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About This File

TL;DR

The Youngblood Tweaker (YBT) allows additional tweaking of Wolfenstein: Youngblood. This includes options to scale player and enemy damage, adjusting the amount of head bobbing, disabling various HUD elements and more.

Quick start guide:

  1. Extract the file dinput8.dll to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Wolfenstein Youngblood\".
  2. Start the YoungbloodTweakerGUI.exe set the bindings and other settings as desired
  3. Start the game like you would normally, for example directly through Steam


Features

The Youngblood Tweaker (YBT) is a small mod that offers additional options for Wolfenstein: Youngblood. The goal is to fix issues that prevent people from enjoying the game, as well as to provide quality of life improvements.

The mod is still in its infancy with very limited functionality. It may be extended and improved based on user feedback in the future.

Its features include:

  • Adjusting player and enemy damage
  • Disabling various HUD elements, such as enemy healthbars, objective markers, minimap or the crosshair
  • Adjusting the amount of head bobbing when moving or turning
  • Forcing the FOV outside the range that can be set ingame
  • Disabling rendering of the fog


Instructions

Supported Versions

This mod is designed for the latest, fully patched versions of the game and might not work when used with older or otherwise modified executables.

  • Steam (international version)
  • Steam (international demo version)


Install

The mod does not make any permanent changes to the game or to Windows and can easily be removed.

  1. Extract the file dinput8.dll to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Wolfenstein Youngblood\".
  2. Start the YoungbloodTweakerGUI.exe set the bindings and other settings as desired
  3. Start the game like you would normally, for example directly through Steam


Note that even though the GUI is for configuration only and does not have to be running for the mod to work, it can be used together with the 'Reload Config' binding to adjust options of the fly.

Update

  1. Perform a regular installation and just overwrite any existing files


Note that an update retains all configured options unless they have actually been changed or removed in the new version.

Uninstall

  1. Remove or rename the dinput8.dll from the folder of the game.


Known Issues

There are currently no known issues.

Additional Information

Antivirus Software

Since this mod consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner.

If you lack the trust in random people on the internet -- and I would not blame you -- feel free to use a meta online virus scanner like VirusTotal to verify the file.

GUI Requirements

The GUI requires the Microsoft .NET Framework 4.7.1 to work; which should already be installed on most systems. If you are having problems starting the program, you can download the required version either through a recommended Windows update (Windows 7 and later) or at Microsoft here.

Loading Other Fixes/Mods/Injectors

To increase the compatibility with other mods or injectors that are using a wrapper DLL, this fix offers two methods for remote loading of additional files. Note that there might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process.

File method:

The mod will load another dinput8.dll automatically if it has the name dinput8_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput8.dll.

Folder method:

The mod will also automatically load all DLLs regardless of their names in a dinput8_Remote sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files.

Input Bindings

The GUI allows the binding of an action to an arbitrary combination of keys and buttons on the keyboard, the mouse or an XInput compatible controller. The system purposefully does not restrict conflicts, so multiple actions can be bound to the same key.

Key Names:

In case of the keyboard there might be a discrepancy between the key that was pressed and the one that is displayed. This is because the names are automatically translated based on the keyboard layout by using a Windows function. However, the mod always uses the physical keys as they were used during the creation of the binding, independent of the name that is displayed.

Modifiers:

Modifier bindings can be created by just using the corresponding key combinations. If you bind one action to Space and another another to LCTRL + Space and a third one to LALT + LCTRL + Space, only one of them will be triggered when Space is down, depending on the state of LCTRL and LALT. The system is not restricted to the usual modifier keys ALT, CTRL or SHIFT. Any key or button pressed before another acts as a modifier for the next one. Note that the order of the keys or buttons is only relevant during the binding process to distinguish bindings with the same modifiers. In the above example, Space could be held down and the other actions triggered by pressing LCTRL or LALT afterwards.

Contact And Support

If you like this mod and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions.

Version History

v1.0.1:

  • Added support for game version 1.0.3


v1.0:

  • Initial public release


 

What's New in Version v1.0.1   See changelog

Released

v1.0.1:

  • Added support for game version 1.0.3




User Feedback

Recommended Comments

The mod is indeed incompatible with the 1.0.5. version.

If  @Methanhydrat updates the mod, can you please add the "use the dot crosshair for all weapons" option, present in the Wolfenstein II tweaker?

 

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I have temporarily halted development on this mod, since the developers mentioned on the Steam forums, that they wanted to officially fix almost all of the problems this mod offers options for. Additionally, the interest in this mod has been rather low, which makes it difficult for me to justify the time investment to keep it running while the game is being worked on.

However, I will probably get back to it soon to continue my initial playthrough. But I will probably not get to do that until the end of September. 

Regarding the dot crosshair: I have gotten requests for this before. The problem is, that the way I did it in the Wolfenstein II: The New Colossus does not work in this game. It is definitely doable somehow, but I have to do some digging to find a way to implement it.

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