Sunday, September 24, 2017

Tomb Raider Chronicles [Tweak Guide]

This Guide can be also used for Tomb Raider 4.

1- Download the XP-Vista Patch for Tomb Raider 1-5

2- The Updater let you choose the Game to update

3- Install DGVOODO into game folder from

4- ADD: Setting ID_0x70edb381 = 0x2420894e InternalSettingFlag=V0 to Tomb Raider Chronicles Profile, otherwise the game will remain mono.

5- Set VSYN to OFF in Nvidia Control Panel if pressing ESC freezes the game.

Notes: The game will play with nice stereo seperation, unfortunately the menu is some kind of messed up, you need to switch to mono for a proper use and storing savegames. This guide possibly works for all versions of Tomb Raider 1-5 because its the same engine. (not tested)

Thursday, September 21, 2017

Divinity Original Sin 2

Issues fixed: 
- Shadows
- Lights
- Special effects
- Decals
- Hud at depth

Thanks To

Helifax: For the profile and work on HUD elements in DOS 1 that I copied
Bo3b: For help with fixing incorrectly compiled light shaders

Required Profile :
 - Added 3D Compatibility Mode.

 - SLI Mode.
 - Proper 3D Vision Rendering.

Profile "Divinity Original Sin 2"
    ShowOn GeForce
    ProfileType Application
    Executable "EoCApp.exe"
    Setting ID_0x003846a8 = 0x0000000f InternalSettingFlag=V0
    Setting ID_0x00a06946 = 0x080020F5
    Setting ID_0x1033cec2 = 0x00000002
    Setting ID_0x1033dcd3 = 0x00000004
    Setting ID_0x70092d4a = 0xb19c3533 InternalSettingFlag=V0
    Setting ID_0x701eb457 = 0x2241ab21 InternalSettingFlag=V0
    Setting ID_0x702442fc = 0x1c22fe24 InternalSettingFlag=V0
    SettingString ID_0x7049c7ec = "웪ꑌ" InternalSettingFlag=V0
    SettingString ID_0x7051e5f5 = "籪鸙" InternalSettingFlag=V0
    Setting ID_0x708db8c5 = 0x413E30B5 InternalSettingFlag=V0
    Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0
    Setting ID_0x709adadb = 0xca647e3b InternalSettingFlag=V0
    Setting ID_0x70edb381 = 0x24208b6c InternalSettingFlag=V0
    Setting ID_0x70f8e408 = 0x80b671f3 InternalSettingFlag=V0
    Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0
    Setting ID_0x709adada = 0x07f58257 InternalSettingFlag=V0
    Setting ID_0x00c96f61 = 0x0000000f InternalSettingFlag=V0

How to install:

1. Use the guide from here:
2. Swap the profile.
3. Re-import all the profiles.

4. Download this file DOS2
5. Copy the content in "Divinity Original Sin 2\bin"
6. Play the game.

Key Presets:

The profile comes with three convergence presets (4.0, 120.0 and 16.0)
- Use the "z" key to cycle between them

Hud Depth
The HUD depth is controlled from d3dx.ini file by:
- There are also 4 'multiplier' presets for this (0.15, 0.3 ,0, -0.15) 
- Use the "[" key to cycle through them

Saturday, September 16, 2017

Layers of Fear (DX11)

This fix also support DLC Inheritance

Thanks to Helifax for the original OGL fix!!

- Shadows
- Lights
- Reflections
- Halos in effects

TB and SBS Mode:
- The game support SBS/TB Mode using 3Dmigoto. Remove the ";" in the  ;run = CustomShader3DVision2SBS in the [Present] section of the d3dx.ini. Default TB Mode. F11 to cycle.

Game support Software Mouse, is not perfect but works OK.

- Extract where Layers of Fear.exe is located (\Layers of Fear)
- In your Steam library, right click on the game and select "Properties" Click "Set Launch Options".
In the box, type "-window-mode exclusive" without the ""
- Start the game, when "Rundll32" prompt appear, press "Yes". This is for the Profile Override needed for this game.



** Do you like the fix? **
If you like the fix, you can donate to this PAYPAL account:

BlazBlue Centralfiction

3D Vision fix for BlazBlue Centralfiction. I have put a lot more time and effort than in the fix of the previous games.

UPDATE (v2.0)!!!
With the 2.0 version of the game (that introduced Jubei as a playable character), I needed to fix an HUD shader related to the freeze time ability of Izanami. I currently don't have the Jubei DLC, but I hope it doesn't need a fix. Tell me about it if it does. Download the fix in the installation steps, as always.

Another game update. This time I had to fix Arakune again (it was unaffected by the sprite blurring options before). The newest fix is in the installation steps, as always.

The game has received a new update (v1.05) on 2017-06-21, with new graphics options (like native 2560x1440 and 3840x2160 rendering, as well as sprites filtering options) that broke the fix. I had to fix some HUD elements for higher than 1080p resolutions and also character sprites.

The new download link is in the installation steps. No new screenshots in this post.

As of game update v1.04, the game now uses the D3D9EX API and it also broke the main characters sprite shader. I have updated it in the installation steps (it also includes extra depth steps imported from the updated Chronophantasma Extend fix).

This new version of the game fixed the exclusive fullscreen problem. Use 1920x1080 in fullscreen now.

For game versions v1.03 and below, the fix was this file.
For game version v1.04, the fix was this file.
For game version v1.05, the fix was this file.
For game version v1.06, the fix was this file.

- All HUD/movies/interface at the sprites base depth for consistency (it depends on separation and convergence).
- All characters and their effects (reflections, lighting, transparency) at depth, depending on separation and convergence. Also, in this fix sprites can have variable depth that depends on their shader depth value, in 19 manually calculated steps (for camera zoom in and zoom out). The steps switching will be less noticeable if you use the low convergence preset.
- Bloom leaks no more at the sides of the screen (it was a side effect of putting some HUD/Izayoi effects at depth).

Remaining issues
- The Izayoi sword trail effect doesn't have the same depth information as the sprites, so it can only be at the sprites base depth. That means that if you walk near the corners of the screen you will see that it's at a slightly different depth.
- Some effects in the story mode (visual novel parts) add depth to a layer on top of previously added depth for another effect (transitions, some black and white moments, etc). If you find that annoying, use the F3 hotkey to have most of the interface at screen depth, or just play those parts in 2D.
- Somehow, the Network -> D-Code Edit -> Title and Quick MSG texts (also the Duel Field stage text) are invisible when the main HUD shader is used in the fix. You can still edit those texts without problems.
- The Colosseum and Duel Field stages have TVs. They will look mostly correct with the F3 preset, but not with any other convergence. I had to make the choice between fixing that or Hakumen symbols in battle (I chose Hakumen. The other option also broke some HUD elements).

- The most important thing: open the game and in "Options -> Display Options" use 1920x1080 and Full Window. I don't recommend any other resolutions (they are badly done upscales or downscales). At least on Windows 10, exclusive fullscreen forces 60Hz, so no 3D (I also have a black screen problem in fullscreen if 3D is enabled in the drivers). Fixed in game version v1.04.
- Use Nvidia Profile Inspector and add "BBCF.exe" to the "3D-Hub Player" profile (edit: NOT NEEDED SINCE GAME VERSION 1.04). For better sprites and general image quality, set "Antialiasing - Mode" to "Enhance the application setting" and "Antialiasing - Transparency Supersampling" to "8x Sparse Grid Supersampling". It's VERY recommended to do that. Do what you want with "Texture filtering - LOD Bias (DX)", depending on your sharpness/blurriness taste.
- Download this file and extract its contents in the root folder of the game ("BlazBlue Centralfiction"), where "BBCF.exe" is. Use 7-zip for that.

- After booting the game, the game window will resize itself to fake fullscreen (if you don't use the now working exclusive fullscreen). Mash the F1 to F3 keys because sometimes the fix doesn't load properly until you do that.

- F1: low convergence.
- F2: medium convergence.
- F3: exact convergence for HUD and sprites (when the camera is neutral) at screen depth.

Some comments
I have a 1440p monitor. If I set the monitor to 1920x1080 to have a big screen size, the borderless fullscreen game looks like it misses some rows and columns of pixels (report this issue in the Steam discussions if it happens to you too). It looks perfect when the monitor is at a higher custom resolution, like 1968x1107 (small black borders surrounding the game if I use aspect ratio scaling in the Nvidia Control Panel). Not needed in the new v1.04 version.

If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account:

Monday, September 11, 2017

Dreamfall Chapters: The Final Cut

Download the fix: 3Dfix-Dreamfall+Chapters+(DX11)-2.0.7z

Shaderhacker Lore Chapter One: The Unity Lighting Breakthrough

This title represents something quite special to this community, because this fix is not just about this one game - you've seen my Unity templates credited over and over on so many fixes, and the work I have put into this one game really represents all of those fixes combined.

Those of you who have been here for the last few years might recognise that this isn't the first time I've fixed this game, nor is it even the second or third, and each time have I worked on this game we have made leaps and bounds forwards, and this update is no different.

The first time I fixed this game back in 2014 was when I cracked the "unfixable" Unity lighting pattern wide open, and developed the maths and techniques that would be right at the centre of just about every Unity fix that has been released since then. Prior to this Unity games could only be approximately fixed if the FOV never changed.

Shaderhacker Lore Chapter Two: Templates and Scripting

Since this game was episodic it meant I had to update the fix each time a new episode was released, and the first few updates were mostly uneventful, with just new scenes added to the game that I had to go in and fix. In the time that had passed before these updates I had turned my lighting fix into a template and scripted some of the more common patterns, allowing me to fix these early updates in a matter of days or hours, instead of the three and a half weeks that it had taken for the initial fix.

Shaderhacker Lore Chapter Three: The Reflection Breakthrough and Automatic HUD

When this game switched to Unity 5 and I had to restart the fix entirely from scratch I spent some time trying to make the reflections and specular highlights more pleasing in 3D, and I succeeded beyond my wildest expectations - I didn't just fix the obvious reflections like puddles and glass - I managed to fix everything, adding small details to almost every object, popping building interiors into 3D, adding moisture to Zoe's lips and sparkles in her eyes, and even making materials like leather, wood and stone reflect light in just the right way to look realistic. In other games like The Forest this has even managed to pop flat sand and rock textures into detailed three dimensional surfaces, and the same approach to fixing specular highlights has worked in other games that don't even use Unity, like Metal Gear Solid V, Far Cry Primal and WATCH_DOGS2.

To make these reflections work with the limitations of Helix Mod I also had to fundamentally rework my Unity lighting fix, making this the second time I had used this game to invent a new Unity lighting fix, and every physically accurate reflection and specular highlight you see in a Unity game since then is because of this.

For that update I had dug into some relatively obscure features of Helix Mod and was able to figure out how to use them in combination with my own automatic crosshair technique to adjust the HUD depth so that it would follow the location of the floating HUD icons automatically, but at the time I was still stuck with a 2D mouse cursor and some other limitations of Helix Mod.

Shaderhacker Lore Chapter Four: The End?

I had to re-fix the game entirely from scratch one more time for the Unity 5.3 update (which is a whole other article in itself), but finally Book 5 was out and the game was finally complete, end of story...

Shaderhacker Lore: Interlude

...or at least it was, until the developers decided to switch to DirectX 11 in preparation for The Final Cut, completely breaking my fix once again :-(

Unfortunately as some of you might already be aware I had been forced to check out from this community and leave my day job to deal with a major (and ongoing) mental health crisis brought on by a combination of factors including a series of very bizarre coincidences in my personal life, and I have only recently mustered up the strength to try to return to this community and start modding games once again.

But I couldn't just leave this game in a broken state when my fix had meant so much to me personally and this community more generally - that would be like an artist having their prize work stolen from them (is it surprising that so many modders in so many communities burn out?). This fix was a showcase for my talent - like the kind of thing you might display in a portfolio, and something I very much did when networking with other local game developers.

Shaderhacker Lore Chapter Five: DirectX 11, 3DMigoto and The Final Cut

I took the change to DirectX 11 as an opportunity - I had already adapted my Unity template to work with DX11 and 3DMigoto for previous games, but this game is far more complicated for all sorts of reasons and needed so much more work to be done. This fix is released alongside 3DMigoto 1.2.65 - with thousands of new lines of code, dozens of new features and a month and a half of pretty much full time (because unemployed because depression) development work this is the largest single update to 3DMigoto in the entire 1.2.x series. This release adds a whole new ini parser that allows this fix to load in under one second instead of the two minutes that it would have taken with the old parser. It adds a software mouse cursor implementation - so at long last the mouse cursor depth can follow the rest of my automatic HUD adjustment (plus, this will work with the SBS/TB output modes of 3DMigoto), and countless other new features that were needed for this game as well. I have also made some major updates to my Unity scripts and template, to not only work with some quirks of this game, but also to increase performance by a whopping 10-20fps!

Those of you who have used a few of my fixes will know that I pride myself on being able to make almost any effect work in stereo 3D - I'm very good at figuring out complex problems and it is extremely rare for me to just outright disable an effect that doesn't work in 3D. This game however, uses volumetric ray-marched light shafts in a lot of the interior light shafts and after spending several weeks on these back in the day I had to admit defeat when I realised that they were going to be impossible to fix with the limitations of Helix Mod. These were the only light shafts that have ever eluded me, and with the switch to 3DMigoto I took the opportunity to have another crack at these, and while they were still extremely difficult I managed to pull it off, and the effect is really quite stunning:

The automatic HUD adjustment for this game is back as well, only this time the flexibility that 3DMigoto and DirectX 11 allow means that it is even more sophisticated than before - it now analyses every active HUD element to decide what depth to render the HUD and mouse cursor in each frame, and can take into account transparent objects such as glass monitors to render the HUD on top of them.

SKIP! SKIP! SKIP! Too much lore! What did you fix already?!?

If you couldn't get through all the lore above beware that this might not be the game for you as it is pretty lore heavy in itself. Although personally, the thing that appeals to me the most about The Longest Journey and the two Dreamfall games is that the main characters from Stark are just ordinary people that talk about ordinary things like life and relationships and have been thrown into events beyond their control... and of course Crow, the best comic relief sidekick in any game ever.

  • Major updates in 3DMigoto 1.2.65 for this game
  • Major updates to Unity template for higher fps and to handle certain cutscenes
  • Lighting / Shadows
  • Halos
  • Volumetric Light Shafts (the bane of my existence has finally been defeated)
  • Physically Accurate Reflections / Specular Highlights
  • Screen Space Reflections
  • Ambient Occlusion
  • Parallax Building Interiors
  • Sun moved to infinity
  • Replaced the hardware mouse cursor with a software mouse cursor
  • Automatic HUD and mouse depth adjustment that follows the icons on screen
  • Separate automatic subtitle depth adjustment
  • The HUD depth is fixed whenever the inventory is open to line up with it
  • Automatic low convergence + mouse depth preset when picking up an item or examining it in the inventory
  • The Purple Mountains background being at closer depth than the foreground is fixed compared to the old version, but I can't take credit for that - the developers finally stopped rendering two separate scenes in the same 3D space ;-)


  1. Extract the contents of the zip file to the game directory.

  2. If you are running the 32bit version of the game, replace the DLLS with the ones in the 32bit directory.

    • Right click on the game in Steam and go to "Properties" -> "Set Launch Options" and enter "-window-mode exclusive" (without the quotes) and click "Ok"
    • If you are not using the steam version, launch the game with the provided "Dreamfall Chapters - 3DMigoto.bat"
  3. If 3D Vision didn't kick in, make sure that full screen is enabled in the game settings.

  4. If 3D Vision still didn't kick in, you may have to alt+tab out and back, or try pressing alt+enter twice.


The Volumetric Light Shafts can be pretty expensive in 3D. In most places they are used in this game they aren't too bad, but they can really tank performance in The Hand That Feeds which has five large light shafts filling most of the room (the developers even turned off the dynamic real time light shaft shadows in that room to save on performance, but it still tanks), so you may need to lower their quality slightly in the settings menu if you find the framerate too low in that room (I just put up with it - the highest quality light shafts are worth it elsewhere in the game, especially the ones that have real time shadows enabled). If you are playing on an underspec machine and finding that these hurt performance too much even on the lowest quality setting you can disable these by searching for [CommandList_Volumetric_Light_Shafts_Common] in the d3dx.ini and uncommenting the handling=skip line below it.

The subtitle depth adjustment is capped so that they can't pop too far out of the screen. This limit can be adjusted by editing the d3dx.ini and adjusting the x value under [Constants]

Side-by-Side / Top-and-Bottom Output Modes

This fix is bundled with the new SBS / TAB output mode support in 3DMigoto. To enable it, edit the d3dx.ini, find the [Present] section and uncomment (remove the semicolon) the line that reads:

run = CustomShader3DVision2SBS

Then, in game press F11 to cycle output modes. If using 3D TV Play, set the nvidia control panel to output checkerboard to remove the 720p limitation.

Like my Work?

As you would have gathered from reading the lore, fixing this one game has taken an enormous amount of my time - Steam shows I've spent close to three hundred hours with it running (probably a hundred of those would have been spent staring at those light shafts alone) and all up I can say that I would have probably spent about three months or so working on this one game - not counting time focussing on other games that went towards working on the Unity template, scripts and many of the features I've added to 3DMigoto over the years that this builds on.

I'm also currently out of a job largely thanks to my ongoing battle with mental health issues, and until I have recovered enough to work on changing that I am entirely dependent on my wife for support, and any donations I receive from this community. I hope you can see that even if you are not interested in this specific game, that the work I have put into it goes far beyond this one title.

I usually prefer not to say much when I post this donation link - because no one likes begging, but given the significance of this fix I felt it prudent to go into more detail and share a little of my personal situation.

If (and only if) you feel that you are in a position where you are able to do so, please consider supporting me with a monthly donation on Patreon, and thanks again to those that already do! While I prefer the more stable monthly support that Patreon offers, I can of course understand that some of you prefer to make one-off donations when you can, and for that you can use my Paypal. As a reminder, these donations are to support me personally, and do not go to other modders on this site.

This mod is created with 3DMigoto (primarily written by myself, Bo3b and Chiri), and uses Flugan's Assembler. See here for a full list of contributors to 3DMigoto

I also have to thank mike_ar69, 4everAwake and Bo3b who helped me in the early days while I was learning ShaderHacking, and while I was starting out looking at Unity in particular.

Turok 2008

What this mod does:

-Removes 2D Crosshair

-Removes broken Shader (white line in certain levels)


1) Download this Zip-File

2) Extract into the folder where the games exe is located

3) Use Nvidias Crosshair (STRG+F12). You can pre-configure the shape of this in your Nvidia 3D-Vision Control Panel


The main purpose of this fix is removíng the annoying 2D Crosshair.

When heading further in the game a broken shader might appear as a big white line running permanently across the screen. This has also been disabled with the fix. Delete folder -VertexShaders - in case you want to see if that broken shader appears on your machine or you experience any crashes after using the fix.

RJKole 2017