2]=3m_InnerSkirmishCaps[3]=3m_TotalSkirmishCaps[0]=2m_TotalSkirmishCaps[1]=3m_TotalSkirmishCaps[2]=4m_TotalSkirmishCaps[3]=4[IniVersion]0=1349759604.000000
I asume PsychicSearch "PsychicSearch" is the AI's detection radius? WIth the above about all you can do is sneak around, kill anything and they are alerted.

If they are alerted and did not see you dose that mean you were detected?
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Czar Kahchi
 
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Post » Fri Nov 16, 2012 3:54 am

Not ini, but might be interesting for seeing how the AI works...
Spoiler
Friend Approaches (Aware) -- NPC Notices a friend pawn approaching
Player Approaches (Aware) -- The player comes near the owner of this dialog tree (Respects Attention Rules)
Player Approaches (Radial) -- The player is approaching the owner of this dialog tree (Bypasses Attention Rules)
Player Loiters (Aware) -- NPC notices the player hanging around (Respects Attention Rules)
Player Loiters (Radial) -- NPC is near the player hanging around (Bypasses Attention Rules)
Player Look At (Aware) -- NPC notices the player staring at an actor for X seconds (Respects Attention Rules)
Player Look At (Radial) -- NPC is near the player staring at an actor for X seconds (Bypasses Attention Rules)
Player Used -- The player 'used' the owner of this dialog tree.
Neutral Approaches (Aware) -- NPC notices a neutral pawn approaching
Kismet Activated -- Kismet is firing a dialog hook.
Play Audio Log -- An audio log is being played.
Heart Whisper About Target -- The heart is whispering about a target.
Heart Targeted Ambient Whisper -- The heart is making a 'flavor' whisper about the actor under the crosshair.
Heart World Ambient Whisper -- The heart is whispering randomly.
Patrol Words To Self -- When NPC is wandering/patrolling around alone
Patrol Words To Another -- When NPC is wandering/patrolling around & crosses path with an ally
DEPRECATED: Patrol Alerted Ambient -- When NPC is wandering/patrolling around and has already engaged player in combat but lost him and come back to patrol.
DEPRECATED: Patrol Alerted Ambient with Group -- When an NPC crosses path with a buddy & are not in combat but have been already.
Switching Patrol Route -- When an NPC gets bored with the current route and goes to a new patrol route
Patrol Attacked by Enemy -- When attacked by enemy while on patrol.
Guard Proximity Warning -- When A Neutral comes too close while on guard duty
Personal Space Warning -- Expressed when a neutral gets too close to a guard
Personal Space Push Grunt -- Expressed when a guard pushes somebody away for being too close
Stomp a Rat (Not in a Swarm) -- When stomping on a single rat.
Enemy Visual Near -- Seen an enemy up close.
Enemy Visual Far -- Seen an enemy at medium/far range
Enemy Visual Ally Response -- Ally saw an enemy
Enemy Audio Detection - Anomaly -- Heard an enemy make an innocuous sound.
Enemy Audio Detection - Danger -- Heard an enemy make a dangerous sound.
Enemy Audio Detection Ally Response -- An Ally heard an enemy.
Found Corpse -- Seen a corpse.
Witness Death -- Witnessed a death right before your eyes
Search In Progress -- When NPC is in search mode looking for enemy alone (fires periodically)
Search In Progress Ally Response -- Response to coming across an NPC engaging in search
Search In Progress with Group -- When NPC is in search mode looking for enemy with other buddies (fires periodically)
Search Found Enemy -- When a NPC who was searching for enemy finally find him.
Search GiveUp After Combat -- When an NPC who was in search mode, times out & returns to patrol after combat.
Search GiveUp After Combat with Group -- When an NPC who was in search mode, time outs & returns to patrol with buddies around after combat.
Search GiveUp After Finding Corpse -- When an finds a corpse but gives up on finding a culprit
Search GiveUp Without Combat -- When a NPC who was in search mode times out & returns to patrol without any enemy contact.
Walk To Distraction -- When NPC begins to walk to a distraction.
Look At Distraction -- When NPC first looks at a look-at distraction.
Reach Distraction -- When NPC reaches an animation distraction.
Combat Threat -- When NPC is fighting against the enemy alone.
Combat Threat with Group -- When NPC is fighting against the enemy with other buddies.
Combat Threat (Versus) -- When NPC is engaged in a versus encounter with an enemy.
Offscreen Attack Telegraph -- NPC about to attack the player from offscreen
Combat Ranged Begin -- When the NPC draws a ranged weapon and starts aiming.
Combat Lost -- When NPC was engaged in combat against enemy & enemy managed to escape. NPC lost track of enemy & enters search mode.
Combat Lost Group -- When NPC was engaged in combat against enemy & enemy managed to escape. NPC lost track of enemy & enters search mode with buddies around.
Combat Victory -- When NPC has killed its target.
Combat Victory After Losing Allies -- When NPC has killed its target after losing allies
Combat Can't Reach -- When an NPC cannot reach its target for whatever reason.
Combat Help -- When a NPC flees & call for help.
Combat Big Attack -- NPC doing a big attack & huge scream.
Taunt With Gesture -- When NPC is doing its taunt animation (depends on notify placement)
Being Attacked By Rats -- Involuntary scream when NPC is fighting against a rat swarm.
Combat Blind Attack -- When NPC is attacking an unconfirmed proxy location
Combat Dying -- NPC takes the deadly & final blow, dies in pain.
Combat StealthKilled -- NPC getting stealth-killed by player and dies in silence / very few are heard as player needs to remain in stealth.
Combat StealthKilled Projectile -- NPC getting stealth-killed by player throwing/firing a projectile and dies in silence.
Combat Ouch Small -- NPC takes a small hit.
Combat Ouch Big -- NPC takes a big hit.
Combat Immolated -- NPC is immolated.
Combat Surprised -- NPC gets surprised by the enemy.
Combat Go Home -- When an NPC must leave combat due to Tethering
Beg -- When an NPC begs its enemy to spare its life.
Panic Started -- When a a NPC starts panicking.
Panic Help Found -- When a fleeing NPC finally goes by a buddy.
Panic Started (Rat Swarm) -- When a a NPC starts panicking from the sight of a rat swarm.
Fleeing -- When this npc is fleeing
No Flee Destination -- When this npc is fleeing and can't find any proper flee destination
I Am Going To Ring Alarm -- When an NPC decides to ring an alarm.
DEPRECATED: Tell Other To Ring Alarm -- When an NPC sees an enemy and another NPC will ring the alarm.
Hear Alarm -- When an NPC hears an alarm sound and responds.
Witnessed Magic (Aware) -- When an NPC has witnessed magic and the magic user is still around
Magically Disappeared -- When a magic user has disappeared right before this NPC's eyes
Robbed -- When an NPC gets robbed
Witnessed Interaction -- When an NPC sees an object get interacted with
Notice Carrying Ally Corpse -- When an NPC sees the player carrying an ally corpse
Notice Carrying Neutral Corpse -- When an NPC sees the player carrying a neutral corpse
Notice Carrying Enemy Corpse -- When an NPC sees the player carrying an enemy corpse
Notice Suspicious Activity -- When an NPC sees an someone acting suspicious.
Notice Threatening Activity -- When an NPC detects threatening behavior
Ally Betrayal Warning -- Response to a player hurting an ally
Notice Tampered Object -- When an NPC sees something that has been tampered with (usually broken).
Notice Death by WoL -- When an NPC sees a buddy killed by a Wall of Light.
Possession Confusion -- NPC was just released from possession.
Falling scream -- NPC is falling, and will certainly die.
Escalate Suspicion Level -- The NPC has escalated from low suspicion to high suspicion.
Taunt Unreachable Enemy -- When an enemy is out of reach of a taunting npc
Taunt Unreachable Below -- When the player is out of reach because hidden in an hideout
Unreachable Give Up -- When a lone combatant decides to give up on an unreachable enemy
Unreachable Give Up With Group -- When the group decides to give up on an unreachable enemy
Seek Ranged capable allies -- When a npc goes and seek an allie able to hit an unreachable enemy
Throw Stones -- When tossing rocks at an enemy in combat
Ranged Threat Warning -- When an unreachable enemy shows/is know for having a reaged threat (weapon, spells)
Weep Noticed target -- When a weeper notice someone to weep to
Weep following -- When a weeper follows someone to weep to
Weep Stand Still -- When a weeper reached its target, he stands still
Weeper - Giving up -- When a weeper has given up following a target
Weeper - Generic Moan -- Triggered by animation notify, in distraction mostly
Grenade Flush -- Overseer tossing a grenade at an in cover enemy.
Melee Rush -- Overseer doing a Melee rush & huge scream.
Grenade Collateral Damages -- Overseer tossing a grenade in a melee where allies are fighting.
Grenade Prevented Allies -- Overseer can't toss a grenade because of allies in melee with target.
Grenade jump Toss -- Overseer doing its infamous 'Jump away from target while tossing a grenade' manoeuver. Years of training to master.
Coordinated Charge - Announce -- Overseer has just thrown a grenade and is rallying his fellow overseer to charge the enemy
Coordinated Charge - Trigger -- The overseer tells his brothers that the time to charge is now
Escape Explosion -- When a npc notice something about to blow up
Scramble -- When one or more Thugs begin an ambush scramble.
Head Track -- When an NPC gains enough attention to turn their head toward the source
Notice Begin -- When an NPC gains enough attention enter the "Notice" attention level
Notice End -- When an NPC's attention drains out of the "Notice" attention level
Investigate -- When an NPC enters the "Investigate" substate of the Search behavior
Track Target Begin -- When an NPC enters the "Track Target" substate of the Search behavior
Nearby NPC Head Track -- A nearby NPC has enough attention to turn his head toward the source of attention
Nearby NPC Notice -- A nearby NPC has enough attention enter the "Notice" attention level
Nearby NPC Investigate -- A nearby NPC enters the "Investigate" substate of the Search behavior
Nearby NPC Saw Enemy -- A nearby NPC is preparing to attack an enemy
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Nana Samboy
 
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Post » Fri Nov 16, 2012 12:29 am

I'm trying the tweaks but nothing I change in the .ini's apply in-game. :\
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Catharine Krupinski
 
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Post » Fri Nov 16, 2012 11:32 am

I personally haven't messed with it much, but there's a long thread on Steam going over the graphic inis: http://forums.steampowered.com/forums/showthread.php?t=2964837
Thanks for this link. I've now changed various graphical settings (mainly improving the shadows) and allowed more bodies to exist on the levels so they don't suddenly vanish.
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Latino HeaT
 
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Post » Fri Nov 16, 2012 1:42 am

Thanks for this link. I've now changed various graphical settings (mainly improving the shadows) and allowed more bodies to exist on the levels so they don't suddenly vanish.

How do you do the latter?
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Max Van Morrison
 
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Post » Fri Nov 16, 2012 7:00 am

How do you do the latter?

See http://www.gamesas.com/topic/1417127-sleeping-enemies-awakingrespawning/page__view__findpost__p__21655041.
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Amy Melissa
 
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